The Age of Reason
"Armed To The Teeth" Telerden
A heavily armed dwarf with tattoos across his face and arms.
Dwarf rogue 2 (scout archetype, deep warrior racial trait, lorekeeper racial trait) LG Medium Humanoid (dwarf) Allegiences: Karth Dwarf Clans (strong), Celeria Dwarf Immigrants (strong), Gray Beards (sympathetic) Init +2; Senses darkvision 60'; Perception +7 (+9 with Stonecunning) Tunnel Fighter: +2 to initiative while underground. Languages Common, Dwarvish, Giant ==DEFENSES== AC 15 (+2 Dex, +3 armor), touch 12, flat-footed 12 Deep Warrior: +2 to AC against aberrations and +2 to CMB checks to grapple aberrations CMD 16 Stability: +4 to CMD against bull rush and trip while standing on the ground. hp 20 (2 HD)   Fort +4, Ref +5, Will +3 Hardy: +3 to saves against poison, spells, and spell-like abilities. (+1 from Glory of Old) Evasion: On a successful Reflex save for half damage, take no damage. ==COMBAT== Speed 20' (4 squares), not slowed by armor or encumberance. Sneak Attack: +1d6 precision damage against a target denied its Dexterity to AC, or when flanking a target. Power Attack: -1 to melee attack for +2 to melee damage (+3 with two-handed weapons), must use before attacking and lasts until next round. Improves every +4 BAB. Assault Leader: If Telerden is flanking an opponent and misses it with a melee attack, his flanking ally may make a free attack as an immediate action against that opponent. This ability can only be used once per day.  Melee 2h brace reach longspear +4 1d8+4 piercing x3 crit Melee 1h warhammer +4 1d8+3 bludgeoning x3 crit Melee 1h battleaxe +4 1d8+3 slashing x3 crit Melee 1h heavy pick +4 1d6+3 piercing x4 crit Melee 1h spiked gauntlet +4 1d4+3 piercing Melee lt blackjack +4 1d6+3 nonlethal bludgeoning Ranged 1h 50' sling +3 1d4+3 bludgeoning, move action 2h reload, use rocks for -1/1d3 Cold Iron:  Silver:  Ranged lt 10' dagger +3 1d4+3 piercing or slashing 19-20 crit, melee too, +2 to conceal Daggers:  Tunnel Fighter: While underground, +1 to damage rolls for critical hits (multiply this damage by your crit multiplier). Hatred: +1 to attack against orc and goblinoid creatures. Space 5'; Reach 5' Base Atk +1; CMB +4 Combat Gear above, plus masterwork studded leather armor and helmet with attachment for candle boots of merry pursuit: As a free action the wearer can spend one charge to gain the benefits of feather fall, expeditious retreat, or jump for one round. 5 charges per day.  ==ABILITIES== Abilities Str 17, Dex 14, Con 18, Int 13, Wis 16, Cha 9 Feats power attack Traits glory of old, tunnel fighter Favored Class Bonus: skill points Ranks: (2 ranks in each) Acrobatics, Climb, Disable Device, Escape Artist, Knowledge (Dungeoneering), Perception, Sense Motive, Stealth, Swim, Use Magic Device Skills: Acrobatics +7, Climb +8, Disable Device +7 (+8 vs traps), Escape Artist +7, Knowledge (Dungeoneering) +6, Perception +8, Sense Motive +8, Stealth +7, Swim +8, Use Magic Device +4 (+6) Trapfinding: +1/2 rogue level (minimum +1) to Perception checks to find traps and all Disable Device checks. Can use Disable Device to disarm magical traps. Lorekeeper: +2 to Knowledge (history) checks relating to dwarves and their enemies, can make those checks untrained. Stonecunning: +2 to Perception to notice unusual stonework, automatically check to detect when within 10'. Currency: 4 sp, 30 cp, 129 GP Posessions explorer's outfit, runed gauntlet (masterwork Use Magic Device tool), dungeoneering kit, 1 sunrod, grappling hook Dungeoneering Kit: This bundle of essential supplies for exploring ruins and abandoned cities includes 2 candles, chalk, a hammer and 4 pitons, 50 feet of hemp rope, a waterproof (treat winds as one category better, burns 5 rounds underwater) hooded lantern with 5 flasks of oil, 2 sacks, 2 torches, and 4 tindertwigs. XP: ??? Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
- Telerden follows his father’s family tradition of tunnelrunning, scouting the perimeter of a mining site to protect it from nasties that live deep underground.
- A well-armed and brave warrior who talks at length about dwarvish combat tactics.
- Practices dwarvish rune magic, which an educated mage would understand to be a dwarvish superstition that is hedge magic at best.
- He used to work in Celeria, but left after some kind of mining accident.
- Refuses to work in factories.
- Telerden’s sister is an apprentice rune mage (dwarf sorcerer-equivalent), taking after their mother.
- Telerden has three brothers. One sends money home and is probably working in a mercenary company, one works in a factory, and one is an engineer who uses runesmithing for innovative architecture.