[D&D 3.5] Monkey's Mad Monster Mix-up! (OOC)

Thorgrim Rumnaheim

Neutral Good Male Dwarf Fighter 1

Patron Deity: Moradin

EXP: 0


Racial modifiers: +2 Constitution, -2 Charisma

Strength 16 (+3)
Dexterity 14 (+2)
Constitution 20 (+5)
Intelligence 8 (-1)
Wisdom 8 (-1)
Charisma 6 (-2)

Size: Medium
Age: 46
Height: 4' 2"
Weight: 208 lb
Eyes: Light Brown
Hair: Dark Red
Skin: Tan

Appearance: A sturdy, muscular Dwarf with a long red beard braided in four thick braids, tucked in with engraved rings of gray steel. Thorgrim's thick brows and squinting eyes bestow him with an aura of hostility, even though he is kind at heart to those who earn his trust. The years spent as a blacksmith's apprentice have forged his body in to a solid block of rock-hard muscle, granting him physical endurance of exceptional proportions even for one of his kind.


Total Hit Points: 15


Speed: 20 feet

Armor Class: 20 = 10 + 4 [scale] + 4 [tower shield] + 2 [dexterity]

Touch AC: 12
Flat-footed: 18

Initiative modifier: + 6 = + 2 [dexterity] + 4 [improved initiative]
Fortitude save: + 7 = = 2 [base] + 5 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: - 1 = 0 [base] -1 [wisdom]
Attack (handheld): + 4 = 1 [base] + 3 [strength]
Attack (missile): + 2 = 1 [base] + 2 [dexterity]
Grapple check: + 0 = 1 [base] + 3 [strength]



Light load: 76 lb. or less
Medium load: 77-153 lb.
Heavy load: 154-230 lb.
Lift over head: 230 lb.
Lift off ground: 460 lb.
Push or drag: 1150 lb.



Languages: Common, Dwarven


Dwarven Waraxe [1d10, crit x3, 8 lb., one-handed, slashing]

Scale mail [medium; + 4 AC; max dex + 3; check penalty -4; 30 lb.]

Tower Shield [ + 4 AC; max dex= + 2; check penalty -10; hardness 5; hp 20; 45 lb.]


Feats:

Dodge (Designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.)

Improved Initiative (+4 bonus on initiative checks.)




Appraise -1 (+1 for stone or metal items)
Balance -2
Bluff +8
Climb +3
Concentration +5 (4 skills spent)
Craft (Blacksmith) +5
Diplomacy -2
Disguise -2
Escape Artist +2
Forgery -1
Gather Information -2
Heal -1
Hide +2
Intimidate -2
Jump -3 (speed 20)
Listen -1
Move Silently +2
Ride +2
Search -1
Spot +1
Sense Motive +1
Survival -1
Swim +3
Use Rope +2



Dwarf

* +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



Thorgrim Rumnaheim's Equipment:


Dwarven Waraxe 30 gp 8 lb
Scale mail 50gp 30 lb
Tower Shield 30 gp 45 lb
Backpack 2gp 2lb
Flint and Steel 1 gp
Bedroll 1 sp 5 lb
Blanket, winter 5 sp 3 lb
Rations x 7 3 gp 5 sp 7 lb
Soap 5 sp 1 lb
Waterskins x 3 3 gp 12 lb

_____
Total: 121 gp and 6 sp ; 113 lb

GP on person: 29 gp, 3 sp, 10 cp

HP:

Lvel 1: 15


Thorgrim Rumnaheim:

Thorgrim grew up around the men of his clan - his father an elite guard in the lower tunnels, his uncle a blacksmith and his grandfather a stonemason. Thorgrim's mother devoted most of her time cooking and tending to his younger sister, so the lad devoted all of his time learning the art of fighting from his father and metalworking from his uncle. He grew in to a muscular adult Dwarven man, with arms as wide as tree trunks and a great red beard.

Albeit somewhat unrefined, Thorgrim is kind and holds no malice. He enjoys toiling away in the forge, or swinging his Waraxe in defense of his people, and drinking wagonloads of mead and ale. Dwarven women did not mind his lack of manners and eloquence, and instead focused on his magnificent muscular frame. Thorgrim left his family at age 46, seeking adventure and glory from the outside world, a decision that was greeted by both his father and grandfather and one on which his mother had no saying at all.
 
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Myth and Legend, just on a quick scan, the character looks good. Nice, good, sturdy dwarf. :D I'll be nitpicking characters when we have four character sheets.
 

Thanks! :D Since i didn't know what setting we are in, and if we are going to RP at all i didn't go all the way with his background (although i could). Regarding the monsters, are we always 4 PCs vs 1 monster? Or will there be a point to feats such as Cleave? Also, how will the monsters come? I am worried about Liches and other dangerous spellcasters, that can a) come prebuffed and b) dispell our own buffs. Thorgrim's Will save is abysmal and he can be dominated easier than a masochist at a bondage convention (wait what?) :D Point is, enchantment spells are the hole in his proverbial armor and apart from Protection from Evil i couldn't find another spells that protects from mind affecting magic, right up to Chaotic Commands (by which time we would have encountered things like Lamias :eek:)

Oh and call me Myth for short. :)
 

Myth, no setting (or "generic setting" if you prefer) and the usual set-up will be the four PCs vs the smallest encounter size listed for a given critter. For example, the group will face between 4 and 9 1st level kobold warriors in their native environment (temperate forests).

In some cases, you may have to find the critter, or they may have prepared for your arrival (the kobolds, for example, will likely have set-up a few snares and other traps to deter interlopers).

In all cases (though I may make one or two exceptions), we're assuming the party sought out the critters (we're just skimming over everything but the encounter itself).

Edit: As for the characters' vulnerabilities, that is where teamwork will come in very handy. ;) Your casters will be able to help you out there, as will clever distribution of treasure and smart purchases.
 
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It seems we are destined to be without a healer.

Myth and Legend, Arkhandus, and renau1g, what do you think? Shall we press on without a healer and see how you do? Shall the DM provide a NPC healer?

Let me know your opinion on this gravely important matter. ;)
 

Well... I would think without a healer of some variety our quest would be very difficult indeed. If our DM would be ok with handling a healer, I think I'd be happier with that option, although I could always control 2 PC's as well if you'd rather that.
 

A healer will be needed by all means. And having the DM play one is just a band aid solution :) I think we need to give this some more time. Als, it'd help if this topic ended up in the sticky above, where potential players could locate it easier instead of the 30 or something threads in the forum itself.
 

I didn't advertise this in the sticky thread on purpose. ;) I usually do advertise my games, but I wanted to keep this one a bit more low key.

I'm fine with running a NPC healer if that's the way we want to go.
 

A pc cleric is better? Also, why would you want to stay low when we are lacking a player :) It's not like anyone will spam the thread or whatnot. Just my two copper pieces.
 

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