Thonos Dwellhammer (Forgottenhelm)

__NOTOC__
===Basic Information===
 Race: Dwarf
 Class: Ranger
 Level: 1st
 Experience: 0 XP (1,300 TNL)
 Alignment: Chaotic Good
 Languages: Common, Dwarven, Elven, Siethr
 Deity: none
 First Seen: The Dunn Wright Inn
 Location: The Dunn Wright Inn
 Background: Open
===Abilities===
STR: 13 +1 (3 pts)
DEX: 14 +2 (5 pts)
CON: 15 +2 (3 pts) +2 Racial
INT: 12 +1 (2 pts)
WIS: 16 +3 (5 pts) +2 Racial
CHA: 10 +0 (2 pts) -2 Racial
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 (Max -2) HP: 12 = [1d10 + CON (+2) + FC (00)] (Ranger)
 [0d00 + CON (00) + FC (00)] (Class 02)
 AC: 15 = [10 + DEX (+2) + Armor (+3) + Shield (00) + Natural (00) 
 + Size (00) + Misc (+4 Dodge Vs Giant Subtype)]
 AC Touch: 12 = [10 + DEX (+2) + Size (00) + Misc (00)]
 AC Flatfooted: 13 = [10 + Armor (+3) + Shield (00) + Natural (00) 
 + Size (00) + Misc (00)]
 INIT: +0 = [DEX (+2) + Misc (00)]
 BAB: +1 = [Ranger (+1) + Class 02 (00)]
 CMB: +2 = [BAB (+1) + STR (+1) + Misc (00)]
 CMD: 14 = [10 + BAB (+1) + STR (+1) + DEX (+2) + Misc (00)]
 Fortitude: +5 = [Ranger (+2) + Class 02 (00) + CON (+2) + Resilient (+1)]
 Reflex: +4 = [Ranger (+2) + Class 02 (00) + DEX (+2) + Misc (00)]
 Will: +3 = [Ranger (+0) + Class 02 (00) + WIS (+3) + Misc (00)]
 Speed: 20'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
 Battleaxe: Attack: +3 = [BAB (1) + STR (1) + W.Focus (1) + Magic (0)]
 Damage: 1d8+1, Crit: 20/x3, Special: Special
 Heavy Crossbow: Attack: +3 = [BAB (1) + DEX (2) + Misc (0) + Magic (0)]
 Damage: 1d10+0, Crit: 19-20/x2, Range: 120 ft. 
 Special: full round action to reload.
===Racial Features===
Ability Adjustments: +2 (CON), +2 (WIS), -2 (CHA)
 Size: Medium
 Speed: 20'
 Favored Class: Ranger (+1 Skill Point)
 Defense Training: +4 Dodge vs Giant Subtypes
 Hardy: +2 Saving Throws against Poisons, Spells, and Spell-like
 abilities
 Stability: +4 to CMD When resisting a Bull Rush or Trip attempted while
 standing on ground
 Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is
 never modified by armor or encumbrance.
 Greed: Dwarves gain a +2 racial bonus on Appraise checks made to
 determine the price of non-magical goods that contain
 precious metals or gemstones.
 Rock Stepper: Dwarves with this racial trait can skillfully negotiate
 rocky terrain. They can ignore difficult terrain created by
 rubble, broken ground, or steep stairs when they take a
 5-foot step. This racial trait replaces stonecunning.
 Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
 Hatred: Dwarves gain a +1 racial bonus on attack rolls against
 humanoid creatures of the orc and goblinoid subtypes because
 of their special training against these hated foes.
 Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and
 warhammers, and treat any weapon with the word “dwarven” in
 its name as a martial weapon.
===Class Features===
Ranger
 Armor/Weapons: simple and martial weapons and with light armor, medium armor
 and shields (except tower shields)
 
 Favored Enemy: At 1st level, a ranger selects a creature type from the ranger
 (+2 Human) favored enemies table. He gains a +2 bonus on Bluff, Knowledge,
 Perception, Sense Motive, and Survival checks against creatures
 of his selected type. Likewise, he gets a +2 bonus on weapon
 attack and damage rolls against them. A ranger may make
 Knowledge skill checks untrained when attempting to identify
 these creatures.
 
 At 5th level and every five levels thereafter (10th, 15th,
 and 20th level), the ranger may select an additional favored
 enemy. In addition, at each such interval, the bonus against
 any one favored enemy (including the one just selected, if so
 desired) increases by +2.
 
 Track: A ranger adds half his level (minimum 1) to Survival skill
 checks made to follow or identify tracks.
 
 Wild Empathy: A ranger can improve the initial attitude of an animal. This
 ability functions just like a Diplomacy check to improve the
 attitude of a person (see Using Skills). The ranger rolls 1d20
 and adds his ranger level and his Charisma bonus to determine
 the wild empathy check result. The typical domestic animal has
 a starting attitude of indifferent, while wild animals are
 usually unfriendly.
 
 To use wild empathy, the ranger and the animal must be within
 30 feet of one another under normal visibility conditions.
 Generally, influencing an animal in this way takes 1 minute,
 but, as with influencing people, it might take more or less
 time.
 
 The ranger can also use this ability to influence a magical
 beast with an Intelligence score of 1 or 2, but he takes a
 –4 penalty on the check.
===Feats===
Weapon Focus (1st level): Battleaxe: +1 Bonus to all attacks with this Weapon
===Traits===
 Resilient: +1 Fortitude
 Bounty Hunter: You get a +1 Trait Bonus to Survival Checks To Find or Follow
 Tracks, and a +1 bonus on Perception checks to avoid being
 surprised.
===Skills===
Skill Points: 8 = [Base (6) + INT (+1)/Level; FC (1), Misc (0)] (Ranger 1)
 = [Base (0) + INT (00)/Level; FC (0), Misc (0)] (Class 02)
Skills Total Rank CS Ability ACP Misc
Acrobatics -1 0 0 2 -3 +0
Appraise 3 0 0 1 +2 Racial
Bluff 0 0 0 0 +0
Climb 2 1 3 1 -3 +0
Craft (Trap ) 1 0 c 1 +0
Diplomacy 0 0 0 0 +0
Disable Device 0 0 2 -3 +0
Disguise 0 0 0 0 +0
Escape Artist -1 0 0 2 -3 +0
Fly -1 0 0 2 -3 +0
Handle Animal 0 c 0 +0
Heal 3 0 c 3 +0
Intimidate 4 1 3 0 +0
Knowledge (Arcana) 0 0 1 +0
Knowledge (Dngnrng) 5 1 3 1 +0
Knowledge (Engnrng) 0 0 1 +0
Knowledge (Geography) 5 1 3 1 +0
Knowledge (History) 0 0 1 +0
Knowledge (Local) 0 0 1 +0
Knowledge (Nature) 0 c 1 +0
Knowledge (Nobility) 0 0 1 +0
Knowledge (Planes) 0 0 1 +0
Knowledge (Religion) 0 0 1 +0
Linguistics 0 0 1 +0
Perception 7 1 3 3 +0
 vs. surprise (8) ^ 3 3 +1 Surprise
Perform ( ) 0 0 0 0 +0
Prof.(Bounty Hunter) 7 1 3 +3 +0
Ride -1 0 c +2 -3 +0
Sense Motive 3 0 0 +3 +0
Sleight of Hand 0 0 +2 -3 +0
Spellcraft 0 c +1 +0
Stealth 3 1 3 +2 -3 +0
Survival 7 1 3 +3 +0
 while tracking (8) ^ 3 +3 +1 Tracking
Swim -1 0 c +2 -3 +0
Use Magic Device 0 0 0 +0
c = untrained class skill
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- lb
Studded Leather 25 gp 20 lb 
Weapon (Battleaxe) 10 gp 6 lb
Weapon (Heavy Crossbow) 50 gp 8 lb
 Crossbow Bolts (x10) 1 gp 1 lb
Backpack 2 gp 2 lb
 Crossbow Bolts (x10) 1 gp 1 lb
 Ale (Mug) 0.04 gp 1 lb
 Waterskin (x2) 4 gp 8 lb
 Trail,Rations (x7) 3.5 gp 7 lb
 Grappling Hook 1 gp 4 lb
 Flint and Steel 1 gp - lb
 Bedroll 0.1 gp 5 lb
 Blanket (Winter) 0.5 gp 3 lb
 Tent, Small 10 gp 20 lb
 Rope, Hemp (50 Ft) 1 gp 10 lb 
 Manacles 15 gp 2 lb
 ======== =====
 Totals: 125.14 gp 98 lbs
 Light Medium Heavy 
Max Weight: 0-50 51-100 101-150 Medium Encumbrance
===Finances===
PP: 00 Initial Character Money: 150 gp
GP: 24 earned on first adventure: 0 gp
SP: 8 ==========
CP: 6 Career Earnings: 150 gp
 Carried Inventory: 125.14 gp
 Consumed or Destroyed Items: 0
 ==========
 Coinage: 24.86 gp
===Details===
 Size: Medium
 Gender: Male
 Age: 66
 Height: 4'6"
 Weight: 248
Hair Color: Flame Red
 Eye Color: Green
Skin Color: Tan
Appearance:
 Demeanor: Composed
===Background===
Thonos Grew up in the Northern Seithr Mountains apart of a low class Clan of Dwarves called Clan Dwellhammer.  Thonos’ Clan was known for its Lumber Exportation.  Chopping down Tree’s and shipping them up the Ouhm River was hard work. Often Thonos wondered what that work was like but his occupation in the Clan was to be trained by his father Thogos, who fought to free Tal Hallow over 20 years ago.  Bounty Hunting was their calling here and a rough life it was.  Clan Dwellhammer was always plagued by Goblins and Orcs from the Caves of Seithr therefore to make the Lumberyard safe and prosperous the Clan hired Thogos and Thonos to bring back Goblin/Orc ears.  Thonos and Thogos did this for years, tracking through the mountains and forest alike,  25 years of this has created Thonos to be seasoned at tracking and more importantly surviving on little.  Slightly bitter due to prolonged isolation from his Clan Thogos and Thonos were very much Liked in the Clan.  No dwarf is worth his beard unless his pants for the Death of Goblins and such.  One day having come back from running a few Goblins from their caves as well as killing 2 or 3 him as his father came back to the Lumberyard only to find it in smoldering Ruins.  This was not only Devastating but Thogos and Thonos were shortly ambushed by 20-30 Goblins, that seemed to come from every direction.  Thonos and Thogos, as the Last known survivors barely escaped with their lives.  Thonos held his father in his arms as he died with spear protruding through his back.  His father ordered Thonos to leave the Seithr Mountains and travel to Venza on the North West Coast, there his father asked him to live a better life as a Bounty Hunter and Bring Honor back to Clan Dwellhammer.  After burying Thogos, Thonos made haste to the City of Tal Hollow, There he made a small living for 2-3 years Bounty Hunting Humans through either the City or those that would flee to the Ouhm River.  Having Made enough Gold to fund his remaining Journey to Venza he set out with Adventure in his eyes and a Thirst for Revenge.
===Adventure Log===
[link=Twist Tree adventure here]
 XP Received: 0000
Treasure Received: 0000 GP
 0000 Gems/Jewelry
 Items
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
 +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (Jan 15th, 2013) (Satin Knights ~ Judge) level 1
*Approval (17 Jan 2013) (Systole ~ the Judginator) level 1
Category:Approved Characters