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Wild Lancer

Dolgarth's page

187 posts. Pathfinder Society character for Saving Cap'n Crunch.

Full Name



CG M Half-Elf (Varisian) Fighter 1 | HP 13/13 | AC 19/11/18 | CMB +4 (+6 disarm), CMD 15 (17 disarm) | F +4, R +1, W +1 (+2 vs. enchantment) | Init. +3 | Perc. +7 (low-light), Sense Motive +1 | Speed 20ft | Active conditions:

About Dolgarth

Male Half-Elf Fighter 1 (Core)
CG Medium Humanoid (Human, elf)
Init +1; Senses Perception +7
AC 19, touch 11, flat-footed 18 (+6 armor, +1 dex, +2 shield)
hp 13
Fort +4, Ref +2, Will +2
Speed 20 ft.

Melee Flail/Trident/Longsword +4 (+8 disarm with flail) (1d8+3/19-20 longsword/x3 trident), Sap +4 (1d6+3 nonlethal), Light Hammer +4 (1d4+3), Throwing Axe +4 (1d6+3) Heavy Shield +4 (1d4+3)

Ranged Light Hammer +2 (5) (1d4+3), Throwing Axe +2 (1d6+3), Sling +2 (1d4+3)
Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 15
Traits Upstanding, Indomitable Faith, Fast-Talker
Feats Combat Expertise, Improved Disarm, Skill Focus (Perception)
Skills Intimidate +5, Knowledge (engineering) +5, Perception +7, Survival +5
ACP -4

*ACP applies to these skills

Languages Common, Elven, Celestial

Special Abilities:

Elven Immunities, Adaptability, Multitalented (Fighter, Rogue)

Dolgarth has a relatively slight build, with strong arms. Years of trekking through the Mushfens with the Spiral Bear nomads have also toned his legs, but their power is less obvious. It is for these reasons that he wears heavy fur coats and tunics regardless of heat, to keep others in the dark about his talents. He prefers lighter, looser breeches to maximize mobility, and is rarely seen without his hat, which is akin to a squashed fedora. While he does not necessarily enjoy armor, he keeps his on most of the time as a precaution. Following some sage advice from his mentor (another thing I forgot to mention, see below), he has attached some bits and bobs to his armor, to make it appear fake. His skin is blotchy, some parts of his face a toned brownish and others a milky white. He does not do into detail regarding why, however.

Society History:
Dolgarth, for reasons unknown, was taken a liking to by senior agent and Exchange member Forlorn Zamoros. The story of this halfling (who believes himself to be a goblin) is a long and twisting tale, to be recounted some other time should he ever figure it out. Over Dolgarth's three years of training, Forlorn took some time to tutor him, despite the variance between their skill sets. The halfling noted the half-elf's ability to fight smart as well as hard, and schooled him in tactics picked up on his adventures. A master of the double-bluff, Forlorn advised Dolgarth to conceal his talents until necessary, to hide his weapons and muscle and make his armor seem like the fake variety a wizard might wear.
Forlorn Zamoros (another PFS Core character of mine) went through scenario 5-99 "The Paths we Choose" and took on Dolgarth as a new recruit to the Exchange, giving him an extra faction trait. If you don't want me to use that on Dolgarth, GM Giuseppe, just tell me. I just figured it wouldn't be a problem given that it's just another trait that has to be a faction trait.

Dolgarth never liked his name until all of his dreams came true.
The fourth child of one of the stronger warriors in the Spiral Bear tribe of Varisian nomads, he received very little. He would by no means be the youngest child for long, such being the ways of barbarian nomads, but it was still not an enviable position. He was given his late uncle's name and weapon, a dusty but almost unused glaive. His uncle was lazy and gluttonous, and constantly rambled about how he would leave this way of life behind, to seek a new one in Magnimar. The Spiral Bears generally roamed the massive marshland called the Mushfens just outside of said city. It was riddled with natural hazards like potholes, and the senior Dolgarth, never one to watch his step, lasted a surprising amount of time before meeting his end in one. It was traditional to name the fourth child after an aunt or uncle, should there be one, and with the name Dolgarth foisted on him, the child was branded to be lazy and useless, a failure.

As they were a relatively small clan, perhaps seventy or so in number, the Spiral Bears' existence was not well known. However, a trader named Sebechi met with them from time to time to exchange hides and meat for the occasional piece of civilization. Soon after coming of age, a 19-year-old Dolgarth stole a portion of the tribe's export as payment and begged Sebechi to take him on as an apprentice, or at least to bring him to Magnimar. He had had enough of the tribe's foolish ways, and knew he would never change anything or be someone with them. This was in part due to his name, but he also detested their way of life and sought knowledge and creature comforts. Unlike his namesake, he was a man of action, but he too dreamed of a better life elsewhere. Grudgingly, the merchant agreed to spirit him away.

Awed at first by the grand city, Dolgarth quickly acclimated to it. It was as if he was meant to be there all along. He took to business and reading with astonishing speed, as he was much more interested in such topics than anything from his tribal life. At first, he attempted to be a sellsword for money while spending his free time and gold on his new 'hobbies.' After perhaps a year he learned about the Pathfinder Society and realized it to be the embodiment of what he was looking for. The opportunity for gold, adventure, the gathering of knowledge, business and politics, and a good scrap. He immediately signed up and spent his required three years of training in and around the Heidmarch Manor Lodge.

Over this time, Dolgarth has worked, fought and studied hard, expanded his horizons and thought about his name. In his opinion, he has created a new legacy for it: That of an achiever, a man who makes himself great.

Personality and Beliefs:
Dolgarth chose the Exchange faction (season 1 equivalent: Qadira) because of his great love of the machinations of civilization, namely business.
He enjoys the spontaneity of being a Pathfinder, and that one never knows where they will be sent next. That said, Dolgarth has not been assigned any missions yet, but he also enjoys the manual and mental labor the profession requires and the variety of his fellow agents.

Dolgarth has no particular goals in being a Pathfinder. He simply wishes to participate in future history, salvage the past, learn whatever can be learned, and perhaps make some coin.

In a team of Pathfinders, Dolgarth would be loath to take the lead unless the situation was dire, or no one else steps up. He treats others with respect, and if others were to treat him badly, he would try once more and, if that too fails, likely not talk to them if he has the liberty. He listens to any input or advice he is given, but is blunt and does not always spare one's feelings. Still, he wishes to be as social as possible with those around him.

He is motivated primarily by his thirst for knowledge, as well as a desire to teach a lesson, be it a beating or an opportunity to enlighten another. He can also be compelled to a lesser extent by money and luxury items.

Dolgarth's attitude towards the Qadiran influence in the Society is neutral, as he starts with most matters. He respects their ability to cut a deal and avoid violence, but sometimes they seem to forget that it is inevitable. Still, he follows their orders and appreciates the financial aid and love of knowledge they bring to the Society.

Carrying Capacity
Light 76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 103 lb.

Money 18 GP 9 SP 0 CP

Breastplate, flail, 5 light hammers, throwing axe (1 each of normal, cold iron, silver), heavy wooden shield, sap, trident, longsword, backpack, bedroll, bell, crowbar, flint and steel, manacles, belt pouch, 50 ft. hemp rope, water skin, cold-weather outfit, caltrops, acid (4), holy water, antitoxin, smokestick, thunderstone, sling, 20 sling bullets, climber's kit, bandana with continual flame cast on it, Potion of Enlarge Person.

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