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Rurik Fireforge
Rurik Fireforge
Mountain Dwarf Paladin (eventual Oath of the Ancients)
Mountain Dwarf Paladin (eventual Oath of the Ancients)
(Racial traits: speed 25', darkvision, advantage to saves vs poison, resistance to poison)
Background: Soldier (standard bearer)
Background: Soldier (standard bearer)
Neutral Good
Neutral Good


Trait: I can always find a reason for joy.
Trait: I can always find a reason for joy.
Ideal: It is through our ties to one another that we drive back the dark.
Ideal: It is through our ties to one another that we drive back the dark.
Bond: Those who fight beside me are worth dying for.
Bond: Those who fight beside me are worth dying for.
Flaw: I have no patience for those who won't say what they mean.
Flaw: I have no patience for those who won't say what they mean.


Str: 17 (+3)
Str: 17 (+3)
Dex: 12 (+1)
Dex: 12 (+1)
Con: 15 (+2)
Con: 15 (+2)
Int: 8 (-1)
Int: 8 (-1)
Wis: 10 (0)
Wis: 10 (0)
Cha: 14 (+2)
Cha: 14 (+2)


HP:12
HP:12
AC: 18
AC: 18
Attacks:
Warhammer(melee) 1d20+5 to hit; 1d8(1d10)+3 damage
Javelin (melee/thrown): 1d20+5 to hit; 1d6+3 damage
Languages: Gelini (Common), Dwarvish
Languages: Gelini (Common), Dwarvish
Proficient saves: Wisdom, Charisma
Proficient saves: Wisdom, Charisma


Proficiencies:
Proficiencies:
All armor and shields
All armor and shields
Simple and martial weapons
Simple and martial weapons
Brewer's Supplies
Brewer's Supplies
Athletics
Athletics
Intimidation
Intimidation
Vehicles (land)
Vehicles (land)
Gaming set: cards
Gaming set: cards
Insight
Insight
Persuasion
Persuasion


Equipment:
Equipment:
Warhammer and shield
Warhammer and shield
5 javelins
5 javelins
chainmail
chainmail
holy symbol
holy symbol
explorer's pack
explorer's pack
insignia of rank
insignia of rank
piece of a torn banner from a fallen enemy
piece of a torn banner from a fallen enemy
deck of cards
deck of cards
common clothes
common clothes
belt pouch with 10 gp
belt pouch with 10 gp
trinket: silver spoon with "M" engraved on the handle (#49)
trinket: silver spoon with "M" engraved on the handle (#49)


Brief backstory:
Brief backstory:
Rurik came from a brewing family, but like many dwarves he also spent some time in the in the guard keeping the Iron Mountain safe from wandering orcs, goblins, and other nasties. Over time though, he noticed that the longer his comrades were on the battle field, the less civilized they became. It was during this time that he realized that resisting the forces of the dark with arms was necessary, but not sufficient. In order to preserve the light of peace and civilization, someone had to champion hope, love, laughter, and beauty. Otherwise, there would be no point in driving back the hordes. Shortly after his return from service a horned knight took Rurik under her wing as her squire and trained him in their ways.
 
Rurik came from a brewing family, but like many dwarves he also spent some time in the in the guard keeping the Iron Mountain safe from wandering  
orcs, goblins, and other nasties. Over time though, he noticed that the longer his comrades were on the battle field, the less civilized they became. It was during this time that he realized that resisting the forces of the dark with arms was necessary, but not sufficient. In order to preserve the light of peace and civilization, someone had to champion hope, love, laughter, and beauty. Otherwise, there would be no point in driving back the hordes. Shortly after his return from service a horned knight took Rurik under her wing as her squire and trained him in their ways.
 


The Dreadwood sounded like the kind of place that a guardian of the light ought to look into, for the sake of everyone living nearby. Rurik was more than happy to find others interested in venturing inside and asked to join them.  
The Dreadwood sounded like the kind of place that a guardian of the light ought to look into, for the sake of everyone living nearby. Rurik was more than happy to find others interested in venturing inside and asked to join them.  

Revision as of 23:38, 28 October 2014

Rurik Fireforge

Mountain Dwarf Paladin (eventual Oath of the Ancients)

(Racial traits: speed 25', darkvision, advantage to saves vs poison, resistance to poison)

Background: Soldier (standard bearer)

Neutral Good

Trait: I can always find a reason for joy.

Ideal: It is through our ties to one another that we drive back the dark.

Bond: Those who fight beside me are worth dying for.

Flaw: I have no patience for those who won't say what they mean.


Str: 17 (+3)

Dex: 12 (+1)

Con: 15 (+2)

Int: 8 (-1)

Wis: 10 (0)

Cha: 14 (+2)


HP:12

AC: 18

Attacks:

Warhammer(melee) 1d20+5 to hit; 1d8(1d10)+3 damage

Javelin (melee/thrown): 1d20+5 to hit; 1d6+3 damage


Languages: Gelini (Common), Dwarvish

Proficient saves: Wisdom, Charisma

Proficiencies:

All armor and shields

Simple and martial weapons

Brewer's Supplies

Athletics

Intimidation

Vehicles (land)

Gaming set: cards

Insight

Persuasion


Equipment:

Warhammer and shield

5 javelins

chainmail

holy symbol

explorer's pack

insignia of rank

piece of a torn banner from a fallen enemy

deck of cards

common clothes

belt pouch with 10 gp

trinket: silver spoon with "M" engraved on the handle (#49)


Brief backstory:

Rurik came from a brewing family, but like many dwarves he also spent some time in the in the guard keeping the Iron Mountain safe from wandering orcs, goblins, and other nasties. Over time though, he noticed that the longer his comrades were on the battle field, the less civilized they became. It was during this time that he realized that resisting the forces of the dark with arms was necessary, but not sufficient. In order to preserve the light of peace and civilization, someone had to champion hope, love, laughter, and beauty. Otherwise, there would be no point in driving back the hordes. Shortly after his return from service a horned knight took Rurik under her wing as her squire and trained him in their ways.


The Dreadwood sounded like the kind of place that a guardian of the light ought to look into, for the sake of everyone living nearby. Rurik was more than happy to find others interested in venturing inside and asked to join them.


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