Brandark Ironhame's page

330 posts. Alias of Mokshai.

Full Name

Brandark Ironhame




Ranger 2

General Stats:
HP 26/26; CMD 14 +4 vs Trip/Reposition, AC 15, T10, FF 15; Save F5, R3, W1 +4 vs Spell and SLA, +2 vs Poisons;



Other Stuff:
Favored Enemy (Orc); Perception 6 +2 vs Stonework - even if not actively looking; ; Init 0;





Special Abilities

Darkvision 60'






Dwarven, Common, Undercommon, Orc



Strength 15
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 13
Charisma 8

About Brandark Ironhame


BAB 2; CMB 4
Masterwork Crossbow, light +3 (1d8 19-20/x2)

2 Handed Melee
Urgosh, dwarven +4 (1d8+3 x3)

1 Handed Melee
Dagger +4 (1d4+2 19-20/x2)

Special Attacks (Double Weapon)
Urgosh, dwarven +2 (1d8+2)[1d6+1](x3)[x3])


AC 15, touch 10, flat-footed 15

hp 26

Fort 5, Reflex 3, Will 1, CMD 14


Acrobatics -2,
Appraise 3,
(NT) Bluff -1,
Climb 3,
Craft (Arms and Armour) 6,
Craft (Boyer/Fletcher) 6,
(NT) Diplomacy -1,
(NT) Disguise -1,
(NT) Escape Artist -4,
(NT) Fly -4,
Handle Animal 3,
Heal 6,
(NT) Intimidate -1,
(NT) Knowledge (dungeoneering) 2,
Knowledge (Engineering) 6,
(NT) Knowledge (geography) 2,
Knowledge (nature) 6,
Perception 6,
(NT) Ride -4,
(NT) Sense Motive 1,
Spellcraft 7,
Stealth 1,
(NT) Survival 1,
(NT) Swim -2


Dwarven, Common, Undercommon, Orc

Gear and Weapons:

Scale Mail
Dwarven Urgosh
Light Crossbow
Cold Iron Bolts (20)

Masterwork Backpack - Containing
2 Sacks (At Home)
2 Waterskins
Winter Blanket
Gear Maintenance Kit (At Home)
Grooming Kit (At Home)
Hooded Lantern
Hooded Lantern (At Home)
5 Pints of Oil (At Home)
4 Pints Oil
Bar of Soap (At Home)

Sack 1 containing
Iron Pot
Cooking Kit (Adventurers Armoury) (At Home)
Mess Kit (At Home)
6 Days Rations
5 Days Rations (At Home)

Sack 2 Containing
Grappling Hook (At Home)
Hammer (At Home)
4 Pitons (At Home)
100' Hemp Rope (At Home)
2 Torches (At Home)

Belt Pouch Containing
Hip Flask
4 Tinder Twigs (At Home)
Whetstone (At Home)
Small Steel Mirror
smokesticks x 2
Potion of Cats Grace
Oil of Magic Weapon

Dwarf Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Discerning Eye: You noticed that a traveling merchant was trying to buy what appeared to be a mundane item from Braggar Ironhame for a fraction of its value. You pointed out the item’s true value and unique qualities, preventing the stranger from taking advantage of the surly dwarf- and possibly making an enemy in the process. Pick one of the following skills: Appraise, Knowledge (arcana), Knowledge (religion) or Spellcraft. You gain a +1 trait bonus in that skill, and that skill is a class skill for you.

Warsmith: (DOG 10) You gain a +1 Trait bonus to damage rolls against creatures and objects made primarily of Clay, Crystal, Earth, Metal, or Stone. Knowledge (Engineering) is a class skill for you.

Defensive Strategist (ISG 219) You are not flatfooted when you are an unaware combatant This includes a surprise round where you don't get to act and before you get to act at the start of the battle.

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Favored Enemy (Ex) (Core 64): You gain a bonus on Bluff, Knowledge,
Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
• Humanoid (orc): (+2)

Track (Ex) (Core 64): You add +1 to Survival skill checks made to follow tracks.

Wild Empathy (Ex) (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person).
Your Wild Empathy Check is 1d20 + 1


Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Two Weapon Fighting: If you wield a second weapon in your offhand, you can get an extra attack per round with that weapon. You suffer a -6 penalty with your primary hand, and a -10 penalty to the attack with your off hand when you fight this way.
You can reduce these penalties in two ways. First, if you off hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two Weapon Fighting Feat lessens the Primary Hand Penalty by 2 and the off hand Penalty by 6 (-2/-2)

Weapon Traits:

Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Double Weapon: You can use a double weapon to fight as if fighting with two weapons (with the normal attack penalties).
One side is always considered light.

Weapon Descriptions:

Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.


Brandark was born in the Ironhame clan to a poorer family in the 5 Kings Mountains. As a young dwarf, his Father and Mother were killed in an incursion from the darklands under the 5 kings mountains.

His closest family in the mountains could not take him in, so he was bundled up and sent via caravan to his uncle who had indicated that he would look out after the young dwarf and teach him everything that he would need to know.

As the years went by, he was taught the basics of smithing both weapons and armour, along with dabbling In the art of creating bows.
Along with the smithy training, he was instructed under the harsh tutelage of his Uncle who wanted him to follow in his footprints.
He was chafing under the tutelage of his uncle who would accept no substitute other than the best work that could be done no matter what.

To take breaks, he started taking time and going for walks around the town slowly venturing further and further afield.
One day as he was walking in the woods near the town, he came across Arnama Lastrid, returning to town from a hunt, and he struck up a conversation.

Arnama struck a chord in the young dwarfs heart as they walked along, he was showing him the uses and some of the plants that were helpful and could be used for other purposes.

Vowing to himself that he never would be stuck in the town like his Uncle, using the funds that he squirreled away from working with his uncle to buy the stock needed for his own stuff, and over the months created his own armour, and weapons, with some exceptions.

He was looking forward to his coming of age ceremony and the chance to get out from under his uncles oppressive thumb.