Dragonslayer Dwarf

Karst IronBrow's page

73 posts. Alias of GoatToucher.


Full Name

Karst IronBrow

Classes/Levels

NG Cleric of Torag 1, HP 10/10, AC:17 T:10 FF:15, CMD:12, Fort:+5 Ref:+1 Will:+6 (+Bonuses), Per:+3 SM:+8, Init:+0 CPE: 6/6

Age

45

Alignment

NG

Deity

Torag

Languages

Dwarven, Common

Occupation

Smith/ Itinerant Cleric

Homepage URL

Character Portrait

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 16
Charisma 13

About Karst IronBrow

Character Sheet:

Karst Ironbrow
Neutral Good Dwarf Cleric of Torag-1
HP: 10
AC: 17 (+4 vs. Giant subclass)
CMB: +0
CMD: 12 (+4 vs trip and bullrush)

Str:14
Dex:10
Con:14
Int:10
Wis:16
Cha:11

Fort: +5
Ref: +1
Will: +6
(+2 vs Poison, spells,and SLA's, +2 vs Charm and Compulsion)

Warhammer: +2 - 1d8+2(x2)
(+1 vs Orcs and goblinoids)

Traits:
Birthmark: A portwine warhammer in the middle of his forehead.
Restless Wayfarer

Feat: Extra Channel

Skills:
Craft: Weapons - 6*
Craft: Armor - 6*
Heal - 7
Knowledge: Religion - 4
Knowledge: Local - 5
(*+2 when working with metal or stone due to Craftsman Alt. Racial Trait already added)

Languages: Common, Dwarvish, Skald

Domains:
Artifice: Artificer's Touch: Mending at will, 1d6 damage to constructs 6/day
Protection: +1 to Saving Throws

Spells:
0: Detect Magic, Create Water, Light, Purify Food and Drink
1: Bless, Bane, (D) Sanctuary

Channel Positive Energy 1d6 6/day, DC 11

Equipment: Scale Mail, Heavy Wooden Shield, Warhammer, Dagger

smith's tools, backpack, bedroll, charcoal pencils, 5 parchment scrolls, scroll case, three small sacks, 50' silk rope, one small waterproof sack, water skin, mess kit, pewter mug, pot, skillet, serving spoon, pouch of salt, pouch of black pepper, one week dwarven hard tack, 5 candles, tinder box,

10gp, 15sp, 8cp on person

Background:

Karst was born the second child of a smithing family in the Five Kings mountains. His earliest memories are playing with a toy hammer and anvil in his father's workshop, getting used to the heat of the forge since before he could walk. As he grew older, he became a runner for his family, taking messages, fetching tools, delivering goods, while his elder sister trained at their father's side. As he became older, he was trained at the forge as well, but it was clear from the very beginning that he was to be his sister's assistant: that she would inherit the family business.

Karst was content with this. The Masters of the Temple told them all how it was good and fitting to serve family, clan, and kingdom, and that indulging individual needs was a road that lead to lax discipline and, ultimately, destruction. In his twenties (adolescence for dwarves) his faith and aptitude as a smith lead the Masters to offer him a place at the temple. His family was overjoyed: they never expected a family as lowly as theirs to be offered such a blessing. As a going away present, his sister crafted him a holy symbol of simple iron which he wears around his neck and over his heart even now.

His time at the temple was instructive, but not without it's problems. The Clericy of Torag is very much about processes. The right thing must be done the right way. Karst's attention is directed more at the results. The way Karst got things done (in the forge, ministering to the sick, feeding the guards on the walls) was creative, and certainly innovative, but they were not the tried and tested methods that had be used for generations. True, his gadgets and inventions were clever, but they weren't "the right way" to do things. For reasons beyond their ken, Karst retained Torag's favor, so they would not put him out of the temple as a failed acolyte. What they did do is send him out into the world. There, he would see problems outside Dwarfdom first hand, and see how things would benefit from a sure and steady hand guided by tradition and discipline.

Karst is on a bit of a walkabout (as far as Dwarves do such things). He is a smith by training, but smiths are a dime a dozen in the Five Kings Mountains. He's headed down through Taldor, headed to the coast for passage across the Inner Sea (where a dwarven smith would be exotic). The plan was to find a little town and settle in if he likes it there. Small towns need defending, and that suits him just fine, as a good skull smashing is bracing and clears the sinuses. Thing is, he settled in for a few stormy days in the village of Heldren, and ended up staying for (at this point) a couple months. Heldren already has a blacksmith, though, and no market for weapons or armor. If he doesn't move on soon, his money will run out, and bang goes his plan to resettle further down south.

Five Points:

Step One: 1: Though still gruff and taciturn to human reckoning, Karst is quite cheery and talkative by Dwarven standards. 2: Karst's birthmark began as a pale pink blotch in his youth, but has changed in form and shape over the years to resemble a black three inch hammer from his hairline to his brow. It is usually covered by his helmet. 3: Karst is a blooded warrior against various goblinoids, but has yet to do battle with a giant. He's pretty eager about it. 4: Karst -loves- spicy food. It is his favorite thing about the outside world, and shudders to imagine going back to the bland fare of his people. If Taldan food is this flavorful, imagine Garundi cuisine! 5: Karst enjoys alcohol, but doesn't see the point to drinking to excess. You can't taste the beer nearly as well when you're drunk.

6: (BONUS) Dwarven society is pretty calcified, with little upward or downward mobility. Everyone knows their place, and respects everyone else's place in it, from Lord to mushroom farmer. Human society is much more dynamic, which pleases Karst's sensibilities, but the powerful have a tendency to exploit the weak for their own selfish gain: not for the general good. Karst hates, hates to see the weak abused by the strong, be it political, financial, or political power at play. The long and the short of it is that Karst has no tolerance for bullies of any stripe, and will not suffer to see the strong abuse their power at the expense of those weaker than they.

Step Two: Karst's goal is to set up a smithy in a small town, and use his skills as a smith, cleric, and erstwhile warrior to become a local leader and aid with the prosperity and defense of the town, watching it grow to something more though his efforts. He'll live a lot longer than his neighbors. Long enough to see a town grow into something extraordinary.

My goal for him is to make him a craftsman of magical weapons, both for his associates and as a tradesman. Ultimately, I'd like to build him a reputation as a skilled craftsman.

Step Three: Karst's secret is that he is much happier living among humans than he was living among Dwarves, and would be satisfied if he never went back to the Five Mountains. What he doesn't know is that the recent turn his life has taken, including his extended stay in Heldren, has been no accident: unseen forces are directing his destiny.

Step Four: Karl is Karst's middle aged drinking buddy and stalwart friend. Irriseni by birth, he claims to have once been a member of the Ulfen Guard in Oppara. He was not. He eats and drinks at the Silver Stoat for free because he saved the previous owner's life during a brawl, and was promised free room and board for as long as he stayed. With such an offer on the table, Karl's stay has extended to thirteen years. A large man, Karl serves as a deterrent to shenanigans in the Stoat, but the new owner (the old owner's son) is tiring of Karl fairly quickly. Karl is, by any litmus, a moron.

Isolde is a barmaid at the Stoat that Karst is in love with. He has no idea why. She is too tall (at five feet) and too slim, but her ready smile and bawdy but no nonsense attitude attracts him. There's no future in it, but when she playfully tugs his beard he blushes behind his whiskers.

Dark Travis (so named for his half Varisian heritage) and Karst had a fight soon after the Dwarf's arrival regarding Travis' tendency to belittle those around him who can't defend themselves (in the case in question: Karl). Karst came out the better for it, and Travis has has to move to another inn to continue having his fun at the expense of others. He nurses a fair sized grudge.

Step Five: Karst smooths his beard compulsively when presented with a problem. He only wears his armor in town when he expects a fight, but he always carries his hammer. He also grinds his teeth audibly when he is angry.