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[RG] TRM's Second Darkness adventure path
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<blockquote data-quote="Mark Chance" data-source="post: 4621046" data-attributes="member: 2795"><p><strong>Kronk Madaxe</strong></p><p></p><p style="text-align: center"></p> <p style="text-align: center"><img src="http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/287_squirreldwarf.jpg&origin=dnd_pc_20020319x" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p> <p style="text-align: center"></p><p></p><p>[sblock=Kronk Madaxe, male dwarf fighter 1]</p><p>N Medium Humanoid (dwarf)</p><p><strong>Init</strong> +1 (+4 surprise round); <strong>Senses</strong> darkvision 60 ft., Perception +5 (+7 taste- and touch-based, and +7 vs. unusual stonework)</p><p><strong>Language</strong> Common, Dwarven, Goblin</p><p>-----</p><p><strong>AC</strong> 17 (+1 Dex, +4 armor, +2 shield), touch 11, flat-footed 16; defensive training</p><p><strong>hp</strong> 19 (1 HD)</p><p><strong>Fort</strong> +4*, <strong>Ref</strong> +1*, <strong>Will</strong> +1* (*Doesn't include +2 vs. poison, spells, and spell-like abilities)</p><p>-----</p><p><strong>Speed</strong> 20 ft. (4 squares)</p><p><strong>Melee</strong> (1H PA) dwarven waraxe +2 (1d10+3/x3), or</p><p><strong>Melee</strong> (1H PA vs. orcs & goblins) dwarven +3 (1d10+3/x3), or</p><p><strong>Melee</strong> (2H PA) dwarven waraxe +2 (1d10+5/x3), or</p><p><strong>Melee</strong> (2H PA vs. orcs & goblins) dwarven waraxe +3 (1d10+5/x3)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +1; <strong>CMB</strong> +3 (+7 when resisting bull rush or trip while standing on the ground)</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 12, Con 15, Int 14, Wis 12, Cha 8</p><p><strong>SQ</strong> defensive training, keen senses, stonecunning, weapon familiarity</p><p><strong>Feats</strong> Intimidating Prowess, Power Attack (B)</p><p><strong>Skills (Ranks)</strong> Appraise +3 (+6 with greed racial trait) (1), Intimidate +5 (1), Knowledge (dungeoneering) +6 (1), Knowledge (engineering) +6 (1), Perception +5 (1)</p><p><strong>Armor Check Penalty</strong> -4</p><p>-----</p><p><strong>Possessions:</strong> dwarven waraxe, short sword, chain shirt, heavy wooden shield, backpack, bedroll, winter blanket, crowbar, belt pouch (x2), waterskin, trail rations (x7), 11 gp, 9 sp</p><p>-----</p><p><strong>Background Traits:</strong></p><p><em>Looking for Work:</em> Perception is a class skill.</p><p></p><p><em>Talent for Sudden Violence:</em> You grew up in and around violence. Survival often depended on drawing first blood, or at least being the first one to get out of harm's way. Consequently, you developed quick reflexes in dangerous situations. Gain a +3 initiative bonus during a surprise round.</p><p></p><p><strong>Racial Traits:</strong></p><p><em>Slow and Steady:</em> Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p></p><p><em>Stonecunning:</em> Dwarves treat any Profession skill related to stone as a class skill. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.</p><p></p><p><em>Greed:</em> Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.</p><p></p><p><em>Weapon Familiarity:</em> Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.</p><p></p><p><em>Defensive Training:</em> Dwarves get a +4 dodge bonus to AC against monsters of the giant type.</p><p></p><p><em>Favored Class:</em> Fighter.</p><p>[/sblock]</p><p></p><p>[sblock=A Bit of Background]</p><p>Kronk has long been a bit of a vagrant. He has difficulty remembering much of his past. Memories seem to slip through his mind like water through a funnel. He's pretty sure this wasn't always the case. Kronk thinks he used to be a pretty normal dwarf, at least until some sort of accident that may have involved a horse and a wagon. Regardless of the cause of Kronk's partial amnesia and behavioral quirks, one thing is for sure: Kronk often finds himself being asked to leave town.</p><p></p><p>Of course, it doesn't help that the squirrels spy on him. Kronk's not sure who or what the squirrels report to, but they're definitely up to something. Think about it. Squirrels are really skittish. Why? What are they trying hide (other than nuts)? And what about those eyes? Little, dark, beady: Almost like a goblin's eyes, aren't they?</p><p></p><p>But that's a bit of digression. Kronk has recently arrived in town looking for work. He's not been in a city for a while, and he doesn't really know anyone. Well, that's not quite true. He has recently bumped into a familiar face, which is a rarity for Kronk given his memory problems. What was that half-orc's name again? Roger? Rorger? Something like that.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4621046, member: 2795"] [b]Kronk Madaxe[/b] [center] [img]http://www.wizards.com/leaving.asp?url=/dnd/images/pc_portraits/287_squirreldwarf.jpg&origin=dnd_pc_20020319x[/img] [/center] [sblock=Kronk Madaxe, male dwarf fighter 1] N Medium Humanoid (dwarf) [b]Init[/b] +1 (+4 surprise round); [b]Senses[/b] darkvision 60 ft., Perception +5 (+7 taste- and touch-based, and +7 vs. unusual stonework) [b]Language[/b] Common, Dwarven, Goblin ----- [b]AC[/b] 17 (+1 Dex, +4 armor, +2 shield), touch 11, flat-footed 16; defensive training [b]hp[/b] 19 (1 HD) [b]Fort[/b] +4*, [b]Ref[/b] +1*, [b]Will[/b] +1* (*Doesn't include +2 vs. poison, spells, and spell-like abilities) ----- [b]Speed[/b] 20 ft. (4 squares) [b]Melee[/b] (1H PA) dwarven waraxe +2 (1d10+3/x3), or [b]Melee[/b] (1H PA vs. orcs & goblins) dwarven +3 (1d10+3/x3), or [b]Melee[/b] (2H PA) dwarven waraxe +2 (1d10+5/x3), or [b]Melee[/b] (2H PA vs. orcs & goblins) dwarven waraxe +3 (1d10+5/x3) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +1; [b]CMB[/b] +3 (+7 when resisting bull rush or trip while standing on the ground) ----- [b]Abilities[/b] Str 14, Dex 12, Con 15, Int 14, Wis 12, Cha 8 [b]SQ[/b] defensive training, keen senses, stonecunning, weapon familiarity [b]Feats[/b] Intimidating Prowess, Power Attack (B) [b]Skills (Ranks)[/b] Appraise +3 (+6 with greed racial trait) (1), Intimidate +5 (1), Knowledge (dungeoneering) +6 (1), Knowledge (engineering) +6 (1), Perception +5 (1) [b]Armor Check Penalty[/b] -4 ----- [b]Possessions:[/b] dwarven waraxe, short sword, chain shirt, heavy wooden shield, backpack, bedroll, winter blanket, crowbar, belt pouch (x2), waterskin, trail rations (x7), 11 gp, 9 sp ----- [b]Background Traits:[/b] [i]Looking for Work:[/i] Perception is a class skill. [i]Talent for Sudden Violence:[/i] You grew up in and around violence. Survival often depended on drawing first blood, or at least being the first one to get out of harm's way. Consequently, you developed quick reflexes in dangerous situations. Gain a +3 initiative bonus during a surprise round. [b]Racial Traits:[/b] [i]Slow and Steady:[/i] Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. [i]Stonecunning:[/i] Dwarves treat any Profession skill related to stone as a class skill. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. [i]Greed:[/i] Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones. [i]Weapon Familiarity:[/i] Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. [i]Defensive Training:[/i] Dwarves get a +4 dodge bonus to AC against monsters of the giant type. [i]Favored Class:[/i] Fighter. [/sblock] [sblock=A Bit of Background] Kronk has long been a bit of a vagrant. He has difficulty remembering much of his past. Memories seem to slip through his mind like water through a funnel. He's pretty sure this wasn't always the case. Kronk thinks he used to be a pretty normal dwarf, at least until some sort of accident that may have involved a horse and a wagon. Regardless of the cause of Kronk's partial amnesia and behavioral quirks, one thing is for sure: Kronk often finds himself being asked to leave town. Of course, it doesn't help that the squirrels spy on him. Kronk's not sure who or what the squirrels report to, but they're definitely up to something. Think about it. Squirrels are really skittish. Why? What are they trying hide (other than nuts)? And what about those eyes? Little, dark, beady: Almost like a goblin's eyes, aren't they? But that's a bit of digression. Kronk has recently arrived in town looking for work. He's not been in a city for a while, and he doesn't really know anyone. Well, that's not quite true. He has recently bumped into a familiar face, which is a rarity for Kronk given his memory problems. What was that half-orc's name again? Roger? Rorger? Something like that. [/sblock] [/QUOTE]
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[RG] TRM's Second Darkness adventure path
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