Male Half-Dwarf Oracle 3/Ranger 2
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 37 (2d10+3d8+10)
Fort +6, Ref +6, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities hardy, stability
Speed 30 ft.
Melee dwarven urgosh +3 (1d8+2/1d6+1/×3) and
unarmed strike +6 (1d3+2 nonlethal)
Special Attacks favored enemy (dragons +2)
Spell-Like Abilities (CL 5th; concentration +8)
1/day—bend the grain
Oracle Spells Known (CL 3rd; concentration +6):
1st (6/day)—command (DC 14), cure light wounds, sanctuary (DC 14), shield of faith, shillelagh (DC 14)
0 (at will)—guidance, light, resistance, vigor, virtue
Str 14, Dex 14, Con 15, Int 10, Wis 13, Cha 16
Base Atk +4; CMB +6; CMD 18
Feats Empower Spell, Iron Will, Power Attack, Weapon Focus (dwarven urgosh)
Skills Appraise +3, Craft (carpentry) +6, Diplomacy +7, Heal +9, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +4, Knowledge (religion) +8, Perception +5, Profession (Lumberjack) +7, Ride +6, Spellcraft +4, Stealth +6, Survival +5 (+6 to track), Swim +6
Languages Common, Dwarven
SQ combat styles (two-handed weapon), mysteries (mystery [wood]), track, wild empathy +5
Other Gear leather armor, dwarven urgosh, backpack, bedroll, flint and steel, rope, sack, torch (3), trail rations, waterskin, 8 gp
Bend the Grain (1/day) (Sp) Once per day as a standard action, you can shape or warp wooden objects. This functions as either wood shape or warp wood. At 11th level, you can use this ability to push wood away from you, as repel wood. At 7th level, and again
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Favored Enemy (Dragons +2) (Ex) +2 to rolls vs Favored Enemy (Dragons).
Hardy (Ex) +2 to save vs poison, spells, and spell like abilities.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stability (Ex) Gain +4 bonus to CMD vs bull rush/trip while standing on ground.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wood Armor +4 (3 hours/day) (Su) +4 AC.
Tobias has the look and build of one who has been a lumberjack for many years. Though shorter than most humans, he is taller than most dwarves. He is fairly stocky, though not quite as stocky as his dwarf kin. Though he is shy of 5′ tall by a fraction of an inch, he vehemently says he stands 5′ tall (without shoes!).
Tobias is very down-to-earth. He takes his duties as a Citadel Guardian very seriously, and seeks to correct what he perceives to be his past mistakes. He would gladly give his life so that another may live.
Tobias grew up in the Neidar village of Hillhome, home to his great-uncle Flint Fireforge. Tobias is the son of Obsidian Fireforge (Flint’s niece) and Ian Chandler, a human cleric who sought to teach the word of Mishakal to the people of Hillhome after the War of the Lance. The two had fallen in love, and the result of that union was Tobias.
Tobias always felt that his father wanted him to be a cleric, but the young half-dwarf seemed to lack the rudimentary faith needed to be a cleric of Mishakal. Instead, he took more after his mother, showing an affinity towards carpentry. Tobias grew up in the carpentry shop his mother and aunt ran, working as a lumberjack to provide the raw materials they needed. Tobias grew to know and love the woods, and would often spend time there just for reflection.
One day, Tobias cut down a tree, but it fell in a different direction than he planned, pinning his friend Amos, who worked with Tobias as a fellow lumberjack. Tobias had seen many accidents in his time, but this was the first time that he was the cause of it. He thought his friend Amos was nearly dead. With his fellow lumberjacks, he moved the log off of his friend. Tobias was in tears, and laid his head and hands on his friend’s near-lifeless form. He felt a warm energy inside that spread through his hands and into the body of his friend. Moments later, Amos gasped for breath. Tobias had saved his life.
Tobias explained what happened to his now-elderly father. Ian told his son that he had a great gift, the power of mysticism. This power came from one’s inner spirit, and it was Tobias’ strength and convictions that enabled him to tap into this power. Though Ian had never mastered mysticism, he kept in contact with the former church of Mishakal. He convinced his son to go to the Citadel of Light to learn the Power of the Heart from his mother’s cousin, Jasper Fireforge.
Tobias had not been at the Citadel of Light long when Jasper died. He blamed himself for not being there to help Jasper, though in reality there was nothing he could have done had he been at the battle. Tobias stalled on his mystic studies. One of the Citadel Masters, a Solamnic woman named Willow Rosewood, recognized the pain in his heart and suggested working as a Citadel Guardian as a means to heal. Tobias took a liking to the job, demanding perfection within himself. He would never let anyone he cared about die again.
When the great dragon overlord Beryl attacked the Citadel of Light, she killed many of the mystics, including Willow. It was then that Tobias grew a deep hatred of dragons.
Tobias feels ashamed for his failures, and is preparing to set foot into the world to prove himself worthy of the mantle of Citadel Guardian. Fate, though, has other plans.