Ruins of Undermountain

RUMBALD SHIELDCRACKER LEVEL 14

Male dwarf ranger (dungeon rover) 14

LN Large humanoid (dwarf)

Init +2+2 Dex; Senses darkvision 60 ft.; Perception +15 (+19 to notice unusual stonework and underground environmental hazards, including traps, potential cave-ins, and dangerous flora)

  DEFENSE

AC 28, touch 14, flat-footed 25 (+9 armor, +2 deflection, +2 Dex, +1 dodge, +1 natural, +4 shield, -1 size)

hp 194 (14d10+9814d10 ranger, +84 Con, +14 Favored Class, +0 Toughness feat)

Fort +17+9 base, +6 Con, +2 cloak of resistance, Ref +13+9 base, +2 Dex, +2 cloak of resistance, Will +8+4 base, +2 Wis, +2 cloak of resistance; +4 vs. spells, and spell-like abilities; +2 vs. poison

Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), evasion; Resist fire 10energy resistance armor

  OFFENSE

Speed 30 ft.20 ft. base, -0 ft. armor, +10 ft. boots of striding and springing

Melee

+3 Large giant-bane shocking burst battleaxe +21/+16/+11BAB plus +5 Str plus +3 enhancement plus -1 size (2d6+8+5 Str plus +3 enhancement/19-20/x3 plus 1d6 electricity) or

+3 Large giant-bane shocking burst battleaxe +19/+14/+9BAB plus +5 Str plus +3 enhancement plus -2 two-weapon fighting plus -1 size (2d6+8+5 Str plus +3 enhancement/19-20/x3 plus 1d6 electricity) and +2 Large flaming light shield spikes +16BAB plus +5 Str plus +2 enhancement plus -2 two-weapon fighting plus -1 size (1d6+4+2 half Str plus +2 enhancement plus 1d6 fire) or

Large mwk dagger +19/+14/+9BAB plus +5 Str plus +1 enhancement plus -1 size (1d6+5+5 Str/19-20) or

unarmed strike +18/+13/+8BAB plus +5 Str plus -1 size (1d4+5+5 Str)

Ranged

+1 aberration-bane corrosive composite shortbow +16/+11/+6BAB plus +2 Dex plus +1 enhancement plus -1 size (1d6+5+4 Str plus +1 enhancement/x3 plus 1d6 acid; increments 105 = thrown/early firearm | 10 = projectile; range 7070 ft. ft.) or

thrown mwk dagger +16BAB plus +2 Dex plus +1 enhancement plus -1 size (1d4+5+5 Str; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.)

Space 10 ft.; Reach 10 ft.

Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemy (aberrations +2, giants +4, monstrous humanoids +4)

Ranger Spells Prepared (CL 11th; concentration +13)

4th—aspect of the wolf

3rd—cure moderate wounds

2nd—animal aspect, barkskin, cure light wounds

1st—diagnose disease, ironbeard, resist energy, speak with animals, thunderstomp

  STATISTICS

Str 2016 base, +0 race, +0 level, +2 belt of physical perfection, +2 enlarge person, Dex 1515 base, +0 race, +0 level, +2 belt of physical perfection, -2 enlarge person, Con 2215 base, +2 race, +3 level, +2 belt of physical perfection, Int 1515 base, +0 race, +0 level, Wis 1513 base, +2 race, +0 level, Cha 1113 base, -2 race, +0 level

Base Atk +14/+9/+4; CMB +20+14 BAB, +1 size, +5 Str (+21 grapple); CMD 3510 +14 BAB, +1 size, +5 Str, +2 Dex, +2 deflection, +1 dodge (39 vs. bull rush or trip, 40 vs. grapple)

Traits Armor Expert, Suspicious

Feats Armor Proficiency (light, medium), Endurance, Dodge, Improved Critical (battleaxe), Improved Shield BashB, Improved Unarmed StrikeB, Ironhide, Martial Weapon Proficiency (all), Mobility, Saving Shield, Shield Focus, Shield Proficiency (all except tower shields), Shield SlamB, Sidestep, Simple Weapon Proficiency (all), Steel Soul, Two-Weapon FightingB

Skills Acrobatics +12 ranks, +2 Dex, -3 armor (+6 when jumping), Appraise +20 ranks, +2 Int (+4 to assess nonmagical metals or gemstones), Bluff +00 ranks, +0 Cha, Climb +136 ranks, +5 Str, +3 class skill, +2 climber's kit, -3 armor, Craft (traps) +158 ranks, +2 Int, +3 class skill, +2 mwk artisan's tools, Diplomacy +00 ranks, +0 Cha, Disable Device +1612 ranks, +2 Dex, +3 class skill, +2 mwk thieves' tools, -3 armor, Disguise +00 ranks, +0 Cha, Escape Artist +00 ranks, +3 Dex, -3 armor, Fly -10 ranks, +2 Dex, -3 armor, Handle Animal +1613 ranks, +0 Cha, +3 class skill, Heal +20 ranks, +2 Wis, Intimidate +52 ranks, +0 Cha, +3 class skill, Knowledge (dungeoneering) +1510 ranks, +2 Int, +3 class skill, Knowledge (engineering) +116 ranks, +2 Int, +3 class skill, Knowledge (geography) +72 ranks, +2 Int, +3 class skill, Knowledge (local) +60 ranks, +2 Int, +4 competence from Ragnarok, Knowledge (nature) +105 ranks, +2 Int, +3 class skill, Perception +1510 ranks, +2 Wis, +3 class skill (+19 to notice unusual stonework and underground environmental hazards, including traps, potential cave-ins, and dangerous flora), Ride -10 ranks, +2 Dex, -3 armor, Sense Motive +71 ranks, +2 Wis, +3 class skill, +1 Suspicious trait, Spellcraft +105 ranks, +2 Int, +3 class skill, Stealth +1412 ranks, +2 Dex, +3 class skill, -3 armor, Survival +1813 ranks, +2 Wis, +3 class skill, Swim +125 ranks, +5 Str, +3 class skill, -3 armor

Languages Common, Dwarven, Orc, Undercommon

SQ camouflage, combat style (weapon and shield), dungeon ally, favored terrain (underground +6, urban +2, water +2), hunter's bond (companions), improved stone scouting, permanent spells, quarry, subterranean stride, vermin affinity +1414 ranger levels, +0 Cha, weapon familiarity

Combat Gear +1 corrosive arrows (21), necklace of fireballs (type IV), ogre piss admixture, oil of bless weapon, oil of versatile weapon, potion of cure moderate wounds (2), potion of haste, potion of invisibility, potion of protection from energy (acid), potion of shield of faith (CL 6th), quick fix admixture

Other Gear +3 energy resistance (fire) steel lamellar armor, +2 light wooden shield with +2 flaming spikes, Ragnarok the Giant Killer — +3 giant-bane shocking burst battleaxe (grants +4 competence Knowledge [local]; 1/day—siphon might [CL 10]), +1 aberration-bane corrosive composite shortbow (+4 Str) with 17 arrows, masterwork dagger, armbands of the brawler, belt of physical perfection +2, boots of striding and springing, campfire bead, cloak of resistance +2, glowing glove, handy haversack, iron rope (25 feet), ring of protection +2, scarab of Khepri, stubborn nails (3), sustaining spoon, teleporting climbing rig, climber's kit, infernal dragon tooth, masterwork artisan's tools (traps), masterwork thieves' tools, 4,000 gp, 34 sp, 5 cp

  SPECIAL ABILITIES

Camouflage (Ex) Can use Stealth skill to hide in any favored terrain, even if the terrain doesn't grant cover or concealment.

Endurance (Ex) Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Favored Enemy (Ex) Gain bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against favored enemy. Gain bonus on weapon attack and damage rolls against them. May make Knowledge skill checks untrained when attempting to identify favored enemy.

Favored Terrain (Ex) Gain bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks when in this terrain. Cannot be tracked and leaves no trail, unless desired, in this terrain.

Hunter's Bond (Ex) As move action, grant half your favored enemy bonus against a single target of the appropriate type to all allies within 30 ft. who can see and hear you for a number of rounds equal to your Wisdom modifier. Does not stack with any favored enemy bonuses possessed by allies; they use the higher bonus.

Improved Shield Bash (Ex) When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Improved Stone Scouting (Ex) Gain +4 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. Receive a check to notice these hazards whenever you pass within 15 feet of them, whether or not actively looking.

Improved Unarmed Strike (Ex) You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Magic Item Descriptions

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

glowing glove As standard action, press against any surface or object and cause luminous handprint to appear in any color you wish, shedding light as candle, and visible up to 60 feet away. Lasts for 1 day before fading. Matches wearer's hand size, position of fingers, and so on.

necklace of fireballs (type IV) As standard action, wearer (only) can detach one sphere and hurl it up to 70 ft. where it denotes as varying strength fireball spell (DC 14 Reflex half). If carried or worn by a character failing a saving throw against magical fire attack, item must save as well (with +7 save bonus) or all remaining spheres detonate. Does not take up neck magic item slot. Contains following strength spheres: 3 at 2d6.

ogre piss Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str, +2 size Str, -2 size Dex, -1 on attack rolls, -1 size on AC, increase size one category, and increase melee weapon damage for 5 minutes. Gain +2 morale on Str and Con, +1 morale on Will saves, and -2 penalty on AC for 5 rounds.

quick fix Consume as standard action provoking attacks of opportunity to cure 1d8+5 hp and gain +1 on attack rolls, +1 dodge on AC and Reflex saves, increase all modes of movement by 30 ft. (max. twice normal speed), and gain one extra attack when making a full attack action for 5 rounds.

Ragnarok's siphon might (Sp) 1/day—As standard action, target one creature within 50 ft. and apply 1d6+5 Strength penalty (DC 14 Fort half) for 10 rounds (does not stack with self or ray of enfeeblement). Grant one creature adjacent to you (including yourself) an enhancement bonus to Strength equal to penalty imposed. Spell resistance applies, caster level 10.

scarab of Khepri 1/day—Speak with vermin as if using speak with animals. 1/day—Use summon swarm to summon dung beetles (treat as spider swarm, but rather than poison they inflict filth fever [DC 11 Fort]). If you possess wild empathy, may use it on vermin.

shocking burst special weapon ability On command, weapon deals extra 1d6 electricity damage on successful hit. On successful critical hit, deals extra electricity damage depending upon weapon's critical hit multiplier: x2 grants 1d10, x3 grants 2d10, and x4 grants 3d10. This extra damage applies on a critical hit even if the regular electricity bonus is inactive.

teleporting climbing rig Consists of mithral grappling hook attached to 50 ft. silk rope with iron loop on end. 3/day—As standard action, while holding loop speak command word to teleport hook up to 50 ft. away within line of sight and effect. If location does not have means for hook to attach, it falls to the ground.

Mobility (Ex) Gain +4 dodge bonus to AC against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to AC (if any) also makes you lose dodge bonuses.

Permanent Spells Rumbald has made the following spells permanent on himself: enlarge person (CL 14).

Quarry (Ex) As standard action, denote one target of a favored enemy type in line of sight as quarry to gain +2 insight bonus on attack rolls and critical threats automatically confirm against this target. Can take 10 tracking quarry at normal speed without penalty. No more than one quarry at a time. Can dismiss a free action but cannot declare another for 24 hours. If quarry is proven dead, can designate a new one after 1 hour.

Saving Shield Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.

Shield Slam Any opponent hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check, without provoking an attack of opportunity. Opponents who cannot move are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

Sidestep When an opponent misses you with a melee attack, you may move 5 ft. as an immediate action so long as you remain in that opponent's threatened area without provoking an attack of opportunity. If you take this step, you cannot take a 5-ft. step during your next turn. If you take an action to move during your turn, subtract 5 ft. from your total movement.

Subterranean Stride (Ex) Never slowed by difficult terrain while underground. However, areas that are enchanted or magically manipulated to impede motion still affect you.

Vermin Affinity (Ex) A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a -4 penalty on his vermin affinity check.


Height 8'2"; Weight 1,296 lbs.; Hair Brown; Eyes Gray; Skin Caucasian; Age 57; Religion Moradin; Homeland Citadel Adbar; Favored Class Ranger; XP Earned 321,038 of 425,000

Defeated Enemies Advanced Remorhaz, Advanced White Chimera, Banelar, Beholder Cultist (2), Cairn Wight, Cannibalistic Hunter, Cave Giant, Cildabrin (2), Cloud Giant, Dekanter Goblin Warrior (2), Death Ettin, Drider, Drow Bladesman, Ettin (2), Festucossis Kyton, Fire Giant, Flail Snail, Gas Spore, Gnoll Manslayer, Goblin Pyro, Goblin Rascal (2), Greater Earth Elemental, Grimlock Barbarian (2), Gug, Hill Giant, Hill Giant Barbarian, Hook Horror, Human Meat Puppet, Kobold Cutthroat (2), Mushroom Golem, Necrocraft Assemblage, Ogre Boss, Ogre Warrior (2), Orc Crossbowman (2), Orc Scout, Quaggoth Deep Hunter, Starlight Wasp, Tyrannosaurus, Umber Hulk, Vampiric Cloaker, Vicar of Bane, Young Black Dragon, Young Infernal Dragon, Young Red Dragon

Catch Phrase "Great Moradin's beard!"

History Rumbald Shieldcracker, of Clan Shieldcracker, is a proud but independent shield dwarf from the great fortress, Citadel Adbar. Rumbald's father and brother are well-known blacksmiths, but Rumbald found such work tedious and boring. He desired to experience the thrill of the hunt and the danger of the Underdark! He spent several years as one of the tunnel guardians where he learned to master underground terrain. He fought against orcs, goblins, and even nastier creatures coming up from the depths of the world to threaten the dwarven way of life. Eventually, dwarven greed began to set in, and Rumbald knew he would never get much gold as a tunnel guard. After his last tour of duty, Rumbald signed on with a trade caravan traveling to Mithral Hall via the Underdark passages. The perilous journey was exciting and allowed Rumbald to hone his combat skills. Along the way, he encountered a nest of fleshly born giant slugs, and he adopted one as his companion. Dubbed "Flash" for his speed (he was the quickest of the baby slugs), the slug is Rumbald's best friend. The slug is now as large as a horse, and the dwarf sometimes rides on his back, although he prefers to walk.
 
After reaching Mithral Hall, Rumbald traveled to the great city of Silverymoon before taking the trade road south to the City of Splendors, Waterdeep! He had heard of an amazing dungeon, Undermountain, beneath the city rumored to be filled with gold and danger! The brave dwarf decided it would be within Undermountain he would make his fortune and fame. The journey to Waterdeep involved several skirmishes with a nasty band of ogres led by a troll. Rumbald and two caravan guards tracked the monsters back to their lair one evening and put an end to their banditry forever. Within the lair, Rumbald discovered a rune-inscribed battleaxe that can crackle with the power of electricty on command! He has combined use of the axe with his favorite maneuver, the shield crack!

Pathfinder® Roleplaying Game | Forgotten Realms® Campaign Setting | Not Endorsed by Paizo Publishing or Wizards of the Coast
Ruins of Undermountain Campaign | Harm Incorporated — 2013-2020 | DM — Charles W. Plemons III
27 Games Played | Last Played 01/03/2020 | Created 10/30/2013 | Played by Peyton Harmon