Harsk

Bognus 'Bluebeard' Dolgrin's page

162 posts. Alias of Viscount K.


Full Name

Bognus Dolgrin

Race

Vampire Dwarf | HP: 170/170, AC 23 T 19 FF 17 | Rage: 24/31 | Ki Pool 7/7 | Grapple CMD: 40

Gender

Male

Size

4' 6"

Age

121

Alignment

NE

Deity

Gorum (Sort of)

Languages

Common, Dwarven, Draconic, Orcish, Drow Hand Sign

Occupation

Ex-Clan Champion

Strength 25
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 16
Charisma 18

About Bognus 'Bluebeard' Dolgrin

Gestalt Unchained Barbarian 10 (Invulnerable Rager/Drunken Brute)/Monk (Tetori) 8

Initiative: +8
Favored Class (Barbarian): +5 Rounds of Rage, +5 Skill
Rage: 31/31
DR 5/-, 10/Magic and silver
ER Cold/electricity 10
Speed: 40 ft

Background:
"Don't mind the red in the beard. Just...savin' it fer later."

Bognus "Bluebeard" Dolgrin, patriarch of the Dolgrin dwarves, had just returned to adventuring after years stuck at home as the champion of his clan. Suckered by his old rival Torg into competing in the tournament held every decade by the Dolgrin, Bognus took the title (to no one's suprise), and the duties associated with it (to his surprise), which included staying at home to answer all challenges to the clan's honor.

His time at home didn't soften him much - turns out taking on all comers was hard work, if not all that exciting most of the time. If anything, his grip had tightened over the years, and there was damn near nothin' that would get out of it if he didn't let 'em. And, of course, stayin' at home wasn't all bad...after years of goin' it alone, he finally found himself a lass willing to put up with his cantankerous self. Still, he was an adventurer born, and once the decade was up, ol' Bluebeard threw the first match in spectacular fashion and immediately set out to fetch his gear and brew, and was headed for the horizon within the hour. Somewhere out there, there was a dragon or nasty wizard that needed a good punching, and he aimed to find 'em. When he went, he took with him their clan's heirloom treasure, the Daybreaker Cloak, said to protect dwarved eyes from the harsh light of the sun. He promised to return soon as he could, with new stories on his tongue and gifts in his hands.

But even old dwarves can't keep all their promises. He came home with the spoils of his latest caper, intent on a few days of carousing and relaxing by the home fires. There, beneath the mountain that had been their home, there were no more friends to be had or family to love; instead, there was only carnage, blood, and the vile undead. He despaired as his people came for him, their feral hunger for blood driving them to murder their last surviving kin. The mighty dwarf wept even as he cut them down, vowing vengeance on the monsters that had done this.

It took him months. Years. All he knew was the hunt. He'd never been much of a woodsman, but if Bognus had ever been anything, he was dogged. He knew, deep in his heart, that with enough determination he could find the monsters that had visited such senseless death on his people. A pair of vampires, a man and a woman, who had been leaving a trail of death behind them all the way. He had heard their names, babbled by the few survivors: Vesher and Sofiana Idan. Not a scholar by anyone's measure, Bognus took what he knew to the human cities, and with their help learned more about his nemeses. Once, they had been great adventurers themselves, heroes even - until they had fallen, and become the undead. He learned of their atrocities over the last century, and with each new piece of information, his rage stoked hotter in his heart. Now he knew of their vampiric nature, he became certain they had targeted his clan for the Daybreaker Cloak even now on his own back.

He began his hunt anew, his resolve even stronger knowing the two had once been heroes. While well traveled and learned, his was at is core a simple heart, and he could not understand the dark perversion that had twisted their souls. So he hunted, determined past the point of caution to bring them down. For the first time, though, that determination would not serve him well.

He found the vampires. Came upon them while they finished their evening's repast of a traveler's caravan. He attacked immediately, roaring his rage and pain out into the night as he charged...but he was not prepared for the strength of true master vampires. They bested him easily, and left him bleeding and broken as they discussed, casually, what to do with him. After some deliberation, they seemed amused to bring him along, thinking he might be useful, or at least entertaining, if left alive. Well... Perhaps 'alive' isn't quite the right word.

There, his memory grew fuzzy. He remembered rising as if from a deep slumber, and recognizing immediately that he was but a lesser being, fit only to serve his elders. So much so that his mind was no longer really a part of the equation - only his orders mattered.

Later, he awoke, coming to himself. The first thing he registered was a smell; a delicious, irresistible aroma that called to him like the finest of spirits, or the best roast meal he had ever had. Even before he opened his eyes, he lurched towards the smell, and when he had regained enough sense to see, he found his teeth latched onto the delicate neck of a human woman's limp body, her struggles growing weaker even as he held on. Some distant part of his mind thought that he should be horrified, but he couldn't seem to figure why. After all, it was just a mortal.

Bognus wasn't a complete fool. He knew what must have happened - the vampires had made him one of them. It just didn't seem like such a bad thing anymore: in fact, he felt fantastic. Amazing, actually, as good as he ever had, and far better than the last several years. It seemed ridiculous now that he had spent so long mourning for the lives of his clan, and he pondered this development as he devoured the dying woman's remaining lifeblood. He found he still hated the Idans, but now it was for their control over him, not any sense of loss; if anything, they had given a gift by freeing him from such annoying concerns. She convulsed one last time, and a glint on her robe caught his eye as he dropped her drained body to the floor.

She had been wearing the robes of a lesser priest of Mitra. He blinked, put his enhanced senses to work for the first time as he inspected his surroundings. To his great surprise, he discovered he was within a Mitran sanctum, their religious trappings causing him to flinch away instinctively. He found it difficult to become concerned, though - feeling as he did now, what could possibly stop him? That question, unfortunately, was quickly answered as his body froze against his will.

His body turned itself to face the door, where a senior priest stood, his hand upraised holding the symbol of his god and his eyes alight with righteous fury. Bognus didn't understand why he wasn't attacking, or what was happening, until he heard in his mind the echo of Vesher Idan's laughter in his mind. Apparently, his masters had one last task for him.

His mouth opened, and he heard himself say, in a perfectly calm, accented voice not his own, "I demand a trial. Take me to Branderscar."

Feats:

Traits:
Brewmaster: You gain a +1 trait bonus on Profession (brewer) and Craft (alchemy) checks, but you take a –1 penalty on Diplomacy checks made to change the attitude of dwarves who know that your family has shared brewing secrets with non-dwarves.

Veteran of Battle: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Campaign Trait, Crime (Desecration): You gain a +1 trait bonus on all saving throws against divine spells.

Skills:
75 Total Points: (10 x Class: 4, 10 x Campaign: 2, 10 x Int: 1, 5: Favored Class)

Acrobatics: 13 = 8(Rank) + 3(Class) + 3(Dex) - 1(AC)
Bluff: 16 = 1(Rank) + 3(Class) + 4(Cha) + 8(Vamp)
Climb: 10 = 1(Rank) + 3(Class) + 7(Str) - 1(AC)
Craft (Alchemy): 7 = 2(Rank) + 3(Class) + 1(Int) + 1(Trait)
Escape Artist: 6 = 1(Rank) + 3(Class) + 3(Dex) - 1(AC)
Handle Animal: 8 = 1(Rank) + 3(Class) + 4(Cha)
Heal: 16 = 10(Rank) + 3(Class) + 3(Wis)
Intimidate: 8 = 1(Rank) + 3(Class) + 4(Cha)
Knowledge (Arcana): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Dungeon): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Engineer): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Geography):7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (History): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Local): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Nature): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Nobility): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Plains): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Knowledge (Religion): 7 = 1(Rank) + 3(Class) + 1(Int) + 2(Feat)
Linguistics: 6 = 2(Rank) + 3(Class) + 1(Int)
Perception: 26 = 10(Rank) + 3(Class) + 3(Wis) + 8(Vamp) + 2(Feat)
Profession (Brewer): 12 = 3(Rank) + 3(Class) + 3(Wis) + 1(Trait) + 2(Feat)
Profession (Soldier): 9 = 1(Rank) + 3(Class) + 3(Wis) + 2(Feat)
Ride: 6 = 1(Rank) + 3(Class) + 3(Dex) - 1(AC)
Sense Motive: 17 = 1(Rank) + 3(Class) + 3(Wis) + 8(Vamp) +2(Feat)
Stealth: 23 = 10(Rank) + 3(Class) + 3(Dex) + 8(Vamp) - 1(AC)
Survival: 16 = 10(Rank) + 3(Class) + 3(Wis)
Swim: 11 = 2(Rank) + 3(Class) + 7(Str) - 1(AC)

Rage Powers:
Unchained Barbarian
Level 2: Animal Fury

Level 4: Strength Stance

Level 6: Superstition

Level 8: Disruptive

Level 10: Body Bludgeon

Alternate Class Features:

Invulnerable Rager/Drunken Brute
Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.

Invulnerability: 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 (Hot): 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.

Tetori
Bonus Feats: A tetori gains the following bonus feats: 1st level—Improved Grapple, 2nd level—Stunning Pin, 6th level—Greater Grapple, 10th level—Pinning Knockout, 14th level—Chokehold, 18th level—Neckbreaker. These feats replace a monk’s normal bonus feats.

Graceful Grappler (Ex):
A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when pinning an opponent or when grappled. At 8th level, a tetori gains the grab special attack when using unarmed strikes, and can use this ability against creatures his own size or smaller by spending 1 point from his ki pool, or against larger creatures by spending 2 points from his ki pool. At 15th level, a tetori gains the constrict special attack, inflicting his unarmed strike damage on any successful grapple check. This ability replaces flurry of blows.

Counter-Grapple (Ex): At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he may use counter-grapple even if his attacker has concealment or total concealment, at 8th level even if he is flat-footed, and at 10th level even if his attacker has exceptional reach. This ability replaces slow fall.

Break Free (Ex): At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from his ki pool as an immediate action to attempt a new save. This ability replaces high jump.

Inescapable Grasp(Su):At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents’ freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of dimensional anchor. At 17th level, the tetori’s unarmed strike gains the ghost touch special ability, and an incorporeal creature that he strikes gains the grappled condition (Reflex negates, DC 10 + 1/2 the wrestler’s level + his Wisdom modifier). Inescapable grasp is a swift action and lasts until the beginning of the wrestler’s next turn. This ability replaces abundant step, improved evasion, timeless body, and tongue of the sun and moon.

Equipment:

Real (Non Wishlist)
+1 Furious Dwarven Waraxe
Anaconda's Coils Belt
Gauntlets of Skilled Maneuvers (Grapple)+2
A Three-slot Wayfinder with a Dusty Rose Prism Ioun stone.
+1 Titanic Bracers of Armor

Wishlist
Weapon: +1 Furious Dwarven Waraxe (8000) *
Weapon 2:
Shield:
Armor:
Body:
Belt: Anaconda's Coils (18,500) *
Chest:
Feet:
Hands: Gauntlets of the Skilled Maneuver (Grapple) (4,000)
Head:
Headband: Headband of Inspired Wisdom +2 (4,000)
Neck: Furious Amulet of Mighty Fists (4,000)
Shoulders:Cloak of Resistance +1 (1,000)
Wrists: +1 Titanic Bracers of Armor (16,000) *
Ring 1: Protection +1 (2,000)
Ring 2:
Gear:
Handy Haversack (2,000)
-Approximately 1500 gp of miscellaneous utility potions
-Keg of Dwarven Stout Ale
-Approximaetly 400 gp of adventuring supplies
-Approximately 600 gp
Bandolier
-8 Flasks of Dwarven Stout Ale

Offense:

+1 Furious Dwarven Waraxe: +18/13, 1d10 + 8
~PA: +15/10, 1d20 + 14
~2-Handed: +18/13, 1d10 + 11
~2-Handed PA: +15/10, 1d20 + 20
~Rage: +22/17, 1d10 + 12
~Rage PA: +19/14, 1d20 + 18
~Rage 2-Handed: +22/17, 1d10 + 15
~Rage 2-Handed PA: +19/17, 1d10 + 24

CMB (Grapple): +27 = 7(Str), + 4(Feats) + 10(BAB) +2(Ioun: Insight) +2(Gauntlets) +2(Belt: Competence)
~Raging: +29
~On pin, Blood Drain

Animal Fury Bite: +19/+14, 1d4 + 9
~If used with weapons, +14/+9, 1d4 + 5

Unarmed Strike: +17/+12, 1d10 + 7
~Raging: +19, 1d10 + 9

Defenses:

HP: 175/175

AC: 23 = 10 + 3(Dex) + 2(NA) + 1(Dodge) + 5(Monk) +1(Bracers) +1(Ioun: Insight)
Touch: 20 = 10 + 3(Dex) + 1(Dodge) + 5(monk) +1(Insight)
Flat Footed: 18 = 10 + 2(NA) +5(Monk) +1(Insight)

Fort: 11 = 7 + 4(Cha {Undead})
Ref: 12 = 7 + 3(Dex) + 2(Feat)
Will: 10 = 7 + 3(Wis)
~+4 vs spells/spell-likes while raging
~+2 to all vs. spells, spell-likes, and poison (Dwarf)

CMD: 32 = 10 + 7(Str) + 3(Dex) + 10(BAB) +2(Ioun: Insight)
~Raging: 34
~vs. Grapple: 38 (+2(Feat) +2(Gauntlets) +2(Belt:Competence))
~vs. Grapple while raging: 40

DR 5/-
DR 10/Magic and silver

Race/Template Abilities:

Ability Score Adjustments
23 Str (10 +8 Points, +3 Vampire, +2 Level Increase)
16 Dex (10 +4 Points, +2 Vampire)
No Con (Undead) If rendered mortal, 12 (10 +2 Dwarf)
12 Int (10 +1 Points, +1 Vampire)
16 Wis (10 +3 Points, +2 Dwarf, +1 Vampire)
18 Cha (10 +8 Points, -2 Dwarf, +2 Vampire)

Dwarf Traits
Standard dwarf traits

Vampire Traits
Defensive Abilities:

  • Natural Armor +2
  • Channel resistance +4
  • DR 10/magic and silver
  • Resistance to cold 10 and electricity 10
  • Undead traits
  • Fast healing 5.
  • If reduced to 0 hit points in combat, a vampire assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

    Weaknesses:

  • Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don't harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.
  • Vampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.
  • Reducing a vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see fast healing). However, certain attacks can slay vampires. Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire's heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.
  • Vampires are not harmed by sunlight, but cannot use any of their vampiric powers within it and take a -1 to all rolls while exposed to it.

    Special Abilities:
    Blood Drain (Su): A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

    Children of the Night (Su): Once per day, a vampire can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

    Create Spawn (Su): A vampire can create spawn out of those it slays with blood drain or energy drain, provided that the slain creature is of the same creature type as the vampire's base creature type. The victim rises from death as a vampire spawn in 1d4 days. This vampire is under the command of the vampire that created it, and remains enslaved until its master's destruction. A vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit become free-willed undead. A vampire may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

    Special Qualities:
    Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.

    Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

    Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.

    Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.

    Skills: Vampires gain a +8 racial bonus on Bluff, Perception, Sense Motive, and Stealth checks.

    Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness as bonus feats.

  • Miscellaneous Bonuses/Notes:

    Stat bonuses from character creation: Increased Will and Reflex saves to full.