Austri Dvergar

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Contents

Summary

Austri was a dwarven fighter who died in service to the conscripts, while fighting an undead ogre.

STATISTICS BLOCK

Name

Austri Dvergar

Size and Type

Medium Dwarven Fighter

Hit Dice

3 (29 HP)

Initiative

+1

Speed

20 ft (even with armor)

Armor Class

19, touch 11, flat-footed 18

Base Attack/Grapple

+3/+6

Attack

Dwarven Waraxe (melee weapon)

Attack bonus: +7

Damage: 1D8 (+3 from strength)

Throwing Axes (4)

Attack bonus: +4

Damage:

1D6 (+3 from strength)

Full Attack

Same, I think.

Space/Reach

5'/5'

Special Attacks and Special Qualities

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. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes (see Chapter 7:Equipment) as martial weapons, rather than exotic weapons.

Stability: Dwarves are exceptionally stable on their feet. 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: Dwarves are hardy and resistant to toxins.

+2 racial bonus on saving throws against spells and spell-like effects: dwarves have an innate resistance to magic spells.

+1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears): Dwarves are trained in the special combat techniques that allow them to fight their common enemies more effectively.

+4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants): This bonus represents special training that dwarves undergo, during which they learn tricks that previous generations developed in their battles with giants. 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. The Monster Manual has information on which creatures are of the giant type.

+2 racial bonus on Appraise checks that are related to stone or metal items: Dwarves are familiar with valuable items of all kinds, especially those made of stone or metal.

+2 racial bonus on Craft checks that are related to stone or metal: Dwarves are especially capable with stonework and metalwork.

Saves

Fortitude: +6, Reflex: +2, Will: +1

Abilities

Str: 16 +3

Dex: 12 +1

Con: 16 +3

Int: 12 +1

Wis: 10 +0

Cha: 8 -1

Skills

Craft - Armorsmithing: 5 (+6/+8 with metal or stone)

Handle Animal: 5 (+4)

Knowledge - Religion: 1 (+2)

Ride: 2 (+5)

Survival: 1 (+1)

Tumble: 1 (+2)

Feats

Weapon Focus: Dwarven Waraxe

Power Attack

Cleave

Diehard

Environment

Comes from a small coastal city.

Organization

A recent conscript of Ebheim(sp?)

Challenge Rating

?

Treasure

323 g.p.

Alignment

DO NOT POST THIS?

Advancement

Fighter

Level Adjustment

3


Background

Family History

Austri (eastern) is the son of Dvalin, of the Dvergar clan, originally from Niðavellir (Dark fields), a small dwarven city in the western mountains. His mother and father were mediocre blacksmiths (by dwarven standards), and were discontented with their place in the city. When they were only 90, they left the city to travel and see the world. They set out towards the east, and eventually made it to a small human city on the eastern coast of the circle sea. The live in a tiny community of dwarves (20-30), and currently ply their trade with moderate success to the inhabitants of the city. Here, their skills allow them to be moderately successful, and they now specialize in armorsmithing.

Youth

While dwarves are traditionally extremely law-abiding and, well, traditional, Austri grew up mostly under the influence of human culture. His parents, while more strict than most humans, were much more lax than most dwarves. He was raised to always help other and respect authority, but recently became disenchanted with the powers that be, and has a neutral opinion towards the law.

Adventuring

At the age of 40, Austri’s parents finally acknowledged his adulthood (growing up among humans, where 40 was middle aged, created a difference of opinion about maturity with his parents). That day he left the city, taking all of his worldly possessions. The only notable ones were his horse, given to him by his parents, his armor which he made himself (his poor skills make the armor look terrible, but it fits him perfectly, and he has long since patched any flaws in protective covering), and his dwarven waraxe, a family heirloom.

After a few months of roaming purposelessly, Austri runs into a quest he feels is worth taking on. While staying in an inn in a small town, he overhears rumors of trouble with the undead. As it turns out, a local merchant has been dabbling in the dark arts of necromancy, and has brought a few bodies to life. The problem is, the merchant is incompetent (at least in necromancy; he is extremely skilled at eliminating business competition). The dead are no longer under his control, and are a threat to the entire area. Austri talks to the merchant, who offers a small reward for removal of the undead from his home. The merchant also suggests he talk to the town council, which is meeting this very night to discuss the problem, and are likely to offer a much bigger reward. Austri does talk to the council, which offers him another small reward. When he enquires why the council isn’t taking action against the merchant, he learns the merchant is too rich and powerful, and action against him would result in a serious economic collapse in town. Austri agrees take on the undead and destroy them.

He then head immediately for the merchant’s mansion, which is on a hill in a forest several miles outside of town. He boards up all of the windows and doors, so as to make sure none of the undead escape. He then carefully empties two barrels of lamp oil around the house, and sets it on fire. As the house burns to the ground, a human skeleton and a couple of canine skeletons manage to escape the inferno. Austri stands his ground, and manages to destroy all three scorched skeletons while sustaining only superficial damage.

By the morning, the mansion has been reduced to rubble. Austri quickly but carefully sifts through the rubble, and finds what he is looking for: a massive lump of gold, silver, and gems that used to be a chest full of valuables. He grabs the lump and leaves quickly, never returning for a reward from the merchant or the town council.

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