Code:
[B]Name:[/B] Mardin Nalik
[B]Class:[/B] Fighter 1
[B]Race:[/B] Gold Dwarf
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[b]Region:[/b] The Rift
[B]Deity:[/B]
[B]Str:[/B] 15 +2 (08p.) [B]Level:[/B] 1 [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (04p.) [B]BAB:[/B] +1 [B]HP:[/B] 15 (1d12+3)
[B]Con:[/B] 16 +3 (06p.) [B]Grapple:[/B] +3 [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (02p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] -
[B]Wis:[/B] 13 +1 (05p.) [B]Init:[/B] +0 [B]Spell Save:[/B] -
[B]Cha:[/B] 13 +1 (05p.) [B]ACP:[/B] -6 [B]Spell Fail:[/B] --%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +4 +2 +0 +0 +0 +0 16
[B]Touch:[/B] 10 [B]Flatfooted:[/B] 16
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 2 +3 +5
[B]Ref:[/B] 0 +0 +0
[B]Will:[/B] 0 +1 +1
[B]Weapon Attack Damage Critical[/B]
Warhammer +4 1d8+2 x3
Dwarven Waraxe +4 1d10+2 x3
XXXX +X XdXX+X XX-XXxX
XXXX +X XdXX+X XX-XXxX
[B]Languages:[/B] Common, Dwarven
[B]Abilities:[/B] Gold Dwarf Abilities (listed below)
[B]Feats:[/B] Axe Focus, Weapon Focus (Warhammer)
[B]Skill Points:[/B] 8 [B]Max Ranks:[/B] 4/2
[B]Skills Ranks Mod Misc Total[/B]
Appraise 0 +0 +2 +6
Craft (armorsmithing) 4 +0 +2 +6
Craft (weaponsmithing) 4 +0 +2 +6
XXXX X +X +X
[B]Equipment: Cost Weight[/B]
Warhammer 12gp 5lb
Dwarven Waraxe 30gp 8lb
Heavy Wooden Shield 7gp 10lb
Scalemail 50gp 30lb
Backpack 2gp 2lb
-Bedroll 1sp 5lb
-Rations (2) 1gp 2lb
-Waterskin 1gp 4lb
[B]Total Weight:[/B]66lb [B]Money:[/B] 75gp 18sp 10cp
[B]Lgt Med Hvy Lift Push[/B]
[B]Max Weight:[/B] 66 133 200 200 1000
[B]Age:[/B] 50
[B]Height:[/B] 4'2"
[B]Weight:[/B] 150lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Tanned
Appearance: Mardin tries to be ready for anything, but obviously does not know what to bring in order to do that. He carries a warhammer at one hip and a dwarven waraxe at the other, with his shield covering his backpack on his back. When he left his home, he had some fine equipment made by his own hands, but had to sell it for money. He now carries only basic equipment, saving up to rebuy his old equipment.
Background: Mardin grew up as a lot of Dwarves from the South did -- in the Rift, surrounded by a number of Dwarven experts, in a city where the Dwarven heritage pierces the soul. He hadn't even seen a non-Dwarf until he was 20, on his first trip to Hammer and Anvil.
His clan is a line of craftsmen and smiths -- a strong and talented family. They are not widely known, but are locally respected in Underhome. Members of his clan generally fall into one of two categories: those that study the arcane arts and those that study smithing, and Mardin was not smart enough to be successful with the arcane arts.
Mardin trained and eventually became a pretty good smith, but the memories of Hammer and Anvil persisted in his mind... What else had he not seen in the world? What other tools and techniques could he learn to use? How much of the world is there? He could have looked at books for rough answers to these questions, but his thirst for adventure had been discovered, and he has no patience for books anyway. Still a young Dwarf, Mardin left Underhome in search of adventure.
[smallcaps]Mardin's Arrival in Waterdeep[/smallcaps][sblock]Well, he left Underhome in search of adventure and wants to see stuff that's really different. He'd be drawn to the North because that'd be naturally the most different place from the South. He wasn't walking when he left home, he'd have taken a caravan or something around Faerun. He wouldn't walk through Faerun fighting stuff in the wild -- he'd die. He probably bounced from city to city and, eventually, made his way to the Waterdeep area. Maybe he heard of a job there and came there specifically, but he probably could afford the trip -- he just can't afford much else.[/sblock]
Notes:
[smallcaps]Gold Dwarf Abilities[/smallcaps]:[sblock]+2 Constitution, –2 Dexterity.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf 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).
Darkvision: Dwarves 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.
Stonecunning: This 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 Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A 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 aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark.
+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.
Automatic Languages: Common, Dwarven, Home Region. Bonus Languages: Giant, Gnome, Goblin, Shaaran, Terran, and Untheric.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing[/sblock][smallcaps]Progression:[/smallcaps][sblock]1 Axe Focus
1 Weapon Focus (Warhammer)
2 Combat Expertise
3 Endurance
4 Power Attack
6 Cleave
6 Sense Weakness
8 (start Battlesmith?)[/sblock]