Bombur Stonebeard

Greedy Dwarven Herder

Description:

Third Level Lawful Dwarf (Delegate)

Experience Points 124 (190 4th Level)

Languages: Common, Dwarf, Elf, Undercommon

ABILITIES

STR 12 ( 0)
AGL 6 ( -1)
STA 8 ( -1)
PER 11 ( 0)
INT 11 ( 0)
LUK 35 ( +6)

COMBAT STATS

Hit Points 15
Initiative -1
Fumble 1d12 -6
Speed 15’ ( 20 foot base -5 feet armor)

Saves

+2 Saves vs. Cold

Fortitude +1 ( +2 Base -1 Stamina)
Reflex +0 ( +1 Base -1 Agility)
Will +1 ( +1 Base +0 Personality)

Defense

Armor Class 17 (-1 Agility +1 Shield +6 Golden Chainmail Armor +1 Helmet)

Armor Check Penalty -4

Attacks

Lucky Weapon +5 with all War Axes

Critical Roll 1d14 +6 on Table 3

Mighty Deeds of Arms
Successful when I roll a 3+ on the Deed Die. Deeds start on p. 88

Deed Die +1d5

Mêlée:

War Axe +5 to attack 1d8 to damage

Secondary Attack: Shield Bash 1d14 Action Die 1d6 damage (Uses a unique deed die).

Range:

Crossbow: -1 to hit 1d6 to damage (Note: Two Handed, 1d16 initiative, no shield Range: 80/160 ( -1 to hit)/240 ( -1 die step to hit) ) Iron Quarrels: 26

Gear and Treasure

1 Horn of Kings

1 Suit of Magic Gold Flame Chainmail +1 Chainmail +2 Saves vs. Cold

1 Crossbow
1 Quarrel Case

1 War Axe

1 Chainmail (unfinished)

Gem:
1 ruby

2 gorilla rings

1 scroll case (2 scrolls inside)

Coin:

50 Ancient Golds (worth 20 gp each)

2332 Gold (243 Stolen)

23 Copper

SKILLS, PROFICIENCIES, AND ABILITIES

Racial Abilities

Infravision: 60 feet

Slow: 20 foot speed

Underground Skills: +3

Smell Gold and Gems: 100 foot range (Can smell a single coin up to 40 feet away).

Skills

-4 Armor Check Penalty -2 Perception based skills due to Helm

Anything related to what a Herder might know or do (Roll 1d20, all other skills roll 1d10)

(Animal Handling, Husbandry, Veterinarian, Counting, Keeping Watch, etc…)

Weapon Proficiencies: battleaxe, bullwhip, club, crossbow, dagger, gauntlet, greatclub, great flail, handaxe, hand crossbow, heavy crossbow, heavy flail, javelin, lasso, longsword, mace, maul, net, scourge, shield bash, shortbow, short sword, sling, spear, two-handed sword, waraxe, and warhammer.

HPs Rolled By Level

0: 1 ( 1 -1)
1: 7 ( 8 -1)
2: 3 ( 4 -1)
3: 4 ( 4 -1 +1 Maximum Vitality from Annabella)

Signature Deeds:

Shield

Shield Bash

3 Your shield slams into opponent’s torso and bruises rib cage. In addition to the normal shield bash damage, opponent stumbles desperately trying to catch his breath. On next attack, opponent suffers a -2 attack penalty.

4 Your shield sweeps into your opponent catching them off-guard. Humanoid creature with a weapon must make a Ref save against warrior’s attack roll or drop weapon. An action must be used to pick up dropped weapon. In addition to the normal shield bash damage, opponent suffers a -2 attack penalty on next attack from lack of balance.

5 You bring your shield down hard crushing your opponent’s knee. In addition to the normal shield bash damage, opponent suffers a -2 on all future attack rolls until healed. Opponent is also knocked prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

6 You smash your shield into your opponent’s face. In addition to the normal shield bash damage, foe loses 1d6 teeth and must make a Ref save against warrior’s attack roll. Failed Save: Opponent is stunned for 1d3+1 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus. Successful Save: Opponent is considered prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

7+ You drive the top of your shield directly under your opponent’s chin shattering foe’s jaw. In addition to the normal shield bash damage, opponent is stunned for 2d4 rounds. Stunned creatures suffer a -2 penalty to attack rolls. Melee attacks against a stunned creature receive a +2 bonus.

War Axe

Sever Leg

3 You slice open your opponent’s calf muscle. On next attack, opponent suffers a -2 attack penalty from loss of balance.

4 You open a grisly cut in your opponent’s upper leg. Opponent suffers a -2 on all future attack rolls until healed. Opponent must make a Fort save against warrior’s damage total. Failure means the opponent is knocked prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

5 You slash your opponent across the hamstring severing tendons. Opponent is reduced to moving at ½ speed, loses any Agility bonus to AC and suffers a -3 on all future attack rolls until healed. Opponent falls prone and must spend next attack action to stand. Melee attacks against a prone opponent receive a +2 bonus.

6 You gash your opponent in the knee cutting through all surrounding cartilage and muscle. Opponent can only crawl at 5 movement speed and loses any Agility bonus to AC until healed. Blow causes 1d7 points of additional damage. Opponent must make a Fort save against warrior’s damage total (include extra 1d7 in total). Failed Save: Opponent falls to the ground screaming in pain and is considered helpless for 2d3 rounds. Melee attacks against a helpless opponent receive a +1d bonus. Successful Save: Opponent suffers a -4 on all future attack rolls until healed, falls prone to the ground in pain and must spend next attack action stand. Melee attacks against a prone opponent receive a +2 bonus.

7+ You sever your opponent’s leg. Roll 1d3 for result:

(1) Leg severed at ankle.
(2) Leg severed at knee.
(3) Leg severed at hip.

Each round opponent takes an extra 1d8 bleeding damage and a temporary loss of 2 Stamina points until either healed or a DC 15 Fort save is made. Opponent is no longer able to stand and can only crawl at 5 movement speed, loses any Agility bonus to AC and suffers a -1d to attack rolls. Melee attacks against a legless opponent receive a +1d bonus.

Intimidate

3 Your opponent second guesses decision to fight you and must make a morale check ( DC 13 Will save). Failed Check: Enemy will flee from combat for 1 round per warrior level. Success-ful Check: Enemy continues fighting but suffers a -2 on next attack roll.

4 Your opponent looks really worried and must make a morale check ( DC 14 Will save). Failed Check: Enemy will flee from combat for 1 round per warrior level. Successful Check: Enemy continues fighting but suffers a -2 on all future attack rolls for the remainder of the fight.

5 Your opponent is scared and must make a morale check ( DC 15 Will save). Failed Check: Enemy will flee from combat for 1 round per warrior level. Successful Check: Enemy contin-ues fighting but suffers a -3 on all future attack rolls for the remainder of the fight.

6 Your opponent is terrified and must make a morale check ( DC 16 Will save). Failed Check: Enemy will flee from combat for 1 round per warrior level. Successful Check: Enemy falls to his knees begging for mercy and wets himself. Melee attacks against a kneeling opponent receive a +2 bonus

7+ Your opponent is scared stiff and must make a morale check ( DC 17 Will save). Failed Check: Enemy soils himself and is literally scared stiff. Foe is considered helpless for 1 round per level of warrior. Melee attacks against a helpless opponent receive a +1d bonus. Successful Check: Enemy will flee from combat for 1 round per warrior level.

Crossbow

Precision Shot

3 The warrior can hit a small object that is nearby – either at melee range or very close range via missile fire. For ex-ample, he can hit a holy symbol displayed by a cleric, a banner flown by a cavalier nearby, or an ogre’s tusk. A called shot here may do up to 1d4 points of additional damage (judge’s discretion).

4 The warrior can hit a target that is normally within the province of only the most skilled swordsmen or archers. For example, he can shoot an apple off someone’s head or hit the bull’s-eye at 100 yards. A called shot here may do up to 1d5 points of additional damage (judge’s discretion).

5 The warrior can make a near-impossible shot that includes slicing a narrow rope with an arrow from 100 yards away, hurling a dagger into a coin from across a moat, or stabbing a sword through the one vulnerable scale on the vast scaly hide of an ancient dragon. A called shot here may do up to 1d6 points of additional damage (judge’s discretion).

6 The warrior can make precise shots, such as the ones above, while also blinded and deafened – he relies on his other senses to attempt such an incredible maneuver. A called shot here may do up to 1d7 points of additional damage (judge’s discretion).

7+ The warrior can make precise shots that seem beyond the abilities of mortal man – provided he can contrive an explanation. For example, he can shoot an arrow through a doorway to hit the evil wizard in the throat in the room beyond, explaining that the arrow actually went through the narrowest crack between the door and its frame. He can hurl a stone more than half a mile to knock out the goblin kidnapper as he gallops away on horseback, explaining that a passing hawk carried the stone in its beak for several hundred yards, then let it continue on its original trajectory. A called shot here may do up to 1d8 points of additional damage (judge’s discretion).

Bio:

Bombur

Most Damage: On a critical vs Chaos Rat. 10 points (8 on axe 2 on deed), critical that also reduced the rat’s weapon arm to formless tissue. -4 future attacks. Rat was killed outright by the damage.

Age: 49
Height: Four Foot Five Inches
Weight: 262 pounds
Anthropologic Ethnicity: Caucasoid
Hair: Ginger-Haired and Bearded
Eyes: Green
Skin: Pale, due to a life underground

Bombur Stonebeard has always known he was destined for greatness and wealth. As a member of one of the Royal Clans of Konugar, he has known that he was destined to greatness. He also knew he wasn’t stupid enough to continue to toil as a lowly pig herder under the reign of the Ironhammer clan.

Ever since the Ironhammers and their allies dethroned the Stoneshields and their supporters, Clan Stonebeard has been left herding pigs near the surface. So, when Bombur heard that humans prized bacon as one of the great meats in the world, he took his first steps toward independence and sought to increase the prestige of his clan by taking the Stonebeard skill with pigs into the world of humankind. He has entertained dreams of becoming the head of the Clan atop his great bacon empire.

Since the frail human communities he was working under have been destroyed, Bombur has seen his destiny begin to come to fruition. He has found himself as a solid boulder that his companions anchor themselves around as they seek stability in the turmoil that surrounds those that live in the world of humans. And, in so doing, he has also found himself encountering great wealth beyond compare. Yet more proof that he is following the destiny that he knows belongs to him.

Clad in gold, wielding a drinking horn, and with the proper axe insignia of the Clan Stonebeard, Bombur will prove to the world that his destiny is unavoidable.

Bombur Stonebeard

Dungeon Crawl Classics GammaJoe