Dwarf

Dargon Dolgrinson's page

383 posts. Alias of illuminar.


Full Name

Dargon Dolgrinson

Race

Dwarf

Classes/Levels

Monk 5 [HP 54/54]

Gender

Male

Size

Medium

Age

100

Special Abilities

Savage Tide HP 54/54

Alignment

Lawful Neutral

Deity

Torag

Location

Eleder

Languages

Dwarven, Giant, Varisian, Common/Taldane

Occupation

Merchant

Strength 18
Dexterity 14
Constitution 18
Intelligence 12
Wisdom 17
Charisma 8

About Dargon Dolgrinson

Fluff:

Description
Dargon has a wild red mane, deep eye sockets and black eyes. Standing at 4'5" and just over 200 lbs, he's a bit stocky, with a slab-like torso, and arms the size of battering rams. He is just over a century old but doesn't look it. With rosy skin and a near wrinkleless face, it's not hard to mistake him for a dwarf half his age.

Unlike most dwarves he doesn't favor armaments and can usually be found wearing nothing but a simple vest and trousers. The only notable part of his dress is the silver clan signet ring of a pick ax over a mountain range that he wears on his right index finger.

Personality
Dargon is a bit rough around the edges with little grace to his words. Those who know him understand that it is not for lack of compassion, as he is very affectionate as far as dwarves go. But, he is a rather straight shooter and doesn't enjoy wasting time with double speak and innuendo.

Attempting to speak with him about his relationship with his clan gets under his skin, and is a good way to heat up his temper but otherwise he is a genuinely nice dwarf who doesn't get angry over trivial matters.

Background
Youth
Dargon spent his youth in the closest thing the Lands of the Linnorm Kings has to a capital city, Kalsgard. A typical dwarven youth, from a clan of miners, who’s only desire was to become a king by slaying his own linnorm. It was a mythical feat for a dwarf from a miner’s clan, but one that all young dwarves shared. However, around the time Dargon reached the age of majority, his father Dolgrin accomplished the impossible, single handedly slaying a linnorm of his own. Thus by the traditions of the land, Dargon’s family was immediately thrust into nobility. And Dargon, now a noble prince, free from the need to be a miner like his father was, took up mercantilism instead. In this capacity he immediately set out to start negotiating trade agreements with the other cities within the Lands of the Linnorm Kings, as he father, Dolgrin, now led the kingdom of Jol and with it controlled the lucrative Kopparberget mines.

Dargon the Merchant
Within a couple of years Dargon was able to secure reliable agreements with all the cities in the region and soon turned his attention to Varisia to the south. Despite being filled by mountains of ore itself, Varisia was experiencing a growth spurt in both population and economy and so Dargon was could still get a fair price for Kopparberget ore with merchants in Riddleport, Magnimar, and Korvosa, all comming to some form of trade agreement with Dargon.

It was during his time in Korvosa that Dargon befriended Niska Mvashti, who was in Korvosa looking to set up trade agreement for a young coastal town known as Sandpoint. At the time Sandpoint was not the prosperous and well-known town it is today, it was continuously being harassed by local goblin tribes and badly needed supplies to help fortify itself against attack. Dargon, like any dwarf worth his stone, was easily convinced to be Sandpoints ore supplier, helping it fortify against the attacks of goblin skum.

Battle for Sandpoint
It was in this capacity that Dargon soon found himself in Sandpoint, back to back with Niska fighting off a goblin raid. The ankle bitters were coming in strong in this particular raid, with well over four-to-one odds. Soon Dargon and Niska were surrounded by over a dozen goblins with nowhere to escape and no chance of getting the upper hand. Niska sword arm had took a bad blow and now it was only a matter of time before the goblins got brave enough to rush past Dargon’s swinging battle axe to gang up on the two friends and take them down. And then it happened... the goblins working together hooked behind Dargon's battle axe with their spears, and pulled it from his grip.

To die in battle for ones kin, ones friends, ones cause, is a happy death for any dwarf, but to die empty handed, disarmed by mere goblins; that is a fate that stung Dargon's dwarven pride.

"Eeek", a goblin cries, as the tide of battle suddenly shifts. A powerful warrior was pressing the attack into the goblin ranks and forcing them to scatter.

This didn't surprise Dargon so much; he was from a harsh land where such battle prowess was common sight. But the shocker, for Dargon was the incredible fact that this warrior wore no armor and carried no steel yet still managed to take out more than his fair share of goblin-kin. Punches, kicks, and a well-placed head butt were all common maneuvers in dwarven combat but for a warrior to rely on them exclusively, that was a concept too foreign for Dargon to understand. So when Dargon, no longer pressed by goblins, found the opportunity, he immediately threw the warrior a spare blade, thinking that if he was this good without a weapon, once he had one in hand he would surely deal the goblins a critical blow, forcing them to run away licking their wounds.

But after catching the blade, the warrior didn't react as expected; he threw the blade hitting a goblin in the back of the head, one that was already running away no less.

This confused Dargon. "How could such a great warrior make such a tactical blunder?” he thought, "Was he just here to show off? Some pompous hero bored of retirement, perhaps."

But he had no time to think more on it then, the goblins were still a threat and he had to refocus his attention to keeping them off his wounded friend.

The battle ended not much later, and the bond formed by Dargon Dolgrinson and Niska Mvashti in that moment lasted a life time. So while their relationship is no longer as explicit as it once was, Dargon still considers Niska Mvashti a dear friend. Some speculate that they may have even once been lovers.

Forsaken
Little is known about this aspect of Dargon's past as he is very protective of it. Even Niska doesn't completely understand what happened. However, he has been in Sandpoint long enough and had enough drunken tavern moments for a few details to slip out of his mouth.

What is clear is that his family no longer controls Jol, having lost it to a new comer. And the Kopparberget mines which supplied Dargon with the very ore he spent his life trading were lost to the king of Kalsgard.

It's believed that Dargon has been forsaken by his clan, or he forsook them depending on who is retelling the story. It seems, after been enthralled by the strange concepts of unarmed combat he witnessed during a goblin raid on Sandpoint, he chose not to follow in his father’s footsteps and instead totally committed himself to learning from a Minkai Master. It’s said however, that in deciding to follow this path he committed the worst of Dwarven sins - abandoning his duties to his clan for a selfish pursuit.

Whatever the real story, Dargon is no longer in contact with his clan.

Monk Training
For most of the last ten years Dargon spent his time studying martial arts under a traveling Monk from the Empire of Minkai. This Minkai, who goes by the pseudonym Master Ipson, has traveled to Varisia specifically to seek out and train unconventional students. In addition to Dargon, it is known that he counts a tengu, two gnomes, and an orc among his current students and that until recently he also trained both a fey creature and a goblin. Dargon believes that Master Ipson considers it a personal challenge to train the untrainable and so he doesn’t grumble too much about the unconventional company. Though having to train with an orc does get under Dargon’s skin, which causes a good number of dwarven curses during training bouts. "You dirty worgs mate!" being Dargon current favorite.

Due to the many wondrous stories about the Empire of Minkai that Master Ipson has shared with his students over the years, Dargon he has developed a slight wanderlust to travel and experience more of the world for himself.

Dargon in Eledar
Dargon currently lives in Eledar as a humble merchant.

Some of Dargon’s best customers were Verik and Larissa Vanderboren. The Vanderborens, who gained fame as top rate adventurers, collected all types of trinkets and miscellaneous gear on their adventures. And Dargon, no longer selling ore from the north found steady work in helping the Vanderborens find buyers for just about anything that they didn’t choose to keep as personal trophies.

However, with their recent untimely deaths Dargon has once again found himself without steady work. He would have probably already started for Varisia if the Vanderboren's daughter, Lavinia, hadn't asked him and a few other friends of Verik and Larissa for help.

NPC Contacts:

Torris Howren (Eleder - docks district)
Old man Torris Howren is an ethnic Taldoran born and raised in Corentyn. His family was one of the many that and rose and fell at Thrune’s whim over the years and though he won’t admit it (and Dargon certainly isn’t privy to it), in his youth he was a Cheliaxan spy by trade. But, Torris never really worked for the House of Thrune so much as he pretended to for the benefit of Corentyn.

After his family fell from the grace of the Egorian elite, Torris left Corentyn on the Empty Caldron, a cargo vessel based out of Eleder. Out of need to make a new life for him more than anything else, Torris began learning the sailor’s trade in earnest. After a long and hard 20 years aboard the Cauldron, he eventually made second mate. Holding that position for another 3 years before old age forced him to retire from the day to day hardships of life on the open sea.

He now spends his retirement in taverns teaching the next generation of sailors about the good old days. But his laid back retirement lifestyle has allowed some of his old talents the luxury of resurfacing and so Torris subtly learns much more than he teaches.

***

Crunch:

DARGON DOLGRINSON
Male Dwarf Monk 5
LN Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +8
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 15. . (+2 Dex, +1 natural, +1 dodge, +4 monk)
hp 54 (5d8+20+5)
Fort +8, Ref +6, Will +7
Defensive Abilities Defensive Training (Dwarf), Evasion
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Axe, Throwing +5 (1d6+5/20/x2) and
. . Handaxe (+1) +9 (1d6+6/20/x3) and
. . Unarmed Strike +8 (1d6+5/20/x2)
Ranged Axe, Throwing +1 (1d6+5/20/x2)
Special Attacks Flurry of Blows +3/+3
--------------------
STATISTICS
--------------------
Str 18 (20), Dex 14, Con 18, Int 12, Wis 17, Cha 8
Base Atk +3; CMB +10; CMD 25
Feats Crane Style, Deflect Arrows, Dodge, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Stunning Fist (5/day) (DC 15)
Traits: Chance Savior; Traveling Saleman - Your history as a merchant traveling the inner sea has given you insight into the true cost and expenses of running a shop all over the inner sea. You use that knowledge to your advantage when selling off treasure, earning you an additional 10% over the amount of gp you normally would get.
Skills Acrobatics +10, Climb +9, Intimidate +3, Knowledge (History) +5, Linguistics +2, Perception +10, Profession (Merchant) +9, Sense Motive +9, Stealth +8, Swim +10
Languages Common, Dwarven, Giant, Varisian
SQ AC Bonus +4, Fast Movement (+10'), Greed (Dwarf), Hardy +2 (Dwarf), Hatred (Dwarf), Slow and Steady (Dwarf), Stability (Dwarf), Stonecunning +2 (Dwarf), Stunning Fist (Stun) (Ex), Unarmed Strike (1d8)
Combat Gear Throwing Axe, Handaxe
Other Gear Auroch’s Breath, Potion of Cure Light Wounds, Mage Armor, Silver clan signet ring of a pick ax over a mountain range , Waterskin
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Crane Style Take -2 (instead of -4) when fighting defensively.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Deflect Arrows Deflect an incoming arrow, once per round
Dodge You gain a +1 dodge bonus to your AC.
Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
High Jump Adds +5 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. Always counts as having a running start when making jump checks. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Purity of Body (Ex): Immunity to all diseases, including supernatural and magical diseases.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (5/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Maneuver Training (Ex)
Ki pool 5/5(magic) (Su)
Slow Fall (20 ft) (Ex)

Items
Hand Axe +1, Belt of Giant's STR +2
Auroch’s Breath Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.
Cure Light Wounds - 1/1
Cure Mod Wounds - 1/1
Potion of Mage Armor - 1/1

Traits, Languages, Feats & Skills:

Traits
Chance Savior
Traveling Saleman - Your history as a merchant traveling the inner sea has given you insight into the true cost and expenses of running a shop all over the inner sea. You use that knowledge to your advantage when selling off treasure, earning you an additional 10% over the amount of gp you normally would get.

Languages
Common; Dwarven; Giant; Varisian

Feats
Crane Style, Deflect Arrows, Dodge, Dragon Style, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Stunning Fist (5/day) (DC 15)

Skills
Acrobatics [dice]1d20+10[/dice]
Appraise [dice]1d20+1[/dice]
Bluff [dice]1d20-1[/dice]
Climb [dice]1d20+8[/dice]
Diplomacy [dice]1d20-1[/dice]
Disable Device X
Disguise [dice]1d20-1[/dice]
Escape Artist [dice]1d20+2[/dice]
Fly [dice]1d20+2[/dice]
Handle Animal X
Heal [dice]1d20+3[/dice]
Intimidate [dice]1d20+3[/dice]
Knowledge (History) [dice]1d20+5[/dice]
Linguistics [dice]1d20+2[/dice]
Perception [dice]1d20+10[/dice] plus darkvision
Perform [dice]1d20-1[/dice]
Profession (Merchant) [dice]1d20+9[/dice]
Profession (Gambling) [dice]1d20+7[/dice]
Ride [dice]1d20+2[/dice]
Sense Motive [dice]1d20+9[/dice]
Sleight of Hand X
Spellcraft X
Stealth [dice]1d20+8[/dice]
Survival [dice]1d20+3[/dice]
Swim [dice]1d20+9[/dice]
Use Magic Device X

General Ledger:

Description.................................Debits (GP)....Credits (GP)
Lavinia Reward 20PP...........................200................0
Drinks...................................................0................. 5
Eight-man rowboat..............................0.................80
CLW Potion..........................................0.................50
Mage Armor Potion...............................0.................50
Total....................................................200.............18 5
Parrot Isle (1/6 CLW Wand)................250.............125
Drinks...................................................0................. 5
CLW Potion...........................................0.................50
Enlarge Person Potion..........................0.................50
Nemien Roblach (Taxidermist's bribe)......0.................5

Loot Split..........................................1740.1..............0
CLW Potion..........................................0.................50
Mage Armor Potion...............................0.................50
Drinks...................................................0................. 5.1
1/6 CLW Wand....................................0..................125
Manor loot split................................2688................0
Partying fund.......................................0................100
Belt of Giant STR +2............................4000...............0
Potion of CLW...................................50.................0
Potion of Mage Armor............................50.................0
Additional reward...............................1000...............0

Balance..............................................1033

Notable Loot:

Nightmare boots from Ultimate Equipment: When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC 13 Reflex saving throw halves the damage.

pregens:

b]Round X, Init X[/b]
ooc]HP 54/54, Ki Pool 5/5
AC 18 (22), touch 17 (21), flat-footed 15, (fighting defensively w/ crane style)
Fort +8, Ref +6, Will +7 (+2 vs. poison, spells, spell effects, +2 vs. enchantment)
CMD 25 (29)[/ooc]

ooc]Full Round Action - Unarmed Flurry of Blows[/ooc]
ooc]ATT:[/ooc] [dice]1d20+8-2[/dice]
ooc]DMG:[/ooc] [dice]1d8+5[/dice]
ooc]ATT:[/ooc] [dice]1d20+8-2[/dice]
ooc]DMG:[/ooc] [dice]1d8+5[/dice]

ooc]Single Attack - Unarmed or HandAx[/ooc]
ooc]ATT:[/ooc] [dice]1d20+8-2[/dice]
ooc]DMG Unarmed:[/ooc] [dice]1d8+5[/dice]
ooc]ATT:[/ooc] [dice]1d20+9-2[/dice]
ooc]DMG HandAx:[/ooc] [dice]1d6+6[/dice]