Rivend One-Eye

Baruntfinal
"Need a little shot of something it improve your health, Taste of that one little weakness you allow yourself -Bruce Springsteen, Harry's Place"
User: DJ
Race: Dwarf
Gender: Male
Role: Controller
Class/Level: Rouge/5
Description:
Age: 63
Gender: Male
Race: Dwarf
Height: 4’6
Weight: 190 lbs.
Hair Color: Red
Eye Color: Brown
Skin Color: Tan
Religion: Madorinite
Sexuality: Heterosexual
Profession: Brick-layer
Family: None (Lost touch years ago)
Background:
Personality: Rivend is a talented artisan and master craftsman even by dwarven standards. That said, he’s a raging alcoholic. Rivend can often be found at Suar’s Tavern, drinking enough to burn down a concrete bunker, then picking fights which he tends to lose. He loves to tell stories about how he lost his eye. However, he’s never told the same story about it twice.
Background: RivendOne-Eye” Crackhammer was born the third son to a prestigious stone cutter and foreman in in the dwarven kingdom of Drafhour. Rivend eagerly picked up the family trade at a young age and began working with his father and 4 brothers constructing keeps and fortresses in both human and dwarven lands. His family had a propensity for alcoholism, and most of the family bonding and rituals revolved around drink. 20 years ago a viscous famine hit Drafhour and Rivend’s father fell deathly ill as a result. Due to a war in a neighboring human kingdom, Drafhour’s economy ground to a screeching halt and Rivend’s family contracting business began to flounder. With its patriarch gone and its business on the verge of collapse, The Crackhammer family split apart and went their separate ways. Rivend’s drinking problems hit the gas and began to take a serious impact on his life. Rivend drifted from town to town, looking for work as a drifter and day laborer. He settled in Saur roughly 3 years ago. His alcoholism eats up most of his paycheck, and kills his social life.
Details:
_________________________
Strength 12 +1
Dexterity 11 +0
Constitution 11 (-2) +0
Intelligence 12 +1
Wisdom 10 +0
Charisma 7 -2

Total Hit Points: 24/24

Speed: 20 feet

Armor Class: 13 = +3 (studded leather)

Touch AC: 10
Flat-footed: 13 (Uncanny Dodge)


____________________________
Initiative modifier: +0 = +0 [dexterity]
Fortitude save: +1 = 1 [base] + 0 [constitution]
Reflex save: +4 = 4 [base]
Will save: +1 = 1 [base]
Attack (handheld): +4 = 3 [base] + 1 [strength]
Attack (missile): +3 = 3 [base]
Grapple check: +4 = 3 [base] + 1 [strength]



Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Languages: Common, Dwarven, Goblin

Feats:
Rapid Reload
Skill Focus (Craft [Mason])

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 6 = +1 +5
Balance Dex* 0 = +0
Bluff Cha -2 = -2
Climb Str* 1 = +1
Concentration Con 1 = +1
Craft (Blackpowder) Int 3 = +1 +2
Craft (Blacksmith) Int 9 = +1 +6 +2 [dwarf]
Craft (Carpentry) Int 3 = +1 +2
Craft (Stonemason) Int 14 = +1 +8 +3 [skill focus] +2 [dwarf]
Diplomacy Cha -2 = -2
Disable Device Dex 8 = +0 +8
Disguise Cha -2 = -2
Escape Artist Dex* 0 = +0
Forgery Int 1 = +1
Gather Information Cha -2 = -2
Heal Wis 0 = +0
Hide Dex* 1 = +0 +1
Intimidate Cha -2 = -2
Jump Str* -5 = +1 -6 [speed 20]
Knowledge (Arch & Eng) Int 4 = +1 +6
Knowledge (Local) Int 3 = +3 +2
Listen Wis 2 = +0 +2
Move Silently Dex* 2 = +0 +2
Open Lock Dex 8 = +0 +8
Ride Dex 0 = +0
Search Int 5 = +1 +4
Sense Motive Wis 0 = +0
Sleight of Hand Dex 1 = +0 +1
Spot Wis 2 = +0 +2
Survival Wis 0 = +0
Swim Str** 1 = +1
Tumble Dex* 2 = +0 +2
Use Magic Device Cha 0 = -2 +2
Use Rope Dex 3 = +0 +3

* = check penalty for wearing armor
Craft >=5 ranks gives + 2 on related appraise checks.


Dwarf:
  • +2 constitution / -2 charisma (already included)
  • Can move 20 feet even if in heavy armor
  • Darkvision (see 60 feet in pitch-dark)
  • Stonecunning (+ 2 on searching stone, intuit depth)
  • +2 racial bonus on saves vs. poison
  • +2 racial bonus on saves vs. spells / spell-like abilities
  • +1 racial bonus to hit orcs and goblinoids
  • +4 stability bonus to avoid being tripped/bull rushed standing on solid ground
  • +2 racial bonus on appraise checks if stone/metal


Rogue:
  • Sneak Attack +3d6
  • Trapfinding
  • Evasion (level 2)
  • Trap Sense (level 3)
  • Uncanny Dodge (level 4)

Class HP rolled
Level 1: Rogue 6
Level 2: Rogue 1
Level 3: Rogue 5
Level 4: Rogue 6 + 1 to intelligence
Level 5: Rogue 4
Quests:
View campaign quests...