Droban Ironthane
Medium Humanoid (Dwarf)
Neutral Good Fighter 1 (250/1000 XP)
Hit Points: 13 (1d10+3 Hit Dice)
Initiative: +1
Speed: 20' (medium enc.)
Abilities:
Str 16 (+3)
Dex 12 (+1)
Con 16 (+3)
Int 10 (+0)
Wis 8 (-1)
Cha 12 (+1)
AC: 18 (+6 Class Defense, +1 Shield, +1 Dex), Touch 17, Flat-Footed 17
Saves: Fort +5, Ref +1, Will -1
Base Attack/Grapple: +1/+4
Primary Attacks:
Dwarven Waraxe: +5 melee (1d10+3/20/x3)
Throwing Axe: +3 ranged (1d6+3/20)
Warhammer: +4 melee (1d8+3/20/x3)
Dagger: +4 melee (1d4+3/19-20)
FEATS
Weapon Focus: Axe Group, Power Attack.
SKILLS
Appraise 0(+2), Balance * +0, Bluff +1, Climb * +6 (4 Ranks), Concentration +3, Diplomacy +1, Disguise +1, Escape Artist * +0, Gather Information +1, Heal -1, Hide * +0, Intimidate +5 (4 Ranks), Jump * -4, Listen -1, Move Silently * +0, Ride +1, Search 0(+2), Sense Motive -1, Speak Language x2, Spot -1, Survival -1, Swim * +1, Use Rope +3.
LANGUAGES
Common, Dwarven
Racial Traits: Dwarf
Base land speed of 20 ft., not reduced when wearing medium or
heavy armor or when carrying a medium or heavy load
Vision & Senses
Darkvision 60 ft.
Class Features: Fighter 1st
1x Bonus combat-oriented Feat
Weapon Proficiency Groups: Basic, Axes, Picks/Hammers, Slings/Thrown Weapons, Maces/Clubs
Conditional Bonus - Dwarf Race
+2 racial bonus on saves against spells and spell-like effects
+4 dodge bonus to AC vs creatures of the giant type
+1 racial bonus on attack rolls against orcs and goblinoids
+2 Save vs Poison
+2 on Appraise Stone or Metal Items
+2 racial bonus on Craft related to Stone or Metal
+2 racial bonus on Search to notice unusual stonework [Stonecunning]
+4 on checks to resist being bull rushed or tripped [Stability]
EQUIPMENT
ARMOR WORN: None.
SHIELD: Light Steel Shield.
Dwarven Waraxe, 2xThrowing Axe, Warhammer, Dagger, Backpack, Bedroll, 2xWaterskin,
Mug, Silk Rope, Whetstone, Traveler's outfit, 3xTrail Rations, 2xSack,
2xAlchemist's fire, Flint and Steel, Pipe, Tobacco
Total Weight: 54.3 lb (Light Load)
MONEY
Platinum:0 Gold:112 Silver:0 Copper:0.
APPEARANCE: Droban is relatively tall and lean by dwarven standards, standing 4'6" and weighing 145 pounds. His coarse black hair and beard are most often found thickly braided with small bands of metal, in an effort to minimize the deleterious effects of Majoor's heat. Bright green eyes, rare for a dwarf, peer out from beneath bushy, scowling brows, and Droban's skin is brightly ruddy, seemingly in a constant state of sunburn. He wears simple, functional clothing, usually in colors of tan, cream, or dark yellow. Droban fairly bristles with weaponry...a warhammer, dagger, pair of throwing axes, and of course, Marakul (a dwarvish word that translates roughly to 'sharp and gleaming'), his trusty waraxe.
PERSONALITY: Droban is a proud son of the Ironthane clan, stout of heart and loyal to clan and liege. Droban is prone to a love of strong mead, rich tobacco, coarse humor, good companionship, and bloody violence, not necessarily in that order. Like many of his race, he is intensely suspicious of much magic and the elves he so closely associates with it. Never one for devout religious following, he remains tolerant of the beliefs of others, so long as no one gets hurt in the process. Mindful of the wars of his forefathers, he harbors a special grudge against those of goblinoid or orcish blood. Any half-orcs who claim not to be out to slaughter all of dwarvendom will need to work very hard to prove it to Droban.
BACKGROUND: Born 53 years ago in the Mistwall mountains, Droban is the third son of Grodun Ironthane. As did his brothers before him, Droban grew up learning how to wield the axe, and as a younger dwarf, he fought in some of the endless skirmishes against the goblins of the Splitskull and Rotface tribes that infested the tunnels under the peaks. Yet, Droban found a wanderlust stirring in his heart, one that would not fade no matter how many tunnels he dug or goblins he slew. He longed to see the surface world. Seeing that Droban was unhappy with his lot, his family said their goodbyes and allowed him to depart in hopes that he would return one day.
Droban traveled far, over mountains and through valleys; traversing broad forests and crossing wide rivers. Through it all, he stayed in the towns and cities of men, and learned more and more of the diverse customs of humans and the other races that abode there. When he was in need of money, he hired himself out as a guard or sellsword, an occupation in which he excelled. Finally, hearing of an opportunity to travel to the exotic desert city of Majoor, his curiosity got the better of him, and he hired on as a merchant's guard for the expedition.
After three weeks in Majoor, Droban, perpetually sunburned and sweaty, decided he had had enough of the sweltering heat and irritating sand. However, his previous employer had run into some trouble with the local authorities over a matter of taxes unpaid, and Droban found himself out of work. Broke, he responded to a post on the wall of the Twin Scimitars Guild, and came into the acquaintance of Isphet the Moneylender, a man who Droban now considers to be a friend. The pair were briefly hired to assist the local militia in tracking down some camel thieves who were hiding in the desert. In the course of that mission, Droban and Isphet met Avardis, who was stranded at an oasis. Although Avardis was a practitioner of suspect arcane arts, Droban had to admit that the sorcerer's skills proved useful in handling the thieves. Now the three have returned to Majoor following the completion of that mission, and have struck up a conversation regarding future endeavors. While still uncertain about his long-term future in Majoor, Droban has come to enjoy the companionship of his new friends, and so, for now, he remains.