Dwarf

Dain Harladorn's page

98 posts. Alias of Mihajlo Velickovic.


Race

HP 11/11 AC:19 F:17 T:12 Save F:+4 R:+2 W:+3 Init:+2 Perc:+6(+8)

About Dain Harladorn

Dain Harladorn
Male Dwarf Inquisitor 1
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision, Perception +6 (+ stone)
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DEFENSE
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AC 19, touch 12, flat-footed 17 (+2 Dex, +5 Scale, +2 Shield)
hp 11 (1d8+2+1)
Fort +4, Ref +2, Will +3
Special: Defensive training (Deep Warrior), Hardy, Stability
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OFFENSE
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Spd 20 ft.
Melee
Heavy pick +4 (1d6+4/20/x4)
Warhammer +4 (1d8+4/20/x3)
Dagger +4 (1d4+4/19-20/x2)

Ranged
Sling +2 (1d4+4/x2/50')

Special: Hatred (Ancient Enmity)
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STATISTICS
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Str 18, Dex 14, Con 14, Int 11, Wis 13, Cha 6
Base Atk +0; CMB +4; CMD 16

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SPECIAL ABILITIES
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Race traits:

+2 Constitution, +2 Wisdom, -2 Charisma; Medium size
Slow and steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance
Darkvision: Dwarves can see in the dark up to 60 feet
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Ancient Enmity Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
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

Feats:

Intimidating prowess (level 1) - Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Traits:

Brewmaster (Dwarf race trait): Your family brought the secrets of dwarven brewing to non-dwarven lands. Though this has given you skill in the brewer's craft, it's also earned you distrust among dwarven purists. You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a —1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

Secrets of the Dwarven Brewers (Campaign): You are privy to the secrets of the dwarven brewers of old. You can, with the right equipment, make beer of legendary quality. You receive a +2 trait bonus to Craft (Brewing) skill checks and Craft (brewing) is always a class skill for you. Additionally, if working with masterwork tools for Craft (brewing) your equipment bonus increases to +3, instead of the normal +2.

Meticulous (Drawback): You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.

Special:

Domain
Judgement 1/day
Monster Lore
Orisons
Stern Gaze

Domain:

Cave Domain

Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Acid Dart (Sp): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Tunnel Runner (Su): At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvision out to a range of 60 feet. If you already possess darkvision, extend the range by 60 feet. While underground, you also gain an insight bonus equal to your cleric level on Stealth skill checks and an insight bonus equal to your Wisdom modifier on initiative checks. You can use this ability for 1 minute per day per cleric level you possess. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Domain Spells: 1st—magic stone, 2nd—create pit, 3rd—spiked pit, 4th—spike stones, 5th—wall of stone, 6th—hungry pit, 7th—elemental body IV (earth only), 8th—earthquake, 9th—elemental swarm (earth spell only).

Spells:

Orisons [Unlimited castings] - Detect Magic, Detect Poison, Guidance, Stabilize
1st lvl [2 spells per day + Domain spell] - Bless, Cure Light Wounds, Magic stone (Domain)

Skills
Craft (Alchemy) -1 (+1-2)
*Craft (Brewing) 6 (+1+3+2)
*Heal 6 (+1+3+2)
*Intimidate 7 (+1+3+4-2+1)
*Knowledge (Dungeoneering) 4 (+1+3) (+5 to identify creatures)
Knowledge (History) 0 (+2-2; +2 for dwarven history)
*Knowledge (Religion) 4 (+1+3) (+5 to identify creatures)
Linguistics -1 (+1-2)
*Perception 6 (+1+3+2)
Profession (Brewer) -1 (+1-2)
*Spellcraft 4 (+1+3)
*Survival 7 (+1+3+2+1)

Languages Dwarven, Undercommon

Gear:

140 gp Total (average) starting wealth

Scale mail 50 gp 30 lbs.
Shield heavy steel 20 gp, 15 lbs.

Heavy pick 8 gp 6 lbs.
Warhammer 12 gp 5 lbs.
Dagger 2 gp 1 lbs.
Sling
Bullets, sling (10) 1 sp 5 lbs.

Total Armor and weapons 92 gp 1 sp; 62 lbs

Inquisitor's kit 30 gp 34 lbs.
Artisan's tools 5 gp 5 lbs
(additional) 10x Trail rations 5 gp 10 lbs

Grand total: 132 gp 1 sp; 111 lbs.

GP remaining: 7 gp 9 sp


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BACKGROUND
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Deity: Briggya

Str 18 (focus)
Dex 14 (roll)
Con 14 (roll 12) +2 racial
Int 11 (roll)
Wis 13 (roll 11) +2 racial
Cha 6 (foible) -2 racial

Age: 61
Height: 4' 3"
Weight: 192 lbs.

Back-story:

My name is Dain. Dain harladorn. Yes human, you are fast to notice that harladorn meant clanless some long time ago. Strange that you humans even remember tidbits of our own proud history. But did you know human, that Dain is the name of kings of old, kings who created ancient dwarven kingdoms which will become Dammerhall finally. No, of course you did not know. Such things are almost forgotten even among my own kin...

But I digress human. You wanted to hear my story, eh? Than pour some of that warm piss which you call beer, sit back and listen.

My story begins more than three score years ago, in one of the most wretched hives of scum and villainy you will never be able to even imagine. You think you hummies are tough? Bah! Wait till you meet that black skinned...the drow. I ain't crazy to say the name of that hellhole outloud, but suffice to say that in one of their infamous slave raids, drow kidnapped both of me parents, among lots of other fine dwarfes. They dragged'em back, and 'fore you know it, they were put to work. Thankfully both my Ma and me Pa were crafters, artisans of a sort, otherwise they'd be put to death very soon, in one of many ways those darkskinned bastards devised. You know that they can flay you alive all the while...what human?! Don't turn green on me, you wanted to hear the story. OK, I'll stick to the facts.

So they picked me parents and brought them into their city, hoping to steal the secrets of their craft. What craft? What Craft?!?! What is the most sacred, most important thing which a dwarf will ne'er go without? While Brewing craft of course - beers, lagers, ales and various other nectar's of the gods, we all so love and enjoy! You're laughing human, sure you do. Little do you know how it is to live underground, to live on food most of you would not want to scrape off your boot, cause it's "awful". No young one, you fail to realize that Bellow - one of the rare treats which all beings, even the cursed drow are wishing for, is a good drink.

And believe it or not, I was born there. And raised, in a way. Drow can have endless patience when they want something, or when they're torturing someone. They were pushing my Pa, old Whurthal to give'em the secret to the infamous Bald Dubble Halitosis Brown Ale. They tried everything, torture, threats, good and bad drow, they even used me as a bargaining chip damn'em!

Old man gave'em all he knew, and a few bits more, but they never got that secret from'im. Wanna know why? Stick around, and I just may tell ya later.

One day a new meat shipment arrived. Yeah, new slaves, some of them dwarves also. 'twasn't a rare sight back then - we were more numerous, and less carefull. Drow herded us like you hummies herd cattle. But there was somethin' different this time. One of the new slaves, also craft-dwarf was different. He was rather timid, or at least it seemed that way, and dark skinned bastards were destined to get the most out of him. With his help, they even started a new colossal temple. But all that time, the timid dwarf, Werias was the name - he was with us. He talked a lot, with Ma and Pa, and spent lots of time among other dwarves, even among gnome and duergar and derro captives. Back than, I did not understand it, hell I did not notice it even.

And then it happened - I was just recovering from my fourth, or was if fifth lashing, yep the drow do not take kindly attempts to escape, even when they're as foolish as mine were. All destined to fail, right from the start. Sometimes, they even let me as far as...ah, yes, sorry, Werias. Anyway, it all happened so fast that I barely remember some details - huge flashes of light accross the cavern, strange flying tentacled creatures attacking drow, rumbling from the northern part where the temple was being built, and then a thunderous crash when the structure collapsed, panic, shouting, chaos. And in the middle of all of it, he stood, barking orders and casting spells. He looked majestic, wielding a pick and a shield with a violet mushroom, glowing silver tiger stripes reflecting under true-sight. That's when I understood - he was not captured, he came on purpose. He came, led by visions of Steel sister, to help preserve and recover our Secrets of Old. He, Werias of Jarfik, Great Inquisitor of Briggya, Our Light of Purple from Bellow, came for the Master-Craftsdwarf. He came for my mother. For it was she, and only she, who knew the secret of making Bald Dubble Halitosis Brown Ale. He fooled them all, even the drow and led our escape across The Great chasm. That day - Sister of Steel rescued us. That day, I found my path.

We escaped, and found our way towards the surface. Dornae, my Ma, that was her name, may Briggya bless her forever, and my Pa could not have any more kids. Drow were not gentle to them. But they survived. And Ma was even able to pass on her Sacred Knowledge, 'fore returning to the stone. Yes, she passed away only a few years after. But she held on. She knew that Steel Sister would save her, she believed in her, and she had to find strength to endure. Knowledge should not be lost easily...we lost so much. My Pa, he opened a tavern, 'ere on the surface, in one of your cities, some leagues to the south of 'ere.

And me...well of course - I went to become a disciple of Werias, and to spread Her Sacred Purple Light Bellow. Ya know, when I decided and went to tell Ma about it, I was terrified. I thought her heart would break in half. And yet again, she surprised me. Know what she said?

"Show your steel, boy!" - that's what she said, with a smile as big as the Moon.

And so, much time later spent exploring, seeking, learning and adapting I was finally called one day to join a great adventure. To help dwarves reclaim Hope.

Yes, yes, I will tell you about that, as promised. But first a matter of my payment - you mentioned some ancient dwarven runescripts. Tell me more about those...