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Strunthal Stormbeard, Male Dwarf, Fighter 3/Rogue 3


Draidden

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Kilgrim2.jpg.1b74654366aa4c618d0c60b16bb4412f.jpgStrunthal Stormbeard

Outline of Level Progression

1st level

Dwarf Fighter Substitution Level 1 (Races of Stone)/ Rogue Level 1

2nd Level

Paragon Dwarf Level 1 (Unearthed Arcana) / Rogue Level 2

3rd Level

Fighter Level 2 / Rogue Level 3

Feats

1st Level: Nimble Fingers

Dwarven Fighter Bonus 1st Level: Axe Focus

Fighter Bonus Level 2: Two Weapon Fighting

3rd Level: Quick Draw

Backstory:

Strunthal was born and raised in Settlestone a village south of Mithral Hall. Currently the village is mostly dwarves, but there are other races mixed in. The main job of the dwarves in the village is to patrol the area and keep the monsters away. Strunthal participated in this activity and that is where he learned most of his stealth and fighting skills. His father, being a locksmith and a retired Rogue, taught him all he knows about locks and traps and getting into places others want to keep him out of.

While he does go out on the patrols and has been involved in fighting off monsters such as goblins, orcs and even some giants, he is most known for his work with his father where they test peoples home or work security and help them plug holes.

Recently Strunhal got himself on the wrong side of a rather powerful merchant. He discovered the man was using a loophole in the law to rob people of their hard earned money and even ruining a few families. Strunthal managed to set the man up and make his actions public knowledge, which caused him all sorts of business and ruined his reputation. To make matters worse, it seems a group of bandits had robbed one of the merchants trade carvans and made off with a large amount of money and valuables. Strunthal was part of that. He and his compatriots pawned the items in another city and then took the money and then anonymously gave it to the people that the merchant had robbed.

While the merchant was financially and reputation-ally hurt, he still had enough power to start people looking into the raid. In an effort to avoid more problems Strunhal decided to leave town and see some of the world. During his early travels he heard of the RFT and decided why just see his world when he could see many other worlds too. So now he finds himself at the RTF looking for an interesting group to join and an interesting job to complete.

Personality: While Strunthal strongly believes in the preservation of life, he is also a pragmatist. When faced with a situation where letting someone live is going to result in many others suffering, he has no problem killing that one. He believes strongly in laws being a good thing, as long as they are beneficial to the majority of the people. He has no issue with breaking a law that is only benefiting a small group of just one person. Some find it off putting, but he has a tendency to say what he is thinking most of the time. He is not so stupid as to tell someone of power thoughts that would get him in trouble. Well, maybe a little trouble, but he always tries to be respectful.

Appearance: While his grumpy looking appearance is stereotypical for a dwarf, the fact that he does not appear to wear armor is not. Standing at 4'2” tall he is average for a dwarf with his stocky frame giving him the typical dwarven appearance of being a compact combat machine. His hair and beard are of a dark brown color and he keeps the majority of the beard confined to two braids however his mustache and parts of his beard always seem to be sticking out in all directions. This partially where he got his last name. His clothing is dark colored to help him blend in to the shadows and background. His array of weapons also helps to give him the gruff appearance that says leave me alone. AT least until you get to know him.

 

Edited by Draidden (see edit history)
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Kilgrim2.jpg.1b74654366aa4c618d0c60b16bb4412f.jpgStrunthal Strombeard


Race: Dwarf

HP: 38
Class: Rogue 3 || Dwarf Paragon/Fighter AC: 17

Level: 3 || 1/2

 

Experience Points: 3,270

Initiative: +3
Alignment: Lawful Good Speed: 20

STATS
  Score Mod
Strength 14 +2
Dexterity 16 +3
Constitution 14 +2
Intelligence 14 +2
Wisdom 14 +2
Charisma 06 -2
Saves
Fortitude +7
Reflex +6
Will +3
Attack Bonus
Melee +5
Grapple +5
Ranged +6

 

 

SKILLS

Skill Name Key Ability Total Mod
Appraise Int

+5

Balance Dex

+6

Bluff Cha

-2

Climb Str

+7

Concentration Con

+2

Craft Int

+2

Decipher Script Int

+2

Diplomacy Cha

-2

Disable Device Int

+10

Disguise Cha

-2

Escape Artist Dex

+3

Forgery Int

+2

Gather Information Cha

-2

Handle Animal Cha

-2

Heal Wis

+2

Hide Dex

+8

Intimidate Cha

-2

Jump Str

+2

Knowledge - local Int

+2

Listen Wis

+8

Move Silently Dex

+8

Open Lock Dex

+10

Perform Cha

-2

Profession - Locksmith Wis

+6

Ride Dex

+3

Search Int

+8

Sense Motive Wis

+5

Sleight of Hand Dex

+3

Spellcraft Int

+2

Spot Wis

+8

Survival Wis

+2

Swim Str

+2

Tumble Dex

+6

Use Magic Device Cha

-2

Use Rope Dex

+3

 

 

Languages

Languages
Common Dwarf
Goblin Orc
   
   

 

Weapon Attack bonus Damage Range Type
MW Cold Iron Dwarven Axe +7 1d10+2 / x3   Slashing
MW Composite Longbow Str +2 +7 1d8+2 / x3 110' Piercing
Light Mace +5 1d6+2 / x2   Bludgeoning
Throwing Axe +6 melee/+7 ranged 1d6+2 / x2 10' Slashing
Dagger +5 melee/+6 ranged 1d4+2 / 19-20 x2 10' Piercing
+1 Longsword +6 1d8+3   Slashing

 

EQUIPMENT
Item Weight Location Item Weight Location
Backpack 2 Back Cure Light Wounds Potion x2 0 Backpack
Bedroll 5 Backpack Magic Weapon Potion x2 0 Backpack
Winter Blanket 3 Backpack Jump Potion x2 0 Backpack
Caltrops 2 Pouch Potion of Invisibility 0 Backpack
Flint and Steel 0 Pouch Explorer's Outfit 8 Worn
Grappling Hook 4 Backpack Mithril Chain Shirt 10 Worn
Hammer 2 Backpack      
10 Pitons 5 Backpack      
Belt Pouch 0.5 Belt      
5 Days of Rations 5 Backpack      
50' of Silk Rope 5 Backpack      
Empty Sack 0.5 Backpack      
Waterskin 4 Backpack      
Whetstone 1 Pouch      
Everburning Torch 1 Backpack      
MW Thieves Tools 2 Pouch      

 

Money
GP: 81 SP: 3 CP: 8 PP: ??

 

Racial Abilities

+2 Constitution, -2 Charisma

Speed 20Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

DarkvisionDwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

StonecunningThis ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Weapon FamiliarityDwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

StabilityA dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

Dodge vs. Giants+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

 

 

Class Abilities

FIGHTER

Substitution Dwarven Fighter level 1

Axe Focus

Rogue

Sneak Attack: +2d6If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

TrapfindingRogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

EvasionAt 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense +1At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

 

Feats

Nimble Fingers1st Level Feat

You get a +2 bonus on all Disable Device checks and Open Lock checks.

Axe Focus1st Level Fighter Bonus Feat

+1 to attack with all types of axes

Two Weapon Fighting2nd Level Fighter Bonus Feat

Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack.

Quick Draw3rd Level Feat

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

 

 

Appearance

While his grumpy looking appearance is stereotypical for a dwarf, the fact that he does not appear to wear armor is not. Standing at 4'2” tall he is average for a dwarf with his stocky frame giving him the typical dwarven appearance of being a compact combat machine. His hair and beard are of a dark brown color and he keeps the majority of the beard confined to two braids however his mustache and parts of his beard always seem to be sticking out in all directions. This partially where he got his last name. His clothing is dark colored to help him blend in to the shadows and background. His array of weapons also helps to give him the gruff appearance that says leave me alone. AT least until you get to know him.

Personality

While Strunthal strongly believes in the preservation of life, he is also a pragmatist. When faced with a situation where letting someone live is going to result in many others suffering, he has no problem killing that one. He believes strongly in laws being a good thing, as long as they are beneficial to the majority of the people. He has no issue with breaking a law that is only benefiting a small group of just one person. Some find it off putting, but he has a tendency to say what he is thinking most of the time. He is not so stupid as to tell someone of power thoughts that would get him in trouble. Well, maybe a little trouble, but he always tries to be respectful.

Backstory

Strunthal was born and raised in Settlestone a village south of Mithral Hall. Currently the village is mostly dwarves, but there are other races mixed in. The main job of the dwarves in the village is to patrol the area and keep the monsters away. Strunthal participated in this activity and that is where he learned most of his stealth and fighting skills. His father, being a locksmith and a retired Rogue, taught him all he knows about locks and traps and getting into places others want to keep him out of.

While he does go out on the patrols and has been involved in fighting off monsters such as goblins, orcs and even some giants, he is most known for his work with his father where they test peoples home or work security and help them plug holes.

Recently Strunhal got himself on the wrong side of a rather powerful merchant. He discovered the man was using a loophole in the law to rob people of their hard earned money and even ruining a few families. Strunthal managed to set the man up and make his actions public knowledge, which caused him all sorts of business and ruined his reputation. To make matters worse, it seems a group of bandits had robbed one of the merchants trade carvans and made off with a large amount of money and valuables. Strunthal was part of that. He and his compatriots pawned the items in another city and then took the money and then anonymously gave it to the people that the merchant had robbed.

While the merchant was financially and reputation-ally hurt, he still had enough power to start people looking into the raid. In an effort to avoid more problems Strunhal decided to leave town and see some of the world. During his early travels he heard of the RFT and decided why just see his world when he could see many other worlds too. So now he finds himself at the RTF looking for an interesting group to join and an interesting job to complete.

 

Edited by Draidden (see edit history)
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Hi, Draidden. Welcome to RFT!

It looks like most things are in order here, but I need you to itemize your expenses before I can officially approve him.

Also, there are a few minor comments:

  • I think you forgot to add your Axe Focus bonus to your throwing axe.
  • It looks like you're starting play with 26 damage already (current hp at 12).
  • You get an additional +2 Fort for your first level of fighter.
  • You haven't noted any of your rogue abilities on your character sheet.
  • Standard notation for gestalt uses "||" between the "sides" of the gestalt, like this: Rogue 3 || Dwarf Paragon 1 / Fighter 2
  • It looks like you typo-ed "Stormbeard" to "Strombeard" in a couple places.
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7 hours ago, Blue Jay said:

Hi, Draidden. Welcome to RFT!

It looks like most things are in order here, but I need you to itemize your expenses before I can officially approve him.

Also, there are a few minor comments:

  • I think you forgot to add your Axe Focus bonus to your throwing axe.
  • It looks like you're starting play with 26 damage already (current hp at 12).
  • You get an additional +2 Fort for your first level of fighter.
  • You haven't noted any of your rogue abilities on your character sheet.
  • Standard notation for gestalt uses "||" between the "sides" of the gestalt, like this: Rogue 3 || Dwarf Paragon 1 / Fighter 2
  • It looks like you typo-ed "Stormbeard" to "Strombeard" in a couple places.

Thanks for the catches. I fixed those. And I put the itemized purchases down under notes at the bottom of the sheet. I had it in a spoiler of the post, but figured you wanted it on the sheet.

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I’m not a GM yet. One of them (or two) will have to approve it, and when that happens, they’ll move it.
 

Partly because I started with 1e, and partly because I like rolling one type of die at a time, but I recommend shortbow.

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Kilgrim2.jpg.1b74654366aa4c618d0c60b16bb4412f.jpg Strunthal Stormbeard Character Sheet

Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2)


AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft.

Touch AC: 13 | Flat Footed AC: 14
Senses: Spot: +8, Listen: +8, Search: +8
Str: 14 (+2) | Dex: 16 (+3) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 06 (-2)
Languages: ??


My words, | My thoughts, | My actions . . .


 

 

OOC

 

Edited by Draidden (see edit history)
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