Conrad Ironstar (Four Lands - Colony)
Conrad's Stats Set #5 (4d6.takeHighest(3)=10, 4d6.takeHighest(3)=18, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=13, 4d6.takeHighest(3)=14, 4d6.takeHighest(3)=17)
Conrad Ironstar: Male Dwarf(Hill) Clr12/Rgr12; CR 12;
Medium Humanoid (dwarf);
HD 12d8+36; hp 114;
Init +2; Spd 30 ft/x4;
AC 21 (+7 armor, +2 dex, +2 deflection), touch 14, flat-footed 19;
Base Atk/Grapple +12/+16;
Full Atk +15/+10/+5 Two-Weapon (primary) (1d10+5+1d6 fire;20/x3, +1 Adamantine Flaming dwarven waraxe), +15/+10/+5 Two-Weapon (secondary) (1d10+2+1d6 cold;20/x3, +1 Silver Frost dwarven waraxe);
SA&SQ Aura of Law(Ex), Aura of Good(Ex), Spontaneous Casting, Restricted Spells, Turn Undead(Su), Wild Empathy(Ex), Woodland Stride(Ex), Evasion(Ex), Favored Enemy ¤ Humanoid (goblinoid) (+4 bonus) ¤ Undead (+4 bonus) ¤ Giant (+2 bonus), Swift Tracker(Ex), Spells, Distracting Attack (Ex);
SR 0; AL LG; SV Fort +11, Ref +10, Will +12;
Str 18(+4), Dex 14(+2), Con 16(+3), Int 14(+2), Wis 19(+4), Cha 8(-1);
[sblock=Skills & Feats]
Skills:
Concentration¹ +11,
Craft (Armorer)¹ +16,
Craft (Weaponsmith)¹ +16,
Craft (Alchemy)¹ +10,
Craft (Carpenter)¹ +10,
Craft (Stonemason)¹ +11,
Diplomacy¹ +6,
Knowledge (arch & eng) +17,
Knowledge (dungeoneering) +10,
Knowledge (nature) +11,
Knowledge (religion) +10,
Listen¹ +8,
Spellcraft +8,
Spot¹ +8,
Survival¹ +10.
Feats:
Endurance (PH 93)²,
Extra Turning (PH 94),
Track (PH 101)²,
Two-Weapon Fighting (PH 102)²,
Improved Two-Weapon Fighting (PH 96)²,
Greater Two-Weapon Fighting (PH 95)²,
Craft Magic Arms and Armor (PH 92),
Craft Wondrous Item (PH 92),
Divine Armor (PH2 88),
Oversized Two-Weapon Fighting (CAd 111).
Languages:
Dwarven
Goblin
Giant
Illum
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[sblock=Abilities]
Racial Abilities:
• +2 Constitution, -2 Charisma
• Base land speed of 20 feet.
• Darkvision 60 feet.
• +2 racial bonus on Fortitude saves against poison.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws against spells and spell-like effects
• +1 racial bonus on attack rolls against orcs and goblinoids
• +4 dodge bonus against creatures of the giant type.
• +2 racial bonus on Appraise and Craft checks that deal with stone or metal.
Class Abilities:
• Aura of Law(Ex): You have a overwhelming aura of Law.
• Aura of Good(Ex): You have a overwhelming aura of Good.
• Spontaneous Casting: Can spontaneously cast Cure spells, by sacrificing
a pre-prepared spell of equal or higher level.
• Domains: Earth & Protection
• Restricted Spells: cannot cast Chaotic or Evil spells.
• Turn Undead(Su): Can turn undead 7 times per day. A turning check is
made on 1d20+2; turning damage is equal to 2d6+12 on a successful check.
• Wild Empathy(Ex): You can make a check(1d20+12) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
• Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you.
• Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
• Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
¤ Humanoid (goblinoid) (+4 bonus)
¤ Undead (+4 bonus)
¤ Giant (+2 bonus)
• Swift Tracker(Ex): You can move your normal speed while following tracks without taking the normal -5 penalty. You take only a -10 penalty when moving at up to twice normal speed.
• Spells: You can now cast Ranger spells. Your caster level is 6.
• Distracting Attack (Ex): Whenever you hit an opponent ( melee or not ),
he is considered to be flanked for adjudicating allies attack.
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[sblock=Spells]
Cleric Spells normally prepared:
0th level - Create Water x2, Detect Magic, Mending x2, Purify Food & Drink
1st level - Bless, Comprehend Languages, Divine Favor, Endure Elements, Magic Weapon, Nightshield + Magic Stone
2nd level - Cloud of Knives, Lesser Restoration, Make Whole, Resist Energy, Spiritual Weapon + Shield Other
3rd level - Create Food & Water, Invisibility Purge, Knight's Move, Magic Circle Against Evil, Mass Lesser Vigor + Protection from Energy
4th level - Blessing of the Righteous, Divine Power, Freedom of Movement, Panacea + Spike Stones
5th level - Earth Reaver, Greater Stone Shape, Righteous Might + Wall of Stone
6th level - Vigorous Circle, Windwalk + Stoneskin
Ranger Spells normally prepared:
1st level - Detect Poison, Embrace the Wild
2nd level - Animalistic Power, Listening Lorecall
3rd level - Find the Gap, Forestfold
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[sblock=Equipment]
+2 Blueshine Mithril Breastplate of Easy Travel (11020 gp)
+1 Adamantine Flaming Dwarven Waraxe (11030 gp)
+1 Silver Frost Dwarven Waraxe (8060 gp)
Angelhelm of Protection +2 (18000 gp)
Mountain King's Boots of Striding & Springing (7250 gp)
Silver Holy Symbol
Signet Ring
Masterwork Cold Iron Warhammer
Masterwork Cold Iron Dagger
Masterwork Light Crossbow
Bolt Case and 40 bolts
Masterwork Armorer's Tools
Masterwork Weaponsmith's Tools
Masterwork Carpentry Tools
Masterwork Stonemason's Tools
Portable Forge
Alchemy Lab
Barrel of Mineral Oil
Chest
Acid (x20)
Alchemist's Fire (x20)
Holy Water (x20)
Wagon
Mule and Harness
Chest
Artisan's Outfit (x3)
Clerical Vestments (x2)
Explorer's Outfit (x3)
Traveler's Outfit (x3)
Backpack
Bedroll
Belt Pouch (x3)
Flint & Steel
Tindertwig (x100)
Silk Rope 100' (x10)
Block and Tackle (x5)
Map Case (x2)
Blank Book (x3)
Parchment (x50)
Inkpen (x5)
Ink (4 vials)
Sealing Wax (1 lb)
Chest
Sack, Empty (x20)
Cigars [Box of 50] (x4)
Mess Kit
Hygiene Kit
Soap (5 lbs)
Keg of Ale (x2)
Tent
Canvas (40 sq yd)
Barrel of Water (x2)
Sack of Trail Rations [20 days] (x4)
Sack of Feed [20 days] (x4)
Crowbar
Shovel
Sledge
Miner's Pick
Woodsman's Axe
Adze
Pole 10' (x30)
Roll of Twine [100 yrds] (x5)
Ladder 10' (x2)
Lantern (x5)
Lantern Oil (x100)
[/sblock]
[sblock=Background]
Age: 70
Height: 4' 5"
Weight: 194 lbs
Hair: Coppery Red
Eyes: Flint Gray
Description:
Conrad is a tall, powerfully built dwarf. A childhood spent near the forges combined with an active traveling life has provided him with a weathered, ruddy complexion. His red hair is generally plaited into a braid down his back which is then coiled up under his helm when wearing that. His beard is well-groomed but shorter than most dwarves prefer due to his time among humans.
At the forge, Conrad wears durable leather work garb. Otherwise Conrad tends to wear dark muted red clothing under his armor. His armor is a midnight blue tinted Mithril with an engraving of the 6-point Ironstar upon an image of a mountain upon the chest. His weapons and other gear show meticulous care in their appearance and seem to be a part of him so natural are his movements while wearing them.
Personality:
By nature, Conrad is the epitome of the gruff, introspective dwarf. He has spent years traveling and working with others to overcome his nature and now is seemingly comfortable around crowds and noisy humans. When it comes to work however, Conrad is so confident in his abilities that he has no problem holding his own in a discussion or argument about it. Conrad is also very devoted to Moradin and shows a peaceful mien when in prayer.
Background:
Conrad Ironstar is a scion of the Iron Mountain Clan dwarves of the the Eastlands. Conrad's parents - Duncan and Kara - are renowned crafts folk working with all forms of metals (father) and gems and crystals (mother). Conrad spent so much time near the forges and workshops as a child withdrawing into himself that his parents worried that he was missing out on the chance to discover that there was a world outside of work.
As a member of the Iron Mountain clan, diplomatic contact with humans was a near constant in Conrad's life as the Iron Mountain was one one the dwarves major producers of mineral exports. So they pressed upon his uncle Martak to take him out into the world on his trading trips. Uncle Martak was a devotee of Moradin and a trusted merchant of the dwarven peoples who spent much time overseeing the trade with the humans. He took Conrad under his wing and showed Conrad the wonders that Moradin had placed within his creation. Under his uncle's tutelage, Conrad began to show a fierce devotion to the Soul Forger and a desire to learn more about the world around him and how to make his creations fit within the scheme of the Soul Forger's creation. He learned to live off of the bounty that Moradin provided within the world and even learned how to work with others to see his ideas move from just idle drawing to fully completed buildings and landscapes as well as the more personal craftsmanship of items of a more personal nature. While still a bit introspective and prickly around others, Conrad learned to work with them and became trusted enough to join trade missions without his uncle.
Conrad became known among the human lands as he was among the lead members in a project to rebuild some of the crumbling old Cathedrals of the Light. Conrad's delight in the work of restoring such wonderful structures outweighed the annoyance of the constant prattling of the humans about their concept of the Church of Light. As a devotee of the Soul Forger, Conrad understood their pride in their religion and just kept his beliefs out of their sight as he ministered to the dwarves involved in the project.
After ten years of working on various Churches and fortresses, Conrad was paired with a bright young dwarf named Pandak. Conrad found Pandak to be a great complement to his own skills. Where Conrad was versed in the divine powers of Moradin, Pandak was versed the arts of the arcane. Where Conrad struggled mightily to be diplomatic and work with others, Pandak found a home mingling with others. They both enjoyed the outdoors and seeing the wonders of creation although the nimble younger dwarf was definitely the more versed in those areas.
The two have been paired in several projects over the last 17 years. Although they started working together on construction projects, they have also recently been called to lead small contingents of dwarves assisting the humans in ferreting out new threats in the North. They were in the process of assisting Gwynedde in the planning of some watch posts along the D'Shai border when word of a new project came along.
The humans have decided it is time to colonize a new land in the southern seas. After discussion with his clan, Conrad has decided to join Pandak in assisting with the development of this new colony. The chance to explore more of Moradin's creation and build completely new structures to fit a new land is a draw that Conrad just can't pass up. So he has gathered his equipment and joined the expedition to chart the course of this new land.
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