Initiate of Flame

Dunganagar the Mad's page

98 posts. Alias of Peet.


Full Name

Dunganagar

Gender

Dwarf Barbarian 2 | HP: 38/38 | AC: 14, TAC: 10, FFAC 14, CMD: 15 | Fort: +7, Reflex: +0, Will: +3 (+2 vs poison, spells) | Perception: +8, S.M.: +8 | Init.: +0

Size

Medium (4'2" tall, weighs 171 lbs.)

Age

48

Special Abilities

RAGE!!!!

Alignment

CN/CG

Languages

Common, Dwarven, Sylvan

Strength 17
Dexterity 11
Constitution 18
Intelligence 13
Wisdom 16
Charisma 13

About Dunganagar the Mad

"You callin' me short? I'll tell you what's gonna be short - your life!"

BUILD RULES

Barbarian 2 (Invulnerable Rager)

(raging version)

Origins:
* Comes from a highland barbarian tribe
* Tribe's territory includes extensive burial mounds going back thousands of years
* Burial site was once considered the "sacred" site to bury dwarven chieftains from all over
* Tribe considers itself the guardians of these mounds
* Tribe considers itself superior to other dwarves because their chiefs are buried there and modern dwarves are not
* Other dwarves consider them savages but useful as mercenaries and securing a border area

Background:
Child of the Mists

The Hills of the Kings take their name from the many barrow graves of the dwarven chieftains carved into their sides. Atop each hill stands a large menhir, with strange markings carved into it. Most of the dwarves of the Huzor clan believe these to be grave markers raised by the dwarves of old, though the clan elders know that the stones stood long before dwarves trod these hills, and the carvings do not stand for any language ever spoken by a dwarf. It is said that when the mists rise over the hills these carvings glow faintly, and in such times strange things are said to wander in the mists.

It was on such a misty evening that the warriors heard the hunting calls of ogres out on the downs. They emerged from their longhouses, mustered for battle, and marched out into the mist. They fought the ogres on the hilltops, but it often seemed like the enemy was near one moment and gone the next. The dwarves defeated the ogres, though three of their number were never seen again, living or dead.

When the mists cleared they found the body of an ogre, hacked to pieces by an enormous waraxe larger than any a dwarf might normally carry, which lay beside the corpse. And in swaddling clothes nearby was a dwarven toddler, covered in blood (though not apparently disturbed by this), and marked with a strange tattoo that looked much like one of the worn carvings on a nearby menhir.

Adoption

The warriors of clan Huzor wondered at this. Had the child been stolen from a dwarven family? If so, what did the strange markings mean? No-one knew of a dwarven child that had been kidnapped. Where did the waraxe come from? The chieftain stood up then, and said: "I will take in the child and raise him as one of my own. After all, who would not be proud of a son who killed his first giant when he was a babe?" They called the child Dunganagar, which means "Child of the Hill," a common name for a dwarf, but one with a seeming literal meaning in this case.

So Dunganagar came to be raised in the house of Chief Togarak. His wild ginger hair proclaimed him of a different bloodline as his adoptive father, but Togarak and his wife Hilge raised Dunganagar as one of their own. Dunganagar returned their affection earnestly, but was troubled by a wild and furious temper. Dungagagar's elder brother Bran and sister Ungredd were able to manage him, but he became notorious for his fights with his younger brother Kaggar, very close to him in age.

Exile

These fights came to a head when he was thirty-nine years old, very near to his coming-of-age ceremony. Dunganagar engaged in a fistfight outside the chief's longhouse in front of many of the clan, and Dunganagar ended up dunking Kaggar in the horse trough before the chief intervened.

"Dunganagar, I took you in and raised you as my own, and no one doubts that you have returned the love we gave you. But there is a wildness in you that refuses to keep the peace. And you are of an age now that such strife could result in someone getting really hurt. Or killed. Since you cannot control your own temper within your own house, it is time you set forth and made your own way. It gives me no pleasure to decree this, but I command you to leave and seek your fortune elsewhere. Perhaps your rage might be vented against your enemies rather than your family. In any case, you may return when the years have taught you calm and tenderness."

Fuming, Dunganagar set out in exile with little more than the waraxe he was discovered with as a child. He joined a mercenary company called the "Black Iron Brothers" (the hill tribes may be considered savages, but they were always in demand as mercenaries) and he grew into a fierce warrior. The Brothers fought for pay in the many petty squabbles among the nobles of Brevoy.

Betrayed

Then the Black Iron Brothers were approached by a tall, thin handsome man calling himself Baron Hasaryk, a vassal of Duke Medvyed. The baron explained that he wanted to hire the Brothers for an attack on a small stronghold. The Brothers would attack the stronghold at night, fighting their way into the small castle keep, then seal themselves in and hold the keep until dawn. At that point the Baron's forces would have the castle surrounded (having approached while the defenders were distracted by the Black Iron Brothers) and faced with a force without and their strongpoint held within, the defenders would surely surrender. For this the Brothers would be paid their usual rate plus a hefty bonus if they were successful.

The Brothers attacked at night, and in a bloody battle fought their way into the keep and shut the doors. They then held the keep until dawn. But at first light, there was no sign of the Baron's troops. Believing the Baron to have been delayed, they continued to hold for another day, and then another. Having not brought supplies for a long siege, at dawn on the fourth day, with still no sign of the Baron's forces the Black Iron Brothers surrendered.

They expected to be treated as prisoners of war, but House Rogarvia, the injured party insisted they were simple criminals. They protested, claiming that they were in service to Baron Hasaryk, but when the Baron was summoned, it turned out that he was an elderly man who could barely walk without a cane, and clearly not the man that hired the Brothers. And Baron Hasaryk had no sons who might have claimed the title, either. The Black Iron Brothers had been duped.

On the Lam

Sentenced to hang, the Brothers enacted a desperate plan to escape. Of the twenty-five Brothers that survived the battle, only five made it out, one of them being Dunganagar. They pledged to one another that if any were to see the false Baron again they would take revenge, and if they could not they would seek out the others to do so. Knowing they would be pursued they split up, and went their separate ways.

Appearance:
Dunganagar is short even for a dwarf, but is blocky and very solidly built. His long ginger hair and beard is decorated with warrior's braids, and his pale skin is marked with tribal tattoos and scars. Many of the scars are battle scars, but others are from the ritual scarification practices of his tribe. He wears crudely fashioned but warm-looking clothing made from furs, and carries an enormous battered axe strapped to his back, along with some other crude-looking weapons.

Personality:
Dunganagar always had a short fuse, but lately his temper has been frayed to a near-breaking point. Convinced that fortune has it in for him, Dunganagar cannot help but be pessimistic. Exiled from home, betrayed by a Brevic Noble, sentenced to death, and now living as an outlaw, his life is hardly going the way he feels it should. He doesn't care that is is not rich or well respected, but had expected the life of a mercenary to be at least full of excitement and chances for glory. As a result he is surly and quick to take offense at an insult. He once had a good sense of humor and might recover it should things start to go his way.

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Vitals

HP: 38 (2d12 (12+12) +8 CON +6 Feat)
AC: 14 (+4 armor, +0 DEX) Rage: AC 12
DR: 1/-
Saves: F: +7, R:+0, W: +3 (rage F: +9, R:+0, W: +5) +2 vs. poison, spells, or SLAs
BAB: +2 CMB: +5 (+7 rage) CMD: 15 (17 rage)
Initiative: +0
Move: 30 feet

Rage: 12 rounds per day (including +2 Favored Class Bonus)

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Melee: (+3 STR, +2 BAB)
+4 Large Mwk Cold Iron Dwarven Double Waraxe (2d8+4) x3
+5 Greatclub (1d10+4)
+5 Spear (1d8+4) x3
+5 Sap (1d6+3) x2 nonlethal
+5 Gauntlet (1d3+3) x2
+5 Spiked Gauntlet (1d4+3) x2
+5 Wooden Stake (1d4+3) x2

Ranged: (+0 DEX, +2 BAB)
+2 Spear (1d8+4) x3, 20 feet
+2 Wooden Stake (1d4+3) x2, 10 feet

Combat Gear:
Large Masterwork Cold Iron Dwarven Double Waraxe free (trait), 32 lbs.
Greatclub 5 gp, 10 lbs.
2 x Spear 4 gp, 12 lbs.
Sap 1 gp, 2 lbs.
Spiked Gauntlet 5 gp, 1 lb.
4 x Wooden Stake free, 4 lbs.
Gauntlet (part of Armored Coat)
Armored Coat 50 gp, 20 lbs. -2 ACP

Total: 70 gp, 86 lbs.

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Character Choices

Favored Class Bonus: +2 Extra rage rounds

Traits:
* Vandal - Combat (+2 to STR checks to break objects, and ignore 2 points of hardness when striking an object)
* Signature Moves - Social (Start with MW weapon and +1 to intimidate while holding it)
* Insular (Dwarf) - Race (+2 to sense motive, + class, -1 to Diplomacy vs. non-dwarves)
* Pride - Drawback (-2 to Diplomacy and Sense Motive when someone threatens, accuses, or challenges you)

Feats & Rage Powers:
1st level: Fey Foundling +2 healing per die, takes +1 damage from cold iron
1st Level Bonus Feat: Tribal Scars (Greattusk) +6 HP, +2 to Bull Rush and Ride
2nd level Rage Power: Reckless Abandon - Gain +1 to hit and -1 AC when used

Feat & Power Plan:

1. Fey Foundling
2. Rage Power: Reckless Abandon (DR 1/-)
3. Power Attack
4. Rage Power: Superstition +3 (2 + 1/4 level) to saves vs. spells while raging, must make saves vs. harmless spells (DR 2/-)
5. Extra Rage Power: Witch Hunter +2 (1 + 1/4 level) to attack and damage against creatures with spells or SLAs.
6. Rage Power: Spell Sunder (DR 3/-)
7. Vital Strike
8. Rage Power: Improved Damage Reduction (DR 5/-)
9. Devastating Strike
10. Rage Power: Improved Damage Reduction (DR 7/-)
11. Improved Vital Strike
12. Rage Power: Improved Damage Reduction (DR 9/-)
13. Dazing Assault
14. Rage Power: Come and Get Me (DR 10/-)
15. Extra Rage Power: Quick Reflexes
16. Rage Power: ?
17. Greater Vital Strike

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The barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Adventuring Skills:
(4+INT/level = 10 ranks)
Armor Check Penalty: -2

Climb: +6 (2 rank, +3 STR, +3 class, -2 ACP)
Intimidate: +6 (2 ranks, +1 CHA, +3 Class) extra +1 when holding waraxe (trait)
Perception: +8 (2 rank, +3 WIS, +3 Class)
Sense Motive: +10 (2 rank, +3 WIS, +3 Class, +2 Trait)
Survival: +8 (2 rank, +3 WIS, +3 class)

Background Skills:
Profession (mercenary): +7 (4 rank, +3 WIS)* bonus ranks
Knowledge (history): +3 (2 rank, +1 INT) additional +2 for facts about dwarves and their enemies (+2 race)

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Miscellaneous gear:
free Cold Weather Clothing
750 gp Wand of cure light wounds -
150 gp 3 x Potion of enlarge person -
_50 gp Masterwork Backpack 4 lbs.
_50 gp 5 x acid flasks 5 lbs.
__5 gp Survival kit 5 lbs (flint & steel, 2 waterskins, mess kit, small knife, map)
__3 gp Miner's pick 10 lbs.
__2 gp Shovel 8 lbs.
__1 gp Sledge, 10 lbs.
__2 gp Crowbar, 5 lbs.
__1 gp Grappling hook 4 lbs.
__2 gp Rope, 100' 20 lbs.
__1 gp Signal horn 2 lbs.

1017 gp, 73 lbs.

_1 sp Bedroll 5 lbs.
_5 sp Bandolier -
_5 sp Waterproof Bag 0.5 lbs.
_5 sp 5 x Oil, flask 5 lb.
_5 sp Hammer 2 lbs.
10 sp 10 x Piton 5 lbs.
10 sp 2 x Trail Rations 2 lbs.

41 sp, 19.5 lbs.

50 cp 10 x Iron Spike 10 lb.
_6 cp 2 x Clay jug 1 lbs.
_1 cp Soap 0.5 lbs.
_5 cp Pole 8 lbs.
_3 cp Earplugs -
_2 cp Whetstone 1 lb.
_4 cp Saw 2 lbs.
_2 cp 100' twine 1 lb.
_3 cp 3 x Chalk -
_4 cp 4 x Candle -
10 cp 10 x Wandermeal 5 lbs.

90 cp, 25.5 lbs

Total: 1022 gp, 119 lbs.
+ Combat Gear 70 gp, 81 lbs.
Total: 1092 gp, 200 lbs.

Starting Wealth 1105 gp. (13 gp remaining)
Carrying Capacity (Medium Load) 200 lbs. (0 lbs. remaining)

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Class details:
The Barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.


Race Abilities:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their 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: (Source Advanced Player's Guide pg. 1) 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.

Barrow Warden: (Source Horror Adventures pg. 38)
Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.

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.

Rock Stepper: (Source Advanced Race Guide pg. 12) Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

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.

original background ending:
Fuming, Dunganagar set out in exile with little more than the waraxe he was discovered with as a child. He joined a mercenary company called the "Black Iron Brothers" (the hill tribes may be considered savages, but they were always in demand as mercenaries) and he grew into a fierce warrior. The Brothers fought for pay in the many petty squabbles among the nobles of Brevoy.

Betrayed

Then the Black Iron Brothers were approached by a tall, thin handsome man calling himself Baron Hasaryk, a vassal of Duke Medvyed. The baron explained that he wanted to hire the Brothers for an attack on a small stronghold. The Brothers would attack the stronghold at night, fighting their way into the small castle keep, then seal themselves in and hold the keep until dawn. At that point the Baron's forces would have the castle surrounded (having approached while the defenders were distracted by the Black Iron Brothers) and faced with a force without and their strongpoint held within, the defenders would surely surrender. For this the Brothers would be paid their usual rate plus a hefty bonus if they were successful.

The Brothers attacked at night, and in a bloody battle fought their way into the keep and shut the doors. They then held the keep until dawn. But at first light, there was no sign of the Baron's troops. Believing the Baron to have been delayed, they continued to hold for another day, and then another. Having not brought supplies for a long siege, at dawn on the fourth day, with still no sign of the Baron's forces the Black Iron Brothers surrendered.

They expected to be treated as prisoners of war, but House Rogarvia, the injured party insisted they were simple criminals. They protested, claiming that they were in service to Baron Hasaryk, but when the Baron was summoned, it turned out that he was an elderly man who could barely walk without a cane, and clearly not the man that hired the Brothers. And Baron Hasaryk had no sons who might have claimed the title, either. The Black Iron Brothers had been duped.

On the Lam

Sentenced to hang, the Brothers enacted a desperate plan to escape. Of the twenty-five Brothers that survived the battle, only five made it out, one of them being Dunganagar. They pledged to one another that if any were to see the false Baron again they would take revenge, and if they could not they would seek out the others to do so. Knowing they would be pursued they split up, and took assumed names. Dunganagar took the name "Sams." They went their separate ways.

Dunganagar drifted towards the edge of Brevoy, trying to stay away from civilization. He joined a group of dwarven prospectors travelling into the Stolen Lands to look for deposits of silver that were rumored to be there. But at a small stream running through a valley the group was set upon by bandits. Not realizing that more bandits were hidden in the trees, when commanded to surrender the prospectors drew their picks and chose to fight. They were all killed, and while Dunganagar fought well, he was eventually brought down. But much to his surprise he woke again later on. The bandits were impressed with his fighting skills, and explained that he could die with his friends, or he could join the bandits. Dunganagar thought for a moment, and then said, "How much does it pay?" The bandits laughed and brought him into their gang.