Durin

Dwarven Explorer from the Underdark

Description:

Name: Durin Deepdelver
Player: Dan R.
Race: Mountain Dwarf/Deep Dwarf
Gender: Male
Height: 4’6"
Age: 69
Classes: Ranger/Thief
Levels: 1/1
Weight: 142 lbs
XP: 0/0
Alignment: Neutral Good
Next Level: 2,250/1,250
Kit: Explorer (CRE)
Personal Information
Str:
17
Bend Bars/Lift Gates: 13%
Weight Allowance: 85 lbs
Open Doors: 10
Max. Press: 220 lbs
Damage Adj.: 1
Attack Adj.: +1
Dex:
17
Open Locks: +10%
Pick Pockets: +5%
Missile Adjustment: +2
Climb Walls: +5%
Move Silently: +5%
Armor Class: -3
Reaction Adjustment: +2
Con:
16
Poison Save: +0
System Shock: 95%
Resurrection Chance: 96%
Hit Point Adjustment: +2
Int:
12
Illusion Immunity: None
Max. Spells Per Level: 7
Max. Spell Level: 6th
Chance to Learn New Spell: 50%
Bonus Proficiencies: 3
Wis:
14
Clerical Spell Failure Chance: 0%
Bonus Clerical Spells: 2, 0, 0, 0, 0, 0, 0
Spell Immunity: None
Magic Defense Adjustment: +0
Cha:
12
Maximum Number of Henchmen: 5
Loyalty Base: +0
Initial Reaction Adjustment: +0
Ability Scores
Paralyzation: 14
Poison: 10
Death Magic: 14
Petrification: 15
Polymorph: 15
Rod: 12
Staff: 12
Wand: 12
Breath Weapon: 17
Spell: 13
Saving Throws
Hit Points:
18
Base THAC0:
20
Melee THAC0:
19
Missile THAC0:
18
Armor
Natural armor class
10
Full armor, splint mail
-6
Shield, small adj.
-1
DEX Defensive adj.
-3
FINAL:
0
Axe, hand/throwing
Lasso
Short bow
Sword, bastard
Fungi Recognition (CRE)
15
Mining
11
Navigation, Underground (CRE)
12
Reading/Writing
13
Rope Use
17
Tracking
19
Native Languages
Common, Dwarf, Dwarf – deep dialect, Elf – dark
(drow) dialect, Gnome – deep (svirfneblin)
dialect, Undercommon
Non-Weapon Proficiencies
Weapon Proficiencies
Combat
THAC0
Attacks/
Speed
Damage
Range
(-2)
(-5)
Weapon
Melee
Missile
Round
Factor
Sm-Med
Large
Type
Size
Short
Medium
Long
Sword, bastard
20
1
6
1d8
1
1d12+1
S
M
Axe, hand/throwing
20
19
1
4
1d6+1
1d4+1
S
M
2
4
6
Lasso
19
1
10
B
L
2
4
6
Short bow
19
2
7
P
M
Short bow, flight arrow
1d6
1d6
P
S
10
20
30
Spear
22
21
1
6
1d6+1
1d8+1
P
M
2
4
6
Weapons
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Animals
Dry rations (1 week)
Daily Food and Lodging
Flint and steel
Items Carried
Thieves’ picks
Axe, hand/throwing x2
Torch
Clawed gloves
Whetstone
Clawed shoes
Wineskin
Lasso
Belt pouch, small
Rope, silk (50 ft) x3
Breeches
Short bow
Full armor, splint mail
Short bow, flight arrow x24
Good cloth cloak
Spear
Scabbard, hanger, baldric
Items Readied
Shield, small
Sword, bastard
Shirt
Items Stored
Spending Money
Items Worn

  • Gold Pieces x13
    Backpack
  • Silver Pieces x7
    Cassock
    Services
    Crampons
    Transport
    Inventory
    Encumbrance:
    Unencumbered
    Light
    Moderate
    Heavy
    Severe
    Weight (lbs):
    0-85
    86-121
    122-157
    158-193
    194-220
    Movement:
    6
    4
    3
    2
    1
    THAC0:
    -1
    -2
    -4
    AC:
    +1
    +3
    Currently carrying 124.00 pounds (Moderate Encumbrance, 3 Movement)
    Movement and Encumbrance
    Racial
    Ability
    Discretionary
    Skill
    Base
    Mods
    Scores
    Points
    Armor
    Final
    Climb walls
    60
    -10
    +5
    +10
    -50
    15%
    Detect noise
    15
    +0
    +0
    +10
    -25
    0%
    Find/remove traps
    5
    +15
    +0
    +5
    -25
    0%
    Hide in shadows
    5
    +0
    +5
    +30
    -40
    0%
    Move silently
    10
    +0
    +5
    +40
    -55
    0%
    Open locks
    10
    +10
    +10
    +5
    -25
    10%
    Pick pockets
    15
    +0
    +5
    +30
    -50
    0%
    Read languages
    0
    -5
    +0
    +10
    +0
    5%
    Rogue Skills
    Ranger
    Empathy with animals – May befriend animals.
    Followers – Attracts 2d6 followers at 10th level.
    Hide in shadows 10% – May hide in natural settings.
    Move silently 15% – May move silently through natural settings.
    Priest spells – May begin to cast Priest spells at 8th level.
    Special enemy – Familiar with one type of creature; granted a +4 to attack rolls and a -4 penalty to reaction rolls when
    encountering this creature.
    Tracking proficiency – Given the tracking proficiency, and will improve by 1 for every three levels.
    Two-weapon style – May fight with two weapons with no penalty if wearing studded leather armor or lighter.
    Major Spheres of Magic – Animal, Plant
    Thief
    Backstab – Surprise attack may inflict double damage. For every four levels beyond first, the damage multiplier increases by one.
    Climb walls* 15% – Able to climb vertical or smooth surfaces.
    Detect noise* – May hear faint noises.
    Find/remove traps* – Skill at finding and disarming traps.
    Followers – Attracts followers when a stronghold is built and name level is reached.
    Class Abilities
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    Hide in shadows* – Grants the ability to hide in shadows.
    Move silently* – May move without making a sound.
    Open locks* 10% – Skill at opening locks with the proper tools.
    Pick pockets* – Skill at pilfering small items from pockets or purses.
    Read languages* 5% – Skill at deciphering unknown texts.
    Scroll Use 10% – May use magic scrolls at 9th level.
    Thieves’ cant – Knowledge of the secret language of thieves.
    Class Abilities
    The restless spirit of the Explorer makes him the most nomadic of all rangers. His travels take him around the world, as he
    continually seeks new lands to investigate and new cultures to study. No region is too remote, no society too primitive to pique the
    Explorer’s interest. An expert in communication, survival, and anthropology, the Explorer’s skills are invaluable for safely navigating
    uncharted terrain and negotiating with suspicious natives.
    Special Benefits:
    Languages: An Explorer has the capability of learning twice the normal number of languages allowed by his Intelligence score (see
    Table 4 in Chapter 1 of the Player’s Handbook). For instance, an Explorer with an Intelligence score of 12 can learn six languages
    instead of the usual three. All languages still cost a proficiency slot each.
    Find the Path: The Explorer can use this ability to sense the correct direction that will eventually lead to a desired geographical
    locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the
    locale in order to use this ability. It can be used once per week, providing a day’s worth of guidance (hence it is of greatest use on an
    expedition of weeks or months duration).
    Culture Sense: This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or
    settlement. Once per week, the Explorer may attempt to use this ability by touching a member of the tribe or village. The villager
    must have the knowledge the Explorer wishes to gain; for instance, the villager can’t be an infant or mentally deficient. Cooperation
    of the villager isn’t required; touching an attacking or sleeping villager works as well.
    The villager must make a saving throw vs. spells. If the throw succeeds, the Explorer learns nothing. If the throw fails, the Explorer
    acquires an instant understanding of the villager’s laws and customs, including those applicable to related clans or tribes (such as the
    social etiquette pertaining to all aarakocra in the region, not just this particular group). Information learned through this ability might
    include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow
    to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives
    the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.
    The DM may limit the quality and amount of information in any way he sees fit. The knowledge acquired through this ability doesn’t
    ensure proper conduct; the Explorer’s behavior (and the player’s decisions) will ultimately determine the reaction of all villagers.
    Special Hindrances:
    Limited Animal Empathy: Because he spends little time in one place, and much of his time is spent on native cultures and
    geographical studies, an Explorer does not develop animal empathy to the degree of other rangers. When dealing with wild or
    attack-trained animals, the animal’s saving throw vs. rods has a +2 bonus. Further, the Explorer must make a successful Wisdom
    check when trying to calm or befriend domestic animals.
    Few Followers: The Explorer would travel lightly, unencumbered by followers that require his attention. Thus, he will have no more
    than two followers at the same time. If he already has two followers, a new follower won’t arrive until one of his current followers is
    dismissed, lost, or killed.
    No Fortifications: An Explorer has little interest in the responsibilities associated with property ownership. He will never build a
    castle or any other fortification.
    Kit – Explorer (CRE)
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    Level:
    1st
    2nd
    3rd
    4th
    5th
    6th
    7th
    8th
    9th
    Ranger
    Maximum Wizard Spells Per Level: 7
    Cleric Spell Failure Rate: 0%
    Maximum Wizard Spell Level: 6th
    Wizard Chance to Learn New Spell: 50%
    Spells
    Spells Memorized
    Spell
    Time
    Range
    Area of Effect
    Components
    Ranger Spells Granted
    4
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Currently carrying the Spear of Tinnal

Bio:

Durin Deepdelver

Durin comes from an area deep underground called Deephold. This far-flung Dwarven enclave lies thousands of feet below the surface where the Rakers Mountain Range meets the Flinty Hills (see Greyhawk). Deephold was first setup by a large contingent of Mountain Dwarves to combat a steady stream of attacks by the Drow and their minions coming up from an immensely vast warren of huge caves, caverns and tunnels. Eventually Deephold became isolated from other Dwarven settlements. Although this isolation from other dwarf communities made for a hard existence, the Dwarves of Deephold learned to adapt, survive and eventually to keenly exploit the immense subterranean realm.

The Dwarves of Deephold learned a great deal about the underdark after many generations. Gleaning valuable information from other subterranean races about the complicated environment and ecosystem, the isolated inhabitants of Deephold developed valuable new skills in order to survive. Unlike other dwarf, the Deephold Dwarves actually formed such a close bond with their unique, underground environment that some eventually became Rangers of the Underdark. Some of these explorers ranged far and wide and eventually made it, again, to the surface world.

Durin Deepdelver is one such explorer. Having spent his youth under the expert guidance of another Dwarf Ranger, Durin eventually journeyed all the way to the surface world. Although the shock of seeing the sun for the first time drove him again underground, he persisted and now is almost at home on the surface world as he is in the Underdark. Almost. Durin dislikes extremely bright, clear summer days.

Durin

Dark Days of Greyhawk Durin_