Allustan

Dunzeltoff Haelcannon's page

79 posts. Alias of Quandary.


Full Name

Dunzeltoff Haelcannon

Race

Dwarf

Classes/Levels

Cleric/1

Gender

M

Size

4'5" 140 lbs.

Age

49

Special Abilities

Darkvision: 60', No speed reduction from encumbrance.

Alignment

NG

Deity

Shelyn (Luck, Protection)

Location

Korvosa

Languages

Dwarven, Common, Halfling, Gnome, Shoanti, Celestial

Occupation

former engineer and representative of Dwarven trade house

Homepage URL

XP: 0

Strength 13
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 18
Charisma 11

About Dunzeltoff Haelcannon

Appearance

Spoiler:

Dunzeltoff (or 'Toff' as friends and drinking companions call him) stands as tall a any dwarf one can clearly recall, while his frame seems somewhat lighter than the typical barrel-chested dwarf, lending a more energetic, bouncing quality to his movements. His dress seems, while expressive of a personal taste or idiom, natural attire for a member of one of Korvosa's various prosperous Dwarven trading houses, most likely tailored by a Dwarven artisan specialising in that community's tastes.
While still peppering his conversation with the usual Dwarven curses and oaths, he seems quite fluent in the Korvosan dialect and slang, moreso than the rest of the Dwarven community. And though his comport seems the jovial and easy-going type not untypical in those Dwarves who enjoy socializing amongst the other races of Korvosa, one can detect a certain edge deeper beneath the surface... While his other social-minded kin seem content, indeed complete, to always return to their job, their craft, usually somehow or another connected to one of the Dwarven clans, Dunzeltoff's energy seems to dull or drift away if the conversation strays to much to talk of work, clan, or the mainstays of Dwarven life... Though his interest jumps if a game of chance is mentioned, and a bright fire truly jumps from his eyes at the briefest mention of the name Gaidren Lamm...

Background Story

Spoiler:

Dunzeltoff was born to prosperous parents within a prosperous Dwarven trade House in Korvosa. Although not of the reknowned stout Dwarven physique, his mind was keen, and he showed skill in many fields, from weaponcrafting to engineering and especially with helping House matters with the local Korvosan authorities and powers. This affinity for matters of humans (and the other races present in cosmopolitan Korvosa) must certainly have led the House elders to allow him a certain leniency in his socializing amongst the other races, as he seemed a promising talent to help the sometimes insular Dwarven Houses' dealings with the byzantine politics of cosmopolitan Korvosa.
Indeed, Dunzeltoff soon sought out as much adventure as possible outside of the insular House life that, while supportive and comfortable, simply felt uninspiring. He soon found that both his off-color stories of the "other side" of Dwarven life were a hit amongst Korvosa's other races, not to mention his ample abilities to drink and smoke all but the hardest-core under the table. He also discovered a natural knack at games of chance, and quickly was parlaying this to multiply his modest income from apprenticeships in various functions of the House businesses, although he was as much thrilled by winning itself as by the coin. His unique flair had as well caught the eye of one Kaltarra Runegild, a fetching dwarven maiden of another illustrious House, and their soon inseparable relationship was quickly inspiring rumours of marriage within the gossip circles of Korvosan Dwarf society.
Unfortunately, Kaltarra seemed to not have Dunzeltoff's skill at the games of chance, and whilst keeping it hidden from Dunzeltoff, managed to amass quite unseemly a debt to various 'businessmen' whom she had met amongst the circles of gamers and revelers Dunzeltoff enjoyed in his evenings. Embarrassed, she kept Dunzeltoff unaware of this deteriorating situation, but after her debt continued to climb, another 'businessman', by the name of Gaedran Lamm approached her, and offered her a way to take care of her debt...
After Kaltarra had missed one of their dates, and none of her family seemed to know her whereabouts, Dunzeltoff belatedly came to hear of the situation afflicting his love thru his contacts familiar with Gaedran's circle, and learning of her probable location in the company of Gaedran's gang, instantly rushed to find her, armed to protect her honor... Unfortunately, he arrived as Gaedran and his lackeys were in the midst of using Kaltarra in a complicated fraud and blackmail scheme against a Dwarven merchant... Which wasn't going so well... So when he charged in to the scene, weapons drawn, the situation blew up, arrows and bolts finding their marks on both sides, with several severely wounded.
Although his plot worked well enough to escape the scene with Kaltarra uninjured, he quickly discovered while running away from the scene, that she had been somehow poisoned by Gaedran. It seemed that Gaedran's blackmail of her thru debt was not enough to completely sway her to be their pawn in crime, and so one of his lackeys had poisoned her with some substance to weaken her will enough to play along with their scheme. Although realizing something of what had happened to Kaltarra, it took some time for Dunzeltoff to safely throw off his pursuers and find a suitable back-alley healer still available in the deep of night... Tragically, it was too late, as the poison in Kaltarra was doubly evil, and quickly her life drained away.
The uproar over this in the Dwarven community was unprecedented, and it took many weeks and barristers for Dunzeltoff to clear his own name of murder and robbery after being falsely associated with the violence between Gaedran's gang and the merchant's guards. Between the time needed to clear his name of the false accusations, and the scandalous infamy surrounding him in the Dwarf community, Dunzeltoff more or less withdrew from his roles in House business. His life and love having been destroyed, he felt an unstoppable wave of passion coalesce into a desire for vengeance. And with all the beliefs and structures of his old life having fallen apart, he more and more found himself channeling otherly Divine energies, and consulting with clergy of Shelyn, who seemed among the few who could make any sense of what had happened to him, and what he was now experiencing.

He most recently had been staying with the temple clergy of Shelyn, honing his new abilities while discussing religion with them. He may have some sort of quarters, or at least sleeping space within the temple or nearby church property, where he would keep appropriate ceremonial garb and perhaps a few religious tomes on loan from the temple.

Traits/Abilities/Skills/Equipment

Spoiler:

Favored Class: Cleric

hp 9/9 (reserve 9/9) K.O. @27 subdural/ Fort DC12 Death @-12
Initiative +1
AC 15 Touch 11 Flatfooted 14
+2 AC bonus (Shield of Faith, until expires, not included)
+4 AC dodge bonus vs. giants (Defensive Training)

Encumbrance 49lbs (Light) (barely)
Lt. Load:50lbs Med. Load(-3):100lbs Hvy. Load(-6):150lb
Max Lift:300lbs Drag/Push:750lbs

Saves
Fort +3/ Rflx +1/ Will +6
+2 save vs. poison, spells, & SLAs (Hearty)
+1 to all saves (Protective Touch, not included)
+1 vs. Fear (Bless, until expires)

Weapon/Attack Stats (BAB +0/ CMB +1)
+4 resist Bull Rush/ Trip (Stability)
+1 hit orcs & goblinoids (Hatred)
+1 STR modifier (att/dmg) +1 DEX modifier (range att)
+1 attack (Bless, until expires, not included)

Unarmed.......+1att 1d3+1dmg Crit: 20/x2
Glaive...........+1att 1d10+1dmg Crit: 20/x3 reach:10'
Dagger.........+1att 1d4+1dmg Crit:19+/x2
-thrown(PB)..+3att 1d4+2dmg Crit:19+/x2 10'incr.
Lt. X-Bow.....+1att 1d8+0dmg Crit:19+/x2 80'incr.
-Pt.Blank.......+2att 1d8+1dmg Crit:19+/x2 <30'(PB)

Feats
Point Blank Shot +1 att/dmg ranged <30'

Weapon Groups: Simple, Racial Bonus(Battle Axe, Heavy Picks, War Hammer), Martial Dwarven Group(Throwing Axe, Hand Axe, Great Axe, Dwarven War Axe (2h), War Hammer, Great Hammer/Earthbreaker), Crossbow Group(all), Glaive(Shelyn)

Magic save DC = 14+Spell Level
sp 0/3 (prepared spells in bold)
Turning: x3/ day (1d6 positive energy, 30' range)

Granted Spells(0): Create Water, Detect Magic, Detect Poison, Guidance, Inflict Minor Wound, Light, Mending, Purify Food/Drink, Read Magic, Resistance, Stabilize, Virtue
Granted Spells(1): Bane, Bless, Bless Water, Cause Fear, Command, Comp. Languages, Cure Light Wounds, Deathwatch, Detect [Align], Doom, Endure Elements, Entropic Shield, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from [Align], Remove Fear, Sanctuary, Shield of Faith, Summon Monster 1

Domain Powers:
Luck(1)
: Touch of Luck: Re-roll all d20's (taking best result) for the next 3 rounds, 1x/day per recipient
Travel(1): Protective Touch: +1 (+1/5 levels) to all saves. Transferable in 1 min. increments.

Traits
Addict Friend: +2 Knowledge:Local (see b/g story)
Quick: moves 30' instead of 20', has 1 less HP per level

Skills (6 ranks @lvl 1)
Appraise +8 (1 rank, +3 class skill)
Craft +4
Diplomacy/Gather Info +4 (1 rank, +3 class skill)
Heal +4
Knowledge
-Arcana +4
-Religion +4
-Planes +4
-History +4
-Nobility +8 (1 rank, +3 class skill)
-Local +7 (1 rank, +2 Addict trait)
Profession (Arch/Eng) +8 (1 rank, +3 class skill)
Perception +4
+2 vs. Stonework (auto <10', can roll >DC20)(Stonecunning)
-Smell/Taste +6 (Keen Sense)
Linguistics/Forgery +4
Spellcraft/Concentration +4
Sense Motive +8 (1 rank, +3 class skill)

Climb +1
Acrobatics +1 (-1 with Armor Check penalty)
Stealth +1 (-1 with Armor Check penalty)
Swim +1 (-1 with Armor Check penalty)

Equipment
Chain Shirt, Courtier-appearance Adventurer clothes (stylish but more durable (leather jacket, etc.) & more pockets), Spell Component Pouch, Holy Symbol, Tindertwigs, Pipe, "Smoke", Chalk, Ink & Quill, Folded Paper, Candle, Signet Ring (personal & House emblems), Throwing Dagger, Glaive, Lt. Crossbow (on shoulder strap), Quiver & Bolts(15).
2 gp. 6 sp. 20 cp.