Belten Steelcaller, Male Dwarven Ftr3/Rog3
Lord Kelric
Size: M
HD: 3d6 + 2d10 + 1d12 + 15
hp: 56
Init: +1
Spd: 20 ft.
AC: 21
(AC Flat-footed: 20; AC Touch: 14)
BAB: +5
Base Attack: +8 melee, +6 ranged
Weapons:
+10 Dwarven Waraxe of Fire +1, 1d10+1d6(fire)+4 (x3)
+8 Warhammer, 1d8+3 (x3)
+9 MW Dagger, 1d4+3 (19-20/x2)
+7 Crossbow (light,MW), 1d8 (19-20/x2), 80 ft
AL: CG
Save: Fort +7, Ref +6, Will +4 (+2 saving throws against poison, +2 saving throws against spells and spell-like effects)
Attributes: Dwarf +2 Con, -2 Cha
Str 17 +3
Dex 13 +1
Con 16 +3
Int 14 +2
Wis 13 +1
Cha 6 -2
Skill Points: 72
Skills:
Appraise (6) +8 (+10 for stone or metal items, +12 for armor or shield (synergy bonus), additional +2 when using magnifying glass or merchants scales)
Climb (4) +7
Craft, Armorsmithing (10) +12 (+14 with metal armor, additional +2 when using MW artisans tools)
Disable Device (8) +10 (+12 MW Thieves Tools)
Jump (4) +7
Knowledge, Dungeoneering (4) +6
Listen (6) +7
Open Lock (8) +9 (+11 MW Thieves Tools)
Search (8) +10 (+12 to notice unusual stonework)
Spot (7) +8 (+13 with Eyes of the Eagle)
Swim (4) +7
Use Rope (3) +4
Check penalties -5 Banded Mail
Feats:
Earth Sense, Earth Adept, Earth Master, Axe Focus, Shield Specialization (Heavy shield), Shield Ward, Heavy Armor Optimization
Languages: Dwarven, Common, Orc,
Special Abilities:
Dwarf Abilities:
Darkvision 60 ft
Stonecunning +2 Search check
Weapon Familiarity Dwarven waraxe and urgosh treated as martial weapons
Stability +4 against bull rush or trip
+2 saving throws against poison
+2 saving throws against spells and spell-like effects
+1 attack against orcs and goblinoids
+4 dodge bonus against giant type monsters
+2 bonus on Appraise checks relating to stone or metal items
+2 bonus on Craft checks relating to stone or metal
Dwarven Fighter Racial Substitution, Level 1
Rogue Abilities:
Variant Class: Gain: Bonus feats (as fighter) Lose: Sneak attack
Trapfinding
Evasion (N/A in Heavy Armor)
Trap Sense +1
Equipment:
Armor and Clothing
Banded Mail (+6) (35 lb)
Shield, heavy steel (+3) (15 lb)
Shield +1, light (steel) (2) (6lb)
Explorers Outfit
Weapons
+1 Dwarven Waraxe of Fire (8lb)
MW Light Crossbow(4 lb)
2 Potions of Cure Light Wounds
Warhammer (5 lb)
Items
3 Cases of Crossbow Bolts (30 Bolts Total) (3 lb)
Thieves Tools, MW (2 lb)
Backpack (2 lb)
Bedroll (5 lb)
Blanket, winter (3 lb)
Belt Pouch (2) (1 lb)
Rope, Silk (50 Feet) (5 lb)
Sacks (2, Empty) (1 lb)
Trail Rations (10 Days) (10 lb)
Flint and Steel (Negligible)
Signal Whistle (Negligible)
Whetstone (Negligible)
Waterskin (5, Full) (20 lb)
Scales, merchants (1 lb)
Magnifying glass (Negligible)
Climbers kit (5 lb)
Gold Bracelet (magical?)
Total weight: 153lb
Max weight: 260lb
Items left at current campsite
Magic Items
Eyes of the Eagle (+5 Spot)
2 Potions of Cure Light Wounds
Money: 376 GP, 782 SP, 8 CP (23.32lb)
Description:
There is just no nice way to put it, Belten was ugly...even for a dwarf. The fact that the left side of his face is a mass of scar tissue doesn't help matters either. Belten stands 4 3 with curly black hair and a full beard on half of his face, scraggly looking on the other. He will be found with his armor on almost 24/7, as you never know when somebody will try slipping a blade in your back. In addition to the armor you can see a shield and crossbow slung across his back, a waraxe hanging from his right hip, a warhammer from the left, and a back-pack for his supplies.
Background:
Belten grew up just like any other dwarf in his conclave....learning about stonework, the dangers of the underground, and what it means to be a dwarf from the elders, swimming in the great underground lakes with his friends, putting up with their teasing about how ugly he looked, and what a big nose you have!, and watching his father work at the Forge, making armor for the dwarven regulars who protected the conclave from the raids of the orcs. In addition Belten liked spending time with their neighbor Grundolt, the conclave locksmith. Unlike his friends, Grundolt never teased him about being ugly, or his nose. When Belten wasn't hard at work learning the Forge, he liked to learn about locks, how they work, how to open them, from Grundolt. He soon found he had a talent for opening locks and it soon became a game between Grundolt and Belten to see who could open a lock the quickest. Belten never won, but it still was a challenge, quite different from the hard labor at the Forge.
Then one day, the Accident happened. To this day Belten is not sure what happened, but while learning the Craft from his father one of the smelters exploded. Belten was showered with hot molten steel, burning most of the left side of his body, ruining his left eye. It was only by the grace of the great Dwarven gods that the great Dwarven Cleric Valeck was at the Forge, inquiring about an order for mail he had placed. Valeck was able to save Belten's life, healing his eye in the process. However, the god's grace didn't extend to completely heal the burns, leaving Belten's face, left shoulder and chest a mass of scar tissue.
Belten soon recovered enough to start back at the Forge, but instead of his friends teasing him, they now where overly polite, asking how he was, did he need anything, etc. But they always shied away from looking at his face. Belten soon wished they would go back to teasing him, not treating him like an invalid. He soon left the Forge to escape not only the teasing, but also the reminder of the Accident. Belten joined the dwarven regulars and began training as a heavy scout. His attention to detail, which he learned both from his father and Grundolt soon paid off as he quickly learned how to spot ambushes, find and disarm the devious traps of the orcs, and how to use the martial weapons of the dwarf.
Belten gained much experience during this time, but a thirst for adventure began to grow. Soon he realized that regular drills with only sporadic combat would not quench this thirst. Belten then made his goodbyes and set out for Modros to earn his fame.
XP: 15020
Next Level At: 21000
Campaign Log:
??/??/?? 1751 xp For escaping the slave pit and joining the Modros group and ensuing combat.
09/14/05 430 xp Combat/Roleplay for initial encounter in the mysterious dungeon.
10/24/05 225 xp Combat for second encounter with the flying beastie
12/22/05 900 xp Room 1 misc
01/19/06 445 xp Balancing award
05/18/08 bumped to 14625 after Battle Royal in the temple
07/31/08 bumped to 15020 from RP in temple area
Lord Kelric
Size: M
HD: 3d6 + 2d10 + 1d12 + 15
hp: 56
Init: +1
Spd: 20 ft.
AC: 21
(AC Flat-footed: 20; AC Touch: 14)
BAB: +5
Base Attack: +8 melee, +6 ranged
Weapons:
+10 Dwarven Waraxe of Fire +1, 1d10+1d6(fire)+4 (x3)
+8 Warhammer, 1d8+3 (x3)
+9 MW Dagger, 1d4+3 (19-20/x2)
+7 Crossbow (light,MW), 1d8 (19-20/x2), 80 ft
AL: CG
Save: Fort +7, Ref +6, Will +4 (+2 saving throws against poison, +2 saving throws against spells and spell-like effects)
Attributes: Dwarf +2 Con, -2 Cha
Str 17 +3
Dex 13 +1
Con 16 +3
Int 14 +2
Wis 13 +1
Cha 6 -2
Skill Points: 72
Skills:
Appraise (6) +8 (+10 for stone or metal items, +12 for armor or shield (synergy bonus), additional +2 when using magnifying glass or merchants scales)
Climb (4) +7
Craft, Armorsmithing (10) +12 (+14 with metal armor, additional +2 when using MW artisans tools)
Disable Device (8) +10 (+12 MW Thieves Tools)
Jump (4) +7
Knowledge, Dungeoneering (4) +6
Listen (6) +7
Open Lock (8) +9 (+11 MW Thieves Tools)
Search (8) +10 (+12 to notice unusual stonework)
Spot (7) +8 (+13 with Eyes of the Eagle)
Swim (4) +7
Use Rope (3) +4
Check penalties -5 Banded Mail
Feats:
Earth Sense, Earth Adept, Earth Master, Axe Focus, Shield Specialization (Heavy shield), Shield Ward, Heavy Armor Optimization
Languages: Dwarven, Common, Orc,
Special Abilities:
Dwarf Abilities:
Darkvision 60 ft
Stonecunning +2 Search check
Weapon Familiarity Dwarven waraxe and urgosh treated as martial weapons
Stability +4 against bull rush or trip
+2 saving throws against poison
+2 saving throws against spells and spell-like effects
+1 attack against orcs and goblinoids
+4 dodge bonus against giant type monsters
+2 bonus on Appraise checks relating to stone or metal items
+2 bonus on Craft checks relating to stone or metal
Dwarven Fighter Racial Substitution, Level 1
Rogue Abilities:
Variant Class: Gain: Bonus feats (as fighter) Lose: Sneak attack
Trapfinding
Evasion (N/A in Heavy Armor)
Trap Sense +1
Equipment:
Armor and Clothing
Banded Mail (+6) (35 lb)
Shield, heavy steel (+3) (15 lb)
Shield +1, light (steel) (2) (6lb)
Explorers Outfit
Weapons
+1 Dwarven Waraxe of Fire (8lb)
MW Light Crossbow(4 lb)
2 Potions of Cure Light Wounds
Warhammer (5 lb)
Items
3 Cases of Crossbow Bolts (30 Bolts Total) (3 lb)
Thieves Tools, MW (2 lb)
Backpack (2 lb)
Bedroll (5 lb)
Blanket, winter (3 lb)
Belt Pouch (2) (1 lb)
Rope, Silk (50 Feet) (5 lb)
Sacks (2, Empty) (1 lb)
Trail Rations (10 Days) (10 lb)
Flint and Steel (Negligible)
Signal Whistle (Negligible)
Whetstone (Negligible)
Waterskin (5, Full) (20 lb)
Scales, merchants (1 lb)
Magnifying glass (Negligible)
Climbers kit (5 lb)
Gold Bracelet (magical?)
Total weight: 153lb
Max weight: 260lb
Items left at current campsite
Sacks (3, Empty) (1.5 lb)
Saddle, Pack (15 lb)
Saddlebags (8 lb)
Feed (10 Days) (100 lb)
Waterskin (5, Full) (20 lb)
Artisan's Tools, MW (5 lb)
Shovel (8 lb)
Sledge (10 lb)
Crowbar (5 lb)
Sunrod (5) (5 lb)
Lantern, hooded (2 lb)
Oil (5 1-pint flasks) (5 lb)
Magic Items
Eyes of the Eagle (+5 Spot)
2 Potions of Cure Light Wounds
Money: 376 GP, 782 SP, 8 CP (23.32lb)
Description:
There is just no nice way to put it, Belten was ugly...even for a dwarf. The fact that the left side of his face is a mass of scar tissue doesn't help matters either. Belten stands 4 3 with curly black hair and a full beard on half of his face, scraggly looking on the other. He will be found with his armor on almost 24/7, as you never know when somebody will try slipping a blade in your back. In addition to the armor you can see a shield and crossbow slung across his back, a waraxe hanging from his right hip, a warhammer from the left, and a back-pack for his supplies.
Background:
Belten grew up just like any other dwarf in his conclave....learning about stonework, the dangers of the underground, and what it means to be a dwarf from the elders, swimming in the great underground lakes with his friends, putting up with their teasing about how ugly he looked, and what a big nose you have!, and watching his father work at the Forge, making armor for the dwarven regulars who protected the conclave from the raids of the orcs. In addition Belten liked spending time with their neighbor Grundolt, the conclave locksmith. Unlike his friends, Grundolt never teased him about being ugly, or his nose. When Belten wasn't hard at work learning the Forge, he liked to learn about locks, how they work, how to open them, from Grundolt. He soon found he had a talent for opening locks and it soon became a game between Grundolt and Belten to see who could open a lock the quickest. Belten never won, but it still was a challenge, quite different from the hard labor at the Forge.
Then one day, the Accident happened. To this day Belten is not sure what happened, but while learning the Craft from his father one of the smelters exploded. Belten was showered with hot molten steel, burning most of the left side of his body, ruining his left eye. It was only by the grace of the great Dwarven gods that the great Dwarven Cleric Valeck was at the Forge, inquiring about an order for mail he had placed. Valeck was able to save Belten's life, healing his eye in the process. However, the god's grace didn't extend to completely heal the burns, leaving Belten's face, left shoulder and chest a mass of scar tissue.
Belten soon recovered enough to start back at the Forge, but instead of his friends teasing him, they now where overly polite, asking how he was, did he need anything, etc. But they always shied away from looking at his face. Belten soon wished they would go back to teasing him, not treating him like an invalid. He soon left the Forge to escape not only the teasing, but also the reminder of the Accident. Belten joined the dwarven regulars and began training as a heavy scout. His attention to detail, which he learned both from his father and Grundolt soon paid off as he quickly learned how to spot ambushes, find and disarm the devious traps of the orcs, and how to use the martial weapons of the dwarf.
Belten gained much experience during this time, but a thirst for adventure began to grow. Soon he realized that regular drills with only sporadic combat would not quench this thirst. Belten then made his goodbyes and set out for Modros to earn his fame.
XP: 15020
Next Level At: 21000
Campaign Log:
??/??/?? 1751 xp For escaping the slave pit and joining the Modros group and ensuing combat.
09/14/05 430 xp Combat/Roleplay for initial encounter in the mysterious dungeon.
10/24/05 225 xp Combat for second encounter with the flying beastie
12/22/05 900 xp Room 1 misc
01/19/06 445 xp Balancing award
05/18/08 bumped to 14625 after Battle Royal in the temple
07/31/08 bumped to 15020 from RP in temple area
