Hargrim of Clan Joterhun
Male Dwarf Rogue 3 / Fighter 1
(Order: Rogue/Fighter/Rogue/Rogue)
Hair: Red
Eyes: Dark green
Height: 4' 1"
Weight: 150 lbs.
Age: 54
Alignment: Chaotic good
Size: Medium
Type: Humanoid
Speed: 20 ft.
Str: 14 (+2)
Dex: 16 (+3) [15 base, +1 level]
Con: 16 (+3) [14 base, +2 racial]
Int: 14 (+2)
Wis: 10
Cha: 10 [12 base, -2 racial]
HP: 32 (3d6 + 1d10 + 12 Con)
AC: 18 (10 base, +5 armor, +3 Dex) / 13 / 15
Saves:
Fortitude: +6 (+2 base Fighter, +1 base Rogue, +3 Con)
Reflex: +6 (+3 base Rogue, +3 Dex)
Will: +1 (+1 base Rogue)
Init: +3 (+3 Dex)
Base Attack Bonus: +3 (+1 base Fighter, +2 base Rogue)
Attacks:
+1 handaxe (attack): +6 (+3 base, +2 Str, +1 enhancement), 1d6+3 damage, threat 20/x3
+1 handaxe and masterwork handaxe (full attack): +4/+4 (+3 base, +2 Str, +1 enhancement, -2 Two-Weapon Fighting), 1d6+3/1d6+1 damage, threat 20/x3
Composite shortbow, Str +2: +6 (+3 base, +3 Dex), 1d6+2 damage, threat 20/x3, range 70 ft.
Skills:
Skill Points: 64
Max Rank for class skills: 7
Appraise: +5 (+7 stonework/metal) [3 ranks, +2 Int, (+2 stonework/metal)]
Balance: +2 [+3 Dex, +2 synergy (Tumble), -3 load]
Bluff: +7 [7 ranks]
Climb: +3 [4 ranks, +2 Str, -3 load]
Diplomacy: +7 [5 ranks, +2 synergy (Bluff)]
Disable Device: +8 [6 ranks, +2 Int]
Gather Information: +2 [2 ranks]
Hide: +4 [4 ranks, +3 Dex, -3 load]
Intimidate: +2 [+2 synergy (Bluff)]
Jump: +4 [3 ranks, +2 Str, +2 synergy (Tumble), -3 load]
Knowledge (local): +4 [2 ranks, +2 Int]
Listen: +3 [3 ranks]
Move Silently: +4 [4 ranks, +3 Dex, -3 load]
Open Lock: +6 [3 ranks, +3 Dex]
Search: +8 (+10 stonework) [6 ranks, +2 Int, (+2 stonework)]
Sleight of Hand: +4 [2 ranks, +3 Dex, +2 synergy (Bluff), -3 load]
Spot: +3 [3 ranks]
Tumble: +6 [6 ranks, +3 Dex, -3 load]
Feats:
Level 1: Two-Weapon Fighting
Fighter 1: Combat Expertise
Level 3: Improved Feint
Languages:
Common
Dwarven
Goblin
Orc
Equipment:
Handaxe +1: 2,306 gp
Masterwork handaxe: 306 gp
Dagger: 2 gp
Composite shortbow (+2 Str): 225 gp
Arrows (20): 1 gp
Chain shirt +1: 1,250 gp
Traveler's outfit
Gold earring: 5 gp
Backpack: 2 gp
Bedroll: 1 sp
Climber's kit: 80 gp
Everburning torch: 110 gp
Flint and steel: 1 gp
Grappling hook: 1 gp
Lantern, hooded: 7 gp
Oil (1-pint flask): 1 sp
Rations, trail (per day) x3: 1 gp, 5 sp
Rope, silk (50 ft.): 10 gp
Sack: 1 sp
Waterskin: 1 gp
Pouch, belt: 1 gp
Potion of
bull's strength: 300 gp
Potion of
cure light wounds x4: 200 gp
Potion of
invisibility: 300 gp
Pouch, belt: 1 gp
Acid (flask) x2: 20 gp
Alchemist's fire (flask) x2: 40 gp
Smokestick x2: 40 gp
Sunrod x2: 4 gp
Tindertwig: 1 gp
Pouch, belt: 1 gp
Holy water (flask): 25 gp
Tanglefoot bag: 50 gp
Thunderstone: 30 gp
Light horse: 75 gp
Riding saddle: 10 gp
Money
9 pp, 3 gp, 2 sp
Race:
- +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
Class:
Rogue:
Sneak attack +2d6
Trapfinding
Evasion
Trap sense +1
Fighter:
Bonus feats
Proficiencies:
All simple and martial weapons
All armor
All shields
Appearance:
Hargrim looks to be a dwarf like any other in most respects. His thick red hair is uncommon for his kind, and he wears his beard beneath a broad grin in two wide braids. A large gold ring hangs from his ear. Very quick on his feet for a dwarf, his broad shoulders leave no doubt in an onlooker's mind that he can tumble with the best of them.
Personality:
By his nature, Hargrim is a boisterous, jolly sort. He typically leaves people with the impression that he is a decent, good fellow, if rather fixated on gold and jewels; most chalk that up to his being a dwarf and think of it no more. Hargrim is far from traditional, and tends to chafe at being told what to do. If it gets him gold, however, he'll put up with obeying a command or two.
History:
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Hargrim and his family lived in a small human city for as long as he can remember. His family was poor, as were many of those living in the small dwarven quarter of the town. They had moved from their home in the mountain to escape conflict with their stern, traditional people, who could not understand his family’s flighty, rebellious ways. Despite their hardships, the dwarves unfailingly worshipped and paid respect to Muamman Duathal, the dwarven god of travelers and exiles.
While his family didn’t approve of it, as a youth, Hargrim fell into the thief’s life, stealing a loaf of bread here and an apple or two there. He only stole from the wealthier food-merchants, and the food helped his family survive during difficult times. Besides, he found he had a talent for it, and quite enjoyed the thrill. His older brother, Aylor, frowned upon this; despite his parents’ eccentricity, he exhibited all the strictness and traditionalism of most of their kind. Jaer, his younger brother, however, frequently accompanied Hargrim on his “missions,” as they called them, and looked up to Hargrim as younger brothers often do.
Eventually, however, Hargrim’s good luck caught up with him, and, shiny stolen apple in hand, he found himself looking up into the red, angry face of a human merchant. Hargrim grinned sheepishly and held the apple out to the merchant, who slapped the dwarf’s hand, sending the apple tumbling down the square. As the merchant was about to strike the boy-dwarf, a tall gentleman coolly interrupted him. A few whispered words later, the merchant sullenly returned to his goods with just a baleful look in Hargrim’s direction.
The dwarf’s savior was a representative of the Thieves’ Guild of the city, and had been watching the dwarf for some time. Impressed with his skill, he invited Hargrim to join the guild. The dwarf wasn’t sure about it, but the excitement seemed too compelling to pass up! He did his best to console his brother, who was far too young to join; poor Jaer was sad to lose his adventuring companion, but happy for Hargrim nonetheless.
Once in the guild, Hargrim practiced his skills diligently: picking locks, sleight of hand, hiding and sneaking – even the art of talking one’s way out of a sticky situation. The thieves taught him well, and he had a few small adventures with them, which he enjoyed immensely.
One fateful day, however, Hargrim was given a different kind of mission: he was told to infiltrate a minor nobleman’s home, sneak into his bedchamber, and kill him in his sleep. Hargrim was appalled at this suggestion, but something in the guildmaster’s eye told him that there was only one answer the guild would accept. Hargrim assured the guildmaster that the nobleman was as good as dead, and then, in the dead of night, rather than creeping toward the nobleman’s mansion, he slinked back to the dwarven quarter, prepared to gather his family and flee.
When Hargrim arrived at his home, he found the door wide open and the small house dark. He cautiously entered, careful not to make a sound, and looked about intently into the shadowy gloom.
He found to his horror the body of little Jaer, broken and bloody on the floor. The tall gentleman who had once recruited him now stood over his brother’s corpse, his face expressionless and solemn. Hargrim saw his parents and older brother sitting behind the man, tied to chairs and gagged with kerchiefs, their eyes wide with fear. The man from the guild informed Hargrim that he wouldn’t be going anywhere that night, or any other night, for that matter. He was claiming Hargrim’s family, in the name of the thieves’ guild; if any of them disobeyed him, they would suffer greatly for it.
Hargrim, terrified and despairing, made a deal with the gentleman: he would purchase his family’s freedom. The man, his heart wrapped in avarice, agreed, naming a price so absurdly high that he felt confident the dwarf would never be able to pay it. But pay it he must, and in one year’s time, too, lest the rest of his kin be slaughtered like young Jaer.
Now, Hargrim travels the land as a mercenary, desperately trying to scrape together enough money to buy the lives of his parents and brother...
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