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Join Date: Jul 2004 Location: Gainesville, FL
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| Rasereit Vundinn Name: Rasereit Vundinn (RAH-zehr-it VOON-din) Class: Barbarian (horse) 4/Fighter 4 Race: Dwarf Size: Medium Gender: Male Alignment: Chaotic Neutral Deity: Mongrel Combat Stats and Skills: Code: Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +2 +3 ~ ~ +0 20
Touch: 13 Flatfooted: 17
Weapon Attack Damage Critical Notes
+3 Flaming Dwarven Waraxe,
Thane's Roar +15 1d10+8+1d6f x3 (+8 BAB, +3 STR, +3 Magic, +1 WF; dmg +3 STR, +2 WS, +3 Magic, +1d6f flaming)
MW Spiked MW Heavy Steel Shield +12 1d6+1 x2 (+8 BAB, +3 STR, +1 MW; dmg +1 STR/2)
Warhammer (Two-Handed) +11 1d8+4 x3 (+8 BAB, +3 STR; dmg +4 STR*1.5)
Handaxe MW +12 1d6+3 x3 (+8 BAB, +3 STR, +1 MW; dmg +3 STR)
Handaxe MW (thrown) +12 1d6+3 x3 (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
Light Crossbow MW +12 1d8 19-20/x2 (+8 BAB, +3 DEX, +1 MW; dmg +3 STR)
TWF Full-Attack:
Roar and Shield +13/+8,+10 1d10+8+1d6f,1d6+1 x3,x2 (-2 TWF/-5 2nd Atk)
Skill Points: 32 Max Ranks: 9/4.5
Skills Ranks Mod Misc Total
Climb (Str) 8 +4 -3 +9
Constitution (Con) 0 +3 ** +3 (** +4 in some situations, from Endurance)
Craft (Int) 0 +0 ** +0 (** +2 with stone or metal items, from Craft Expertise)
Handle Animal (Cha) 0 -1 +2 +1
Intimidate (Cha) 10 -1 +9
Knowledge (Local) (Int) 1 +0 +1
Ride (Dex) 9 +3 +2 +14
Search (Int) 0 +0 ** +0 (** +4 to notice unusual stonework, auto check @ 20', from Improved Stonecunning
Survival (Wis) 7 -1 +6
Swim (Str) 0 +4 ** +4 (** +4 in some situations, from Endurance)
Craft Points: 1200
Equipment: Code: Equipment: Weight
+3 Flaming Dwarven Waraxe,
Thane's Roar 8.0 lb
MW Spiked MW Heavy Steel Shield 20.0 lb (crafted by Juliana, MW spikes)
Handaxe MW 3.0 lb
Warhammer 5.0 lb
Light Crossbow MW 4.0 lb
MW Breastplate 30.0 lb
Gauntlets (mundane) 4.0 lb
Amulet (mundane) ~ lb
Explorer's Outfit* ~ lb
-Belt Pouches x6 3.0 lb
--Vial (empty) ~ lb (originally came with a potion inside)
--Vial (empty) ~ lb (from S2 loot, originally came with a potion inside)
--Vial (empty) ~ lb (from S2 loot, originally came with a potion inside)
--Vial (empty) ~ lb (originally came with a potion inside)
--Vial (empty) ~ lb (originally came with a potion inside)
--Fine Black chess pieces ~ lb
- pawn
- rook
- king
Signal Whistle (neck) 0.1 lb
Flask of liquor 0.1 lb (free from Joe, now empty)
*Belt is worn diagonally across the chest
Backpack 2.0 lb
-Waterskin (full) 4.0 lb
-Whetstone 1.0 lb
-Monk's Outfit 2.0 lb
-Letter of Commendation from
Baron Pician of Earling ~ lb
-Letter of Commendation from
the King of Monemvassia ~ lb
-Vial (empty) ~ lb (originally came with a potion inside)
-Sack 0.5 lb
--Chalk x2 ~ lb
--Flint & Steel ~ lb
-Sack 0.5 lb
Quiver
-Crossbow bolts (11) 1.1 lb
*Preserved and salted
Total Weight: 88.3 lb Money: 0pp 166gp 7sp 6cp
Lgt Med Hvy Lift Push
Max Weight: 0-100 101-200 201-300 600 3000
Cost Weight
Heavy Warhorse 400gp ~ lb
-Chain shirt barding 400gp 50 lb
-Military Saddle 20gp 30 lb
-Bit and bridle 2gp 1 lb
-Saddlebags 4gp 8 lb
-Rasereit priceless! 186 lb
-Rasereit's carried gear ~gp 88.3 lb
Total Weight: 363.3 lb (Medium encumbered, 35' movement)
Lgt Med Hvy Lift Pull
Max Weight: 0-300 301-600 601-900 1800 3600
Age: 66 Height: 4'5" Weight: 186lb Eyes: Dark Brown Hair: Red Skin: White w/ light tan Appearance:
Tall for his race, Rasereit Vundinn still seems a bit short among humans. His long red hair looks like it was braided once and then forgotten. Though it's not exactly treated with reverence, his hair is not ridiculously knotted, just a little wild. He bathes only when he feels like it, sometimes giving him an unpleasantly odoriferous presence. He has a fierce glint in his dark brown, almost black, eyes. The breastplate he wears over his clothes has nary scratch on it, but its dull metal sheen makes it seem as though it is tired and old. The Vundinn clan emblem is etched on the chest. It looks to be made of the finest steel and the straps are attached in such a way as to facilitate his movement more easily than most armor of its type. Hanging around his neck is a small, carved wooden turtle on a leather lace. His gray woolen shirt is dirty, getting a wash only when he does, but durable. His hands are protected by gauntlets, both of excellent craftsmanship, each with a circular etching on the back depicting a dwarf lifting a mountain. Like the breastplate, the gauntlets have a dull look about them. Two finely crafted axes with keenly sparkling edges hang from his hips, attached to his belt by leather loops holding the axe heads up. The blade of the waraxe has a slight red tint, and it seems to emit an aura of heat. On his back hangs a large, ornate, spiked steel shield, adorned with a helmeted dwarven head behind the vicious spikes, its eyes closed as though it were asleep. Perhaps the strangest thing about the dwarf is his kilt. Woven into a red and gray plaid pattern, it is clearly very old but also very well kept. A few stitches are evident here and there, probably where an unavoidable dagger made its mark. Rasereit's bare, hairy legs carry a large number of scars, as does his face. All over his body, reminders of old wounds are small and large and in between. Clearly, this dwarf has seen more than his share of conflict. Personality:
Rasereit is often rowdy and boisterous, with very little concern for what others think. Depending on his mood, he might challenge a stranger to a no-rules bar fight or buy him a drink. He has been known to charge stupidly into very dangerous situations and barely escape with his life. When on a team with other adventurers, he does his best to protect those he knows, usually by screaming and taking most of the punishment himself, though he probably won't take a bolt for anyone he just met. With other worshippers of Mongrel he is very open, his trust is easily won, and he will help any other wanderers of Mongrel immediately, without a thought of hesitation or self-interest. He never steals from companions, contracted or otherwise, or the obvious poor, but anyone else is a potential victim. Sometimes, when he's feeling charitable, he will secretly give some of his wealth to the poor, leaving offerings of food or money on doorsteps. Of course, these gifts are almost always taken from some rich sap who "didn't need it anyway" or looted from a recent kill. Close friends, among whom number the halfling Ogrin, the human "noordlander" Pendrake, and the nameless priest of Mongrel, call him Razh.
He washes his kilt reverently every day that he can, in an uncharacteristically respectful tribute to his lost clan. In the evenings, he sleeps sitting up with his armor on and his shield propped up behind him. History:
The Vundinn clan is notable because they were among the only dwarven clans to wear the kilt. This tradition arose many generations ago when the women of the clan had to protect the village from a surprise attack while most of the men were out hunting. They grabbed their husbands' weapons and ran out into battle wearing their skirts. They single handedly beat back the entire enemy force. When the men returned, a great ceremony was held in the women's honor, and all the men wore skirts in homage to their valor. In that ceremony, the women received completely equal rights with the men. After the celebration night, a few of the men continued to wear the skirts, and the fashion spread quickly and held fast for the centuries it has been since that day.
Almost all of Rasereit's life has been wrought with conflict, making the battlefield a place where he feels at home. He was raised for the first 13 years of his life in a dwarven clanhold deep within the Underdark below the Northern Mountains, to the north of the Vastermarch cities. The Vundinn clan was waging war with an encroaching horde of dark, intelligent beasts. They lost all of their ancient stone houses and many of their clansmen to the foul monsters as they were forced upwards, towards the surface. Their second settlement was less defensible and did not have even a year of peace before the same creatures attacked. After two long years of conflict, that settlement was also destroyed and abandoned. Even more clansmen died defending the second settlement, and the monsters had no qualms about killing women and children. The dwarves who survived in the greatest numbers were the wild Vundinn warrior-barbarians, fierce combatants both honored and feared by the rest of the Vundinn clan. It was these dwarves who taught Rasereit to fight.
The Vundinn moved all the way up to a large cavern right below the surface. There they faced sporadic attacks from goblins and orcs who squatted in the nearby mountains, but they survived for another twenty one years before the monsters returned in full force. This time, an unusually intelligent orc used the threat of the monsters to unite the scattered goblinoid tribes. The combined forces of the goblinoids beat back the creatures of the depths before they reached the new Vundinn settlement. After a short respite, the orcs and goblins attacked the dwarves, determined to claim the dwarves' cavern for themselves. The Vundinn clan was almost shattered, but a few warrior-barbarians and Rasereit survived. The remnants managed to trek to the surface. There they survived for another two years under the minor oppression of goblinoids as they slowly migrated south of the mountain range. Finally, the Vundinn clan was completely disbanded when the last few clansmen simply gave up and walked their own separate ways.
Throughout all this strife, by chance and bad fortune, Razh had seven foster families plus his first, birth family. Most of them had no mothers. When the clan parted ways, he had nothing but the clothes on his back, the kilt on his hips, and the family axes at his sides. For the next three years, he made guerilla attacks on small goblin scout groups in revenge, but soon saw the futility of his efforts and stopped. He retreated south, to the town of Braeholl in the Vastermarch. The dwarven barbarian was not well received there, so he quickly moved to the forest in the south east, the Silverwood, where he lived in relative peace (despite several almost-violent run-ins with arrogant and territorial elves) and met his first real friend and trusty mount, Kerrin the horse. Eventually, he began traveling south. Periodically, he would stop by the tiny settlements in the countryside for miserable attempts at socializing, but he always returned to the wilderness.
On one of these visits, he met a very friendly and wise wandering Cleric of Mongrel. They traveled together until the next settlement, and on the journey, the cleric told his tales of adventuring and of the extreme satisfaction he received from serving his carefree god, Mongrel. Razh was converted immediately, and is now one of the most devout (if you can call a worshipper of Mongrel "devout") followers of Mongrel. The two friends parted and have never seen each other since, but Razh holds a soft spot in his adamantine heart for any follower of the Dog.
When he was 63, Rasereit's beloved equine companion, Kerrin, was at a river drinking water when a rogue goblin squadron killed the beast for meat. In a fit of fury, Rasereit slaughtered them all. He traveled on foot to the Red Dragon Inn... First Post
The doors of the tavern slowly swing open as a very dirty, very smelly dwarf trudges slowly toward the bar. An old pack graces his hunched back, a belt with a few pouches is strapped diagonally across his broad chest, and his rusty scale mail clinks and screeches, quietly protesting his clumsy movements. The large axe at his hip is nearly touching the floor because of his posture. His eyes are blood shot, and he moves with the swinging gait of a dwarf who has spent too much time with a bottle in his hands. He tries to sit down and order a drink but, due to the constant haggering by the barmaids to speak to Joe, is unable to even get the words out. "In the name of Mongrel! Back off!" he grunts loudly in an oddly accented dialect. He scans behind the bar for the bartender they speak so animatedly of. Spotting the only man with an apron on, he raises his hand, nods towards him. "I... Er, hello... Joe... Look, can y' get me a drink over here?" Eyeing him distastefully, not because of his smell, mind you, but rather for his manners, Joe meanders his way over to the unclean mess deposited at the bar and slams down a full mug, saying, "That'll be a silver, if y' please." The dwarf eyes him beadily, but after some time reaches into his pocket for the money. After receiving it, Joe Smith moves on to other, more sociable patrons, while the dwarf lays his head down on the bar, not even taking a sip of his drink. Occasionally his body shakes or trembles for a very brief moment, then he looks about angrily to see if anybody noticed, lays his weary head back down, and repeats the process.
OOC: New character, new to PbP, but not new to the game. Nice to meet you all!
Private Details
Second father was a miner, killed in an unfortunate and rare cave-in.
Third father was a warrior-barbarian. Third mother was a little obese, or at the very least, "large around the belly"
Fourth father was a brewmaster, killed by foul monsters.
Fifth father was a weaponsmith, forged Razh's first handaxe, died at the age of 303 in "glorious battle".
Sixth father was an armorsmith, killed by monsters.
Seventh father was a warrior-barbarian, killed by orcs, bequeathed his family waraxe to Razh.
Rasereit had his old, family waraxe melted down and some of the metal was used by Stonebender the smith to make his new, magical dwarven waraxe. His old handaxe was held at the smiths for a while, then melted down by Juliana's apprentice and mixed in with his new magical shield's metal.
Rasereit was age 63 in 2004.
Our Hero's Story Thus Far:
Razh was drinking away his sorrows and looking for distractions in the Red Dragon Inn when he and several others were offered a job by Mona, a halfling paladin. The group sailed to the Island of Varras'zul. After a brief foray into the underground, Razh and all members of the party returned to Orussus, a few gold pieces richer and with an acute fear of invincible centipedes. Mona got the book she wanted, so she sailed off to help her friends. Her ship turned up later, abandoned and empty.
Razh, his newfound halfling friend Ogrin, and some others assisted a man in avenging his sister. After a vicious battle with a lycanthrope, the culprits were quickly caught and brought to justice, but the adventurers gained the enmity of the Conclave, a secretive criminal organization, in the process.
Rasereit returned to the Red Dragon Inn and consumed a lot of alcohol over the course of a few days. He and Ogrin were then hired to join a group of experienced adventurers in dealing with a notorious noble, the Viscount Causticus. Another nauseating sailing experience brought Razh and company to another underground lair. This one was infested with gnolls led by Willem Frump, a man impersonating the goblin god KaziKazi. The brave wizard Ashnar died in the battle with Frump, but the false god was defeated. With Ashnar resurrected and Frump to guide them, the group traveled a long way through an underground tunnel only to emerge in the middle of an ambush by none other than the Viscount himself, assisted by his black dragon mother. Stripped bare and imprisoned, the party made their way through the dragon's dungeon beneath a volcano, where Razh wrestled a crocodile. Upon escape, the group stole some goblin equipment and attacked Causticus on his ship as he was making his way off of the island. He was defeated, and as Gundar's wrath poured from the volcano, the party sailed away in victory.
Back in Orussus, Razh used his wages to purchase some fine new equipment and enchant his dwarven waraxe and breastplate armor. Now somewhat of a pair of veterans, Razh and Ogrin were hired by another group to assist them in finding and freeing a kidnapped princess. The trail was getting cold, but as soon as Razh and Ogrin joined up, it quickly got very hot. After a fruitless horseback chase through the city, Ogrin dove headfirst into an ambush of five well-prepared men. He was quickly knocked unconscious, and Rasereit was forced to use all of his rage and skill to defeat the room full of foes and save his friend. Both halfling and dwarf almost died, but Fate had other plans. The town guards arrived in time to finish one of the two men that Razh had left, and Lasair used her psychic abilities to subdue the last man and force him to disclose the details of the princess' abduction. A large feast, five letters of commendation, and 40,000 gold pieces later, Razh and the others now have the gratitude of a baron and one of the most beautiful women in the land.
After enjoying their payment on Merchant's Avenue in Orussus, Rasereit decided it was time to head north. Ogrin decided to tag along, and so did a young man named Nodis and another halfling, Talbin. The four traveled on a ship to the Vastermarch, with plans to eventually head up into the mountains, to Rasereit's homeland. But as they rested at in an inn in a Vastermarch village, the village was attacked by a raiding party of orcs. The adventurers dispatched the raiding party and gathered what villagers they could to head for Braeholl. On the way, the group ran into another gang of adventurers, and unfortunately, a large contingent of an orcish army. After defeating several ogres, dozens of orcs, a half-orc sorcerer, and even a few undead, the union of parties arrived at Braeholl, the besieged 'bastion' of the Vastermarch Cities.
There the united group discovered the details behind the war in the Vastermarch. An accursed artifact, the Scythe of Seto, was the root cause of the conflict, corrupting all who came into contact with it, including a great paladin. After speaking with a knowledgable halfling, the adventurers agreed to take it to an ancient temple dedicated to Jareth, where a portal to oblivion was rumored to exist. The temple was protected by powerful magic, and in order to gain access our heroes were forced to engage in several life-or-death games. Rasereit took a leading role in an oversized chess game, toppling half the pieces on the board with his combat prowess. Afterwards, the group was separated, and he had to battle a crazed, evil mirror of himself. Twice.
In time, they reached the chasm. After a brief encounter with the corrupted paladin and two others under the spell of the Scythe, the cursed thing was destroyed, along with the Mirror of Opposition which produced Rasereit's evil twin. Feeling good about his success so far, Rasereit decided to take advantage of Jareth's games and played an imp in a dangerous game of chance. Drawing no less than five cards from a magical deck, Rasereit lost and gained much, material and otherwise. Tracking: Experience: 1100 XP from 6 RL months, The Island of Varras'zul 150 XP from Python, The Island of Varras'zul 100 XP from Spider Swarm, The Island of Varras'zul 50 XP from Quicksand, The Island of Varras'zul 200 XP from Water elementals, The Island of Varras'zul 150 XP from Golgol, the earth Mephit, The Island of Varras'zul 150 XP from Xorn, The Island of Varras'zul 200 XP from Centipedes, The Island of Varras'zul 100 XP from Caged Remnant, The Island of Varras'zul 150 XP from Trap, The Island of Varras'zul 150 XP from Centipede Swarm, The Island of Varras'zul 200 XP from Guardian Spider, The Island of Varras'zul 75 XP from Cursed Book, The Island of Varras'zul 40 XP, ad hoc, The Island of Varras'zul Subtotal from The Island of Varras'zul: 2815 XP 320 XP from Rats, Bats, and Wererats, LPNN 325 XP from time spent, LPNN 925 XP from Tryggvi, Kopasker, assassin vines, and 2.5 months of real time, LPNN Subtotal from LPNN: 1570 XP
471 XP from 10 gnolls after salt chute, M4: Under the Volcano
150 XP from piercers, M4: Under the Volcano
694 XP from 5 gnolls and 4 hyenadons, M4: Under the Volcano
75 XP from White Goo (before resting) M4: Under the Volcano
150 XP from Time spent on adventure, M4: Under the Volcano 1114 XP from more goo, KaziKazi and co., etc., M4: Under the Volcano 600 XP from Time spent on adventure, M4: Under the Volcano 2235 XP from escaping a volcanic island with only goblin weapons, M4: Under the Volcano Subtotal from M4: Under the Volcano: 5489 XP 2200 XP from bravely battling five armed men at the same time, wounding all of them, and personally dispatching three, Niobe's Dilemma 300 XP from time spent and misc., Niobe's Dilemma Subtotal from Niobe's Dilemma: 2500 XP 2050 XP from wiping out an orcish raiding party, personally dispatching 6 warriors, 2 leaders, and a minotaur, and assisting others in taking out the rest S2: War in Vastermarch 2300 XP from wiping out an orcish siege party, personally dispatching 3 ogres and several orcs, S2: War in the Vastermarch 175 XP for miscellaneous goodness, S2: War in the Vastermarch Subtotal from S2: War in the Vastermarch: 4525 XP 900 XP from a group of undead, S3: The Scythe of Seto 1380 XP from a gargantuan spider and her brood, S3: The Scythe of Seto 1620 XP from slaughtering a nighthag and her demon puppy, S3: The Scythe of Seto 2550 XP from real-time spent, S3: The Scythe of Seto 500 XP from strategizing in a most dangerous game of chess, S3: The Scythe of Seto 7500 XP from fighting, individually, a wounded minotaur knight, 3 gnoll skeleton pawns, a gargoyle bishop, the other minotaur knight, a scorpion rook, the wounded King (chain devil), and a twisted mirror Razh twin, S3: The Scythe of Seto 1000 XP from finishing the final fight with Lothar the Lecher, Sangster the Scoundrel, and Torvin the werewolf, S3: The Scythe of Seto 1000 XP from aiding in the destruction of the cursed artifact, the Scythe of Seto, S3: The Scythe of Seto Subtotal from S3: The Scythe of Seto: 16450 XP Grand Total: 33,349 XP Levels: L1 -> Barbarian 1 HP: 15 (12+3), Skill Points: 16 (4*4)
Climb: 4 ranks (+4), Intimidate: 4 ranks (+4), Ride: 4 ranks (+4), Survival: 4 ranks (+4)
Dwarf: Dwarven Traits Barbarian Abilities: Fast movement, illiteracy, rage 1/day Feat (L1): Two-Weapon Fighting L2 -> Barbarian 2 HP: 27 (+12), SP: 20 (+4)
Climb: 5 ranks (+1), Intimidate: 5 ranks (+1), Ride: 5 ranks (+1), Survival: 5 ranks (+1) Barbarian Abilities: Uncanny dodge L3 -> Barbarian 3 HP: 39 (+12), SP: 24 (+4)
Climb: 6 ranks (+1), Intimidate: 6 ranks (+1), Ride: 6 ranks (+1), Survival: 6 ranks (+1) Barbarian Abilities: Trap Sense +1 Feat (L3): Weapon Focus (Waraxe) L4 -> Barbarian 4 HP: 51 (+12), SP: 28 (+4)
Climb: 7 ranks (+1), Intimidate: 7 ranks (+1), Ride: 7 ranks (+1), Survival: 7 ranks (+1) Barbarian Abilities: Rage 2/day Ability Bonus (L4): 16 Dex (+1) L5 -> Fighter 1 HP: 61.5 (+10.5), BAB: +5 (+1), SP: 30 (+2)
Climb: 8 ranks (+1), Intimidate: 8 ranks (+1) Fighter Abilities: Bonus Feat (Improved Shield Bash) L6 -> Fighter 2 HP: 72 (+10.5), BAB: +6 (+1), SP: 32 (+2)
Ride: 9 ranks (+2) Fighter Abilities: Bonus Feat (Power Attack) Feat (L6): Shield Balance L7 -> Fighter 3 HP: 82.5 (+10.5), BAB: +7 (+1), SP: 34 (+2)
Intimidate: 10 ranks (+2) L8 -> Fighter 4 HP: 93 (+10.5), BAB: +8 (+1), SP: 36 (+2)
Knowledge (Local): 1 rank (+1, 2cc) Fighter Abilities: Bonus Feat (Weapon Specialization (Waraxe)) Ability Bonus (L4): 18 Con (+1) Jareth's Deck Jack of Diamonds: Dwarf Paragon abilities
Craft Expertise (Ex): Razereit may add +2 as a racial bonus on all Craft checks related to stone or metal items.
Improved Stonecunning (Ex): Razh's racial bonus on Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5 ranks in Survival) whenever underground.
Improved Darkvision (Ex): Razh's darkvision range increases by 30 feet.
Save Bonus (Ex): Razh's racial bonus on saves against poison and against spells and spell-like effects increases by 1. (to +3)
Ability Boost (Ex): Razh gets a CON boost of +1. (These DO NOT stack with the dwarven paragon abilites should Razh ever take levels in that class. Essentially he has already gained these abilities.) Jack of Clubs: -2 WIS. King of Hearts: True Seeing for 1 min 1x/day.
Last edited by Rae ArdGaoth; 19th February 2009 at 11:33 PM..
Reason: Fixed AC
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