WORK IN PROGRESS
DWARVIN PARAGON 3, RANGER 1
cost to ship by sailing ship: 2 cp/ mile [non chartered]
[sblock=vital statistics]
STR 16 +3 10 PTS
DEX 14 +2 6 PTS
CON 16 +3 4 PTS +2 [RACE] +2 [PARAGON]
INT 12 +1 4 PTS
WIS 13 +1 4 PTS [+1 lv 4]
CHA 10 +0 4 PTS -2 [race]
AGE 59
5d6+40=59
WEIGHT 186 lbs
2d6=8 *7+130
HEIGHT 4'4"
2d4+45=52
INIT +1;
SPOT +5;
SEARCH +4;
LISTEN +4;
DARKVISION 60 FEET
Languages: Common, Dwarven, Goblin
MOVE 20 FEET
FAVORED ENEMY HUMANOID [GOBLINOID]
HIT POINTS 52 [4D10+12]
AC 12 [16 vs Giant type]
TOUCH 12 [16 vs Giant type]
FLATFOOT 10
BAB +4
GRAPPLE +7
[SEE ALSO STABILITY]
FORT +8 [+5 [BASE] +3 [CON]] +2 VS POISON
FORT +5 [+3 [BASE] +2 [DEX]]
WILL +2 [+1 [BASE] +1 WIS]] +2 VS SPELLS, SPELL LIKE EFF.
[/sblock]
PREFERED WEAPON:
MELEE Dwarvin war axe +7 [1d10+3]
RANGED Crossbow, light +6 [1d8]
*+1 VS ORCS, GOBLINOIDS [RACE]
*+2 GOBLINOIDS [FAV. ENEMY]
FEATS
Code:
[B][URL="http://www.d20srd.org/srd/feats.htm#powerAttack"][COLOR=#808080]Power attack[/COLOR][/URL][/B]: with minus on BAB, gain equal plus on damage [char lev 1]
Mror Stalwart: gives a +1 feat bonus to attack with axes and hammers when the attack is
made before a move. [char lev 3]
SKILLS [[6 +1 [int]] X 4] +[ [2+1]*3]= 28+9=37
Code:
[U][B]SKILL RANKS ABIL MISC TOTAL KNOATS[/B][/U]
[COLOR=#808080]Appraise[/COLOR] (Int) 1 1 -- 2 +2 for stone or metel
[URL="http://www.d20srd.org/srd/skills/climb.htm"][COLOR=#808080]Climb[/COLOR][/URL] (Str) 2 3 -- 5
[URL="http://www.d20srd.org/srd/skills/concentration.htm"][COLOR=#808080]Concentration[/COLOR][/URL] (Con) -- 3 -- 3
[URL="http://www.d20srd.org/srd/skills/craft.htm"][COLOR=#808080]Craft[/COLOR][/URL](Int) [SIZE=2]Wpnsmthing[/SIZE] 3 1 -- 4 [SIZE=2]+2 [race], +1/lv [para] for stone or metel [/SIZE]
[URL="http://www.d20srd.org/srd/skills/handleAnimal.htm"][COLOR=#808080]Handle Animal[/COLOR][/URL](Cha) -- 1 -- 1
[URL="http://www.d20srd.org/srd/skills/heal.htm"][COLOR=#808080]Heal[/COLOR][/URL](Wis) 1 1 -- 2
[URL="http://www.d20srd.org/srd/skills/hide.htm"][COLOR=#808080]Hide[/COLOR][/URL] (Dex) 4 2 -- 6
[COLOR=#808080]Intimidate[/COLOR] (Cha) -- 1 -- 1
[URL="http://www.d20srd.org/srd/skills/jump.htm"][COLOR=#808080]Jump[/COLOR][/URL] (Str) 1 3 -- 4
[URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (dungeoneering)[/COLOR] (Int) 1 1 -- 2
[URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (geography)[/COLOR] (Int) 1 1 -- 2
[URL="http://www.d20srd.org/srd/skills/knowledge.htm"][COLOR=#808080]Know[/COLOR][/URL][COLOR=#808080] (nature)[/COLOR] (Int) 1 1 -- 2
[URL="http://www.d20srd.org/srd/skills/listen.htm"][COLOR=#808080]Listen[/COLOR][/URL] (Wis) 3 1 -- 4 +2 dealing w/ goblinoids
[URL="http://www.d20srd.org/srd/skills/moveSilently.htm"][COLOR=#808080]Move Silently[/COLOR][/URL](Dex) 3 2 -- 5
[URL="http://www.d20srd.org/srd/skills/profession.htm"][COLOR=#808080]Profession[/COLOR][/URL](Wis) -- 1 -- 1
[URL="http://www.d20srd.org/srd/skills/ride.htm"][COLOR=#808080]Ride[/COLOR][/URL] (Dex) 1 2 -- 1
[URL="http://www.d20srd.org/srd/skills/search.htm"][COLOR=#808080]Search[/COLOR][/URL] (Int) 3 1 ** 4 see [SIZE=1][U][I][B][U][I][B]STONECUNNING AND I[/B][/I][/U]MPROVED STONECUNNING[/B][/I][/U][/SIZE]
[COLOR=#808080]Sense Motive [/COLOR](Wis) 1 1 -- 2 +2 dealing w/ goblinoids
[URL="http://www.d20srd.org/srd/skills/spot.htm"][COLOR=#808080]Spot[/COLOR][/URL] (Wis) 5 1 -- 5 +2 dealing w/ goblinoids
[URL="http://www.d20srd.org/srd/skills/survival.htm"][COLOR=#808080]Survival[/COLOR][/URL](Wis) 5 1 -- 6 +2 dealing w/ goblinoids
[URL="http://www.d20srd.org/srd/skills/swim.htm"][COLOR=#808080]Swim[/COLOR][/URL] (Str) 1 3 -- 4
[URL="http://www.d20srd.org/srd/skills/useRope.htm"][COLOR=#808080]Use Rope[/COLOR][/URL](Dex) 1 2 -- 3
special notes:
EQUIPMENT
[SBLOCK=BACKGROUND (WIP)]
Samon Hael Dern Ja' Korkea herransa Kaani, roughly translates to Samon country walker, born of high lord's clan - of the olde sprag tongue - he started in the weapon master's tutelage for repair, maintenance and crafting of proper weapons of war, moved on to the Kings border guard and given a writ of travel to wander the roads and lands of the dwarvin kingdom.
Neighboring to that kingdom were elves and humans, but there were always goblinoids lurking about. One such nuesense would be the hobgoblins of the Darguun Empire. It was this very populace that were attempting to test the defenses of the dwarves. Samon tracked these creatures about, even crossing into the human territory.
Our dwarvin hero was tracking some hobgoblins who kidnapped a merchant's daughter. Samon entered the goblinoid camp to rescue the girl and killed a guard. Meanwhile another hobgoblin, the leader, killed the girl. He was over quickly whelmed by several other hobgoblins, but not without inflicting massive losses upon them.
TRIAL BY LAW
The leader was crafty in seeking his revenge, turning him over to the local noble, SINCE THEY WERE IN THE HUMAN'S LAND, who wanted to be politik. The father of the girl wanted justice, The lord wanted to keep peace with humans, dwarves and hobgoblins, so he sold Samon into slavery, and his belongings, and gave most of the money to the father. The dwarves were not happy, but accepted that he was not executed.; The merchant was not happy for he knew the hobgoblins were the real villians; the hobgoblins were not happy because they wanted Samon to be executed.This was as close to acceptable to all except Samon who was out voiced by the lying hobgoblins.
TRAIL BY FIRE - trip to Naerrin through stormreach
Samon Hael Dern's exile to slavery was secretly accomplished through a long line of back street deals, under the table pay offs and business dealings that straddled the line of black market smuggling. He was eventually slipped aboard a crate after being tied up and gagged, then stuffed in a crate. once out in the open sea, he was taken out of the crate, but kept in a lower hold, with the rats. Finding some discarded brass fittings in a corner, he slowly cut himself free., then raided the food stores he found in the same hold. While plotting his escape, the seas started getting stormy, eventually getting rough enough that she was getting damaged. Right above him was the main beam, which was cracking in the rough seas, so he knew there was trouble to come. with nothing below to take with him, he waited for the right moment.
That moment came when a fellow passenger, one of obvious Elvin blood, but mixed with another of which he is not able to identify, opened the hatch and helped Samon out telling him which way land was sighted. The only words he found to say was "Samon Hael Dern is in your debt". It took a lot of bravery as he has not been able to bathe in a spring brook since he attacked the hobgoblins some months back and he smelled every bit of very prison, hold and muck pile he has been hidden in. That was the last seen of him. With nothing but a sack cloth garment and a rope belt, he dove in the water, swimming as hard as he could in the direction told to him. He woke to a late morning sun on a white sand beach at last bathed in nature's cleansing caress . .. .. .. .. ..
*****BREAK*****
[/SBLOCK]
[sblock=racial info]
- +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 arogue 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 treatdwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: A dwarf gains a +4 bonus onability checks made to resist being bull rushed or trippedwhen standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throwsagainst poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus onattack rollsagainst orcs andgoblinoids.
- +4dodge 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]
[SBLOCK=CLASS INFO]
[h=5]Favored Enemy (
Ex)[/h] At 1st level, a ranger may select a type of creature from among those given on
Table: Ranger Favored Enemies. The ranger gains a +2 bonus on
Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses
humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
[h=5]Track[/h] A ranger gains
Trackas a bonus feat.
[h=5]Wild Empathy (
Ex)[/h] A ranger can improve the attitude of an animal. This ability functions just like a
Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
[/SBLOCK]
DWARF PARAGON LEVELS
Code:
[B] BASE
ATT FORT REF WILL
[U]LEVEL BONUS SAVE SAVE SAVE SPECIAL KNOTES
[/U]FIRST +1 +2 +0 +0 [/B][B]Craft expertise, improved stonecunning
SECOND +2 +3 +0 +0 [/B][B]Improved darkvision (+30 ft.), save bonus
THIRD +3 +3 +1 +1 [/B][B]Ability boost (Con +2)
SKILL POINTS: 2+INT
HIT DIE: D10
[/B]
[SBLOCK]
[h=5]
Craft Expertise (Ex)[/h]
A dwarf paragon may add his class level as a racial bonus on all Craft checks related to
stone or metal items.
[h=5]
Improved Stonecunning (Ex)[/h]
At 1st level, a dwarf paragon's racial bonus on
Search checks to notice unusual stonework increases to +4. The range at which he receives
an automatic Search check for coming near an example of unusual stonework increases to
20 feet. Also, he can intuit where true north lies in relation to himself (as if he had 5
ranks in Survival) whenever underground.
[h=5]
Improved Darkvision (Ex)[/h]
At 2nd level, a dwarf paragon's darkvision range increases by 30 feet
[h=5]
Ability Boost (Ex)[/h]
At 3rd level, a dwarf paragon's Constitution score increases by 2 points.
[/SBLOCK]