Rise of the Runelords
A dwarf of typical stature and build; however, unlike most dwarfs, all of the hair on his body has been shaved clean and his face is adorned with tattoos.
|Class: Soldier 8||Species: Dwarf||Specialty: Shield Bearer||Experience: 26255|
|Vitality: 128||Wounds: 18||Defense: 24/18(FF)/20(No Shield)||DR: 7/8, Edged 3|
|BAB: 8||Initiative: +6 = 5 + 1||Speed: 20ft||Action Dice: 4d6|
|STR||17||+3||Fortitude||+8 = 4 + 4|
|DEX||12||+1||Reflex||+3 = 2 + 1|
|CON||18||+4||Will||+7 = 6 + 1|
|Skill||Key Attribute||Skill Bonus (Rank + Mod)||Threat/Error||Class Skill||Focuses|
|Acrobatics||Dex||7 = 6 + 1||1 / 20||origin|
|Athletics||Str||12 = 9 + 3||1 / 20||yes|
|Crafting||Int||2 = 1 + 1||1 / 20||yes||Metalworking|
|Intimidate||Wis||9 = 8 + 1||1 / 20||yes|
|Notice||Wis||9 = 8 + 1||1 / 20||yes|
|Resolve||Con||12 = 8 + 4||1 / 20||yes|
|Search||Int||2 = 1 + 1||1 / 20||yes|
|Sense Motive||Wis||8 = 7 + 1||1 / 20||origin|
|Survival||Wis||2 = 1 + 1||1 / 20||yes|
|Tactics||Int||7 = 6 + 1||1 / 20||yes|
|Interests||Total Studies: 4|
|Tales of Dwarven Heroism|
|Darkvision I||Species. Ignore the effects of dim and faint light.|
|Enlightened Crafting||Species. Max Crafting ranks = level + 5|
|Improved Stability||Species. Large for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts when standing firmly on ground.|
|Iron Gut||Species. +2 insight bonus with saves against disease and poisons.|
|Restricted Actions||Species. Kick attacks, Jump and Swim checks are untrained.|
|Thick Hide 2||Species. Considered to be wearing partial armor with DR 2.|
|Agile Defense||Specialty. Your base Defense increases by 1.|
|Melee Combat Expert||Specialty. You’re considered to have 2 additional Melee Combat feats for any ability based on the number of Melee Combat feats you have.|
|Practiced Resolve||Specialty. If you spend an action die to boost a Resolve check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.|
|Accurate||Soldier. Your finely honed physique is your deadliest weapon. Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).|
|Armor Use II||Soldier. You gain a +2 bonus to Defense while wearing armor and receive a 25% discount when purchasing armor.|
|Fight On||Soldier. At Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic, Melee, Ranged, or Unarmed Combat feat or 2 additional proficiencies.|
|Fortunes of War I||Soldier. You stand fast in battle, especially when the pressure’s on. At Level 2, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2|
|Weapon Specialist – Killer Instinct||Soldier. You inflict 2 additional damage with proficient attacks.|
|All-Out Attack (Melee)||At the start of your Initiative Count you may accept a penalty with your attack and skill checks of up to -4 to gain an insight bonus with melee damage rolls equal to twice that number until the start of your next Initiative Count. If any of your attacks miss this round, you become flat-footed at the end of your current Initiative Count.|
|Armor Basics (Basic)||While you wear armor, its Defense penalty drops by 1, its ACP drops by 1, and its Speed penalty drops by 5 ft. (min 0).|
|Axe Basics (Melee)|| When you wield an axe it gains hurl and you gain a stance.
Punish the Defiant (Stance): Opponents who haven’t moved since your initiative count last round are denied their Dexterity bonus to Defense against your melee attacks
|Axe Mastery (Melee)|| When you wield a 1-handed axe it gains bleed and when you wield a 2-handed axe its gains guard +2.
Sundering Chop (Axe Attack Trick): Your attack also inflicts the same damage on 1 piece of gear on the target’s person (your choice).
|Axe Supremacy (Melee)|| Your Strength score rises by 1 and you gain a trick.
Cleave in Twain (Axe Attack Trick): If your target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.
|Shield Basics (Melee)|| You gain a +4 gear bonus with Bull Rush when you are armed with a shield, and you gain a stance.
Phalanx Fighting (Stance): Each adjacent ally gains +1 to Defense and Reflex, or +2 if you are wielding a weapon with guard +2 or higher.
|Shield Mastery (Melee)|| When you wield a shield, the armor piercing and keen qualities of attacks against you are reduced by the number of Melee Combat feats you have. Also, you gain a trick.
Shield Slam (Shield Attack Trick): When dealing subdual damage, if the target fails the save against subdual damage, he is also stunned for 1 round.
|Shield Supremacy (Melee)|| When you wield a shield its guard quality increases by +2. Also, you gain a trick.
Throw Them Back! (Shield Total Defense Trick): Each opponent who tries to move into a square adjacent to you must make a Fortitude save (DC 10 + your Str mod + the number of Melee Combat feats you have) or end their movement in the previous square.
|Proficiencies, Stances, and Combat Tricks|
|Phalanx Fighting||Each adjacent ally gains +1 to Defense and Reflex, or +2 if you are wielding a weapon with guard +2 or higher.|
|Punish the Defiant||Opponents who haven’t moved since your initiative count last round are denied their Dexterity bonus to Defense against your melee attacks|
|Armored Assurance (Melee Attack Trick):||The character’s faith in his durability instills him with confidence. If his total DR is greater than his target’s, he gains a +2 morale bonus with this attack check.|
|Cleave in Twain (Axe Attack Trick):||If your target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick once per round.|
|Fully Engaged (Melee Attack Trick):||When an opponent has been adjacent to the character for at least 1 round and not attacked him since his last Initiative Count, the character may roll damage twice, keeping the result he prefers.|
|Shield Block (Initiative Action)||Specialty. Once per round when the character has a readied shield and isn’t flat-footed, after he’s hit by an unarmed or melee attack but before damage is rolled, he may make a Fortitude save (DC equal to the attack check result). With success, the attack’s damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).|
|Shield Slam (Shield Attack Trick):||When dealing subdual damage, if the target fails the save against subdual damage, he is also stunned for 1 round.|
|Sundering Chop (Axe Attack Trick):||Your attack also inflicts the same damage on 1 piece of gear on the target’s person (your choice).|
|Throw Them Back! (Shield Total Defense Trick):||Each opponent who tries to move into a square adjacent to you must make a Fortitude save (DC 10 + your Str mod + the number of Melee Combat feats you have) or end their movement in the previous square.|
|Possessions and Lifestyle|
|Panache: 0||Coin in Hand||Prudence: 3||Stake|
|Income: 0s||Appearance: 0||0s||Saved 25%||294s|
|Reputation and Renown|
|Reputation: 43||Legend: 4|
|Heroic Renown:||4||Title:||Sturdy Hero|
|Military Renown:||4||Title:||Knight Captain of Fort Rannic|
|Axe||1d10+1 lethal, 20, AP2, Hook, Superior, Trip, S/1h||20 lbs||55s|
|Bow, Reflex||1d6 lethal, 20, AP2, poisonous, 30 Arrows, M/2h||5 lbs||40s|
|Chainmail (Moderate, Light Fittings)||DR 3+1, Edged 3, DP -1, ACP -1, SPD -5ft, Disquise -10||46 lbs||280s|
|Scale Mail(Moderate, Dwarf, Lightweight, Heavy Fittings)||DR 4+2, Edged 3, DP -2+2, ACP -2+1, SPD -10+10ft, Disquise Obvious||46 lbs||1575s|
|Large Sack||Contents: Rations (x3), Whistle.||15.6 lbs||10s|
|Blood Shield||1d4 subdual, 20, Guard +2, Bloodsworn (Harm’s Way I), Blood Shield||20 lbs||10s|
|Booze||Reduce shaken by 1 (0/3 uses)||—||15s|
|Bedroll||Cold Resistance 4||3 lbs||5s|
|Canteen||Holds 2 quarts of liquid||1/2 lbs||5s|
|Rations x4||feeds 1 person for a day||2 lbs||20s|
Colhad Lowiron was born into high standing in the Lowiron clan in the Dwarven stronghold of Janderhoff. His clan wasn’t large, but was respected by those in Janderhoff.
Following in the Lowiron tradition, Colhad joined the military and soon rose in the ranks to become the head of guarding the northern tunnels. Colhad soon became comfortable in his position. He was in good standing and was respected by his men.
One day, one of the patrols returned with the news that they had encountered a surprisingly large goblin patrol. Thinking nothing of it, Colhad dismissed the news as an exaggeration. Less than a week later, a large force of goblins pushed through the tunnels into Janderhoff through the area Colhad was stationed. Many of his men were killed defending from the attack. They managed to hold off the attack with reinforcements from other sections, but not before some of the goblin raiders had pushed into the fringes of the residential districts.
The goblins were repelled, but not without losses. Colhad was clearly to blame for the severity of damage brought on by the attack. His clan was shamed by his actions, with the other clans even looking to punish the entire clan for this mistake.
To prevent the ruin of his clan, Colhad took it upon himself to exile himself from his clan and Janderhoff and to seek to achieve a feat great enough to redeem his clan and his failure. Colhad soon came to accept that a glorious death in battle could be the only way to achieve this goal. To show his exile, Colhad shaved all the hair form his body and adorned his face with tattoos.
Though his exile helped lessen the dishonor brought onto his clan, some of the other clan still look on the Lowiron name with distaste and several of the Lowiron hold grudges against Colhad for bringing this state of affairs onto them.
His travels of brought him to Magnimar, where he heard of the strange goblin presence from the local Sheriff. Seeing that Colhad showed interest in the matter, the Sheriff directed Colhad to Sandpoint.