This is just a start. I just wanted to get something in.
NAME: Donedal Narion
RACE: Male Dwarf Fighter 1/Ranger 9
ALIGN: Chaotic Good
DEITY: Ehlonna
HEIGHT: 4’2”
WGT: 175
BUILD: Stout
EYES: Gray
HAIR: Yellow
AGE: 130
SKIN: Tan
STR 16 (+3)
DEX 20 (+5)(+1 level +2 magic)
CON 15 (+2)(+2 racial)
INT 10 (+0)
WIS 16 (+3) (+1 level)
CHA 11 (+0)(-2 racial)
HIT DICE: d10 Ftr/d8 Ranger
HP: 102
INIT: +4
FORT: +11 (8 class+ 2con +1 magic item)
REFLEX: +12 (6 + 5dex +1 magic item)
WILL: +7 (3 + 3wis +1 magic item)
BAB: 10/5
+15/10 Melee - +2 Waraxe (1d10 +5, 19-20x3 critical)
+15/10 LongBow (1d8 +3, x3 critical, 110ft range)
AC: 21 (Base 10 + 5 dexterity + 4 armor+3 magic)
SKILLS
Handle Animal.....……..5 (5 ranks + 0 abil mod)
Heal…………………..10 (7 ranks +3 abil mod)
Hide..….……………..17 (12 ranks + 5 abil mod)
Listen..........................15 (12 ranks + 3 abil mod)
Search.........................12 (12 ranks +0 abil mod)
Survivial……………..15 (12 ranks + 3 abil mod)
Spot..............................15 (12 ranks +3 abil mod)
Swim…………………..9 (2 ranks +3 abil mod +4)
FEATS
Blind-Fight (6th Lvl)
Dodge (3rd lvl)
Endurance (RGR Feat)
Improved Critical (Waraxe) (9th Lvl)
Manyshot (RGR Feat)
Point Blank Shot (1st Lvl)
Precise Shot (Fighter bonus)
Rapid Shot (RGR Feat)
Track (RGR Feat)
LANGUAGES
Common, TBD
1ST LVL SPELLS
2 Spells -
2nd LVL SPELLS
1 Spell -
GP: 510
Carrying
Ring of Protection +3
Ring of Sustenance
Handy haversack
Efficient Quiver
60 arrows
Wand of Light
Cloak of Resistance +1
Brooch of Shielding
Mithral Shirt
Longbow, composite (+3 Str bonus) (Holy-Seeker)
Waraxe, dwarven +2
Gloves of Dexterity +2
In Heward's Handy Haversack
silk rope 50’; waterskin; bedroll, caltrops, fish hook; flint&steel; grappling hook; mirror; spade; 3 days of rations, vial of anti venom, Holy water (flask),
Weapon and Armor Proficiency: Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feat, 1st favored enemy - Drow, 2nd favored enemy - Giant, wild empathy, archery Combat Style, animal companion – Badger, Woodland Stride, Swift Tracker Evasion
DESCRIPTION
Donedal Narion is an ordinary looking male dwarf, past the age of majority. He is over 4ft tall with a stocky build. He has short hair that is yellow and left to hang in a page boy haircut. He has on standard brown cloak and a chain shirt. He carries no shield, but has a well used Dwarven waraxe and a longbow slung over his shoulder. From forehead to chin line on the right side is a notable narrow, straight scar. The scar is noticeable because there is no beard to cover it.
Personality: Donedal Narion is either a quiet reserved elf or a gregarious dwarf.. He is always willing to lend a hand. His hatred for Drow has festered and he has developed a strong hatred toward them.
BACKGROUND
Donedal Narion, was kidnapped by drow when he was a baby. A group of elves came upon this Drow party and rescued the boy. The elves raised him and taught him the ways of the woods and about Ehlonna. Not knowing anything else he took to the Elven ways. As he grew up it and the adopted son began to question his heritage, it was decided that he should look for his dwarven roots. He eventually found them and spent time with the dwarfs. However, he long for the trees of his childhood and went back to live in the outdoors.
RACIAL QUALITIES/CLASS ABILITIES [sblock]
+2 Constitution, –2 Charisma. 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 orcs and goblinoids.
+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 and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. [/sblock]