Gorm Greathammer

Daerokh Arrandur's page

290 posts. Alias of Archpaladin Zousha.


Race

Male Dwarf LG Ranger 3 | AC 15, T 12, FF 13 | 32/32 hp | Fort +7, Ref +6, Will +5;| Init +2 | Percep +9 | CMD 17

About Daerokh Arrandur

Advancement Choices:
1st: Ranger; 1st Favored Enemy (Humanoid - Giant), Track, Wild Empathy; Favored Class (Ranger), +1 hit point
2nd: Ranger; Combat Style Feat (Rapid Reload); Favored Class (Ranger), +1 hit point
3rd: Ranger; Endurance, 1st Favored Terrain (Urban); Favored Class (Ranger), +1 hit point; ABP (Resistance +1)

M Dwarf Ranger 3 Age 45

LG Medium Humanoid (Dwarf)

Patron Deity: Torag

Init +2; Senses Darkvision (60 ft.); Perception +8

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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 DEX)

Hit Points 32

Fort +7, Ref +6, Will +5

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OFFENSE
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Speed 20 ft.

Melee Battleaxe +4 (1d8+2 x3) or Dagger +4 (1d4+2 19-20/x2)

Ranged Dwarven Heavy Pelletbow +4 (1d6 19-20/x3) 60' range increments or Dagger +4 (1d4+2 19-20x2) 10' range increments

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 14, Dex 15, Con 16, Int 12, Wis 16, Cha 9

Base Atk +3; CMB +5; CMD 17

Traits:
Ancestral Grounds (Racial) - Daerokh was born in Dongun Hold and has repeatedly traveled between it and Alkenstar since he was a child, developing an appreciation for the history of both cities and the unique challenges they face.

Defensive Strategist (Religion) - Used to defending his family's caravans from ambushes by mutants, giants and occasionally the Cindersnort Goblins, Daerokh has developed tried-and-true strategies to defend himself from unexpected attacks.

Feats:
Point-Blank Shot
Rapid Reload
Precise Shot
Endurance

Skills (9 points; 6 ranger, 1 Int, 2 background):

Adventuring Skills
Climb +2 (1 rank, 2 Str, 3 class, -1 armor, 3 encumbrance)
Heal (Wis)
Intimidate (Cha)
Knowledge (dungeoneering) +8 (3 ranks, 1 Int, 3 class, 1 trait)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Perception +9 (3 ranks, 3 Wis, 3 class)
Ride (Dex)
Spellcraft +6 (2 ranks, 1 Int, 3 class)
Stealth +8 (3 ranks, 2 Dex, 3 class)
Survival +9 (3 ranks, 3 Wis, 3 class)
Swim +2 (1 rank, 2 Str, 3 class, -1 armor, -3 encumbrance)

Background Skills
Craft (alchemy) +7 (3 ranks, 1 Int, 3 class)
Craft (firearms) +7 (3 ranks, 1 Int, 3 class)
Craft (weapons) +7 (3 ranks, 1 Int, 3 class)
Handle Animal (Cha)
Knowledge (history) +7 (3 ranks, 1 Int, 3 class)
Lore (Int)
Profession (Wis)

Racial Modifiers: +2 Constitution, +2 Wisdom, –2 Charisma, Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity

Languages: Common, Dwarven, Giant

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GEAR/POSSESSIONS
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Location: On Person
Carrying Capacity Light:58 lbs. Medium:59-116 lbs. Heavy:117-175 lbs.

Money: 5 GP 8 SP 0 CP

Hot Weather Outfit 4 lbs. - 8 GP
Studded Leather Armor 20 lbs. - 25 GP

Battleaxe 6 lbs. - 10 GP
Dagger 1 lb. - 2 GP
Dwarven Heavy Pelletbow 8 lbs. - 75 GP
Sling Bullets (20) 10 lbs. - 2 SP

Artisan's Tools (Alchemy) 5 lbs. - 5 GP
Artisan's Tools (Firearms) 5 lbs. - 5 GP
Artisan's Tools (Weapons) 5 lbs. - 5 GP
Chalk (5 pieces) 0 lbs. - 5 CP
Common Shovel 8 lbs. - 2 GP
Fishhook 0 lbs. - 1 SP
Pole (10 ft.) 8 lbs. - 5 CP
Quartz Crystal (treat as Holly and Mistletoe) 0 lbs. - 0 GP
Signal Whistle 0 lbs. - 8 SP
Spell Component Pouch 2 lbs. - 5 GP

Gunslinger's Kit 31 lbs. - 26 GP
Backpack
Bedroll
Belt Pouch
Flint and Steel
Gunsmith’s Kit
Iron Pot
Mess Kit
Powder Horn
Hemp Rope (50 ft.)
Torches (10)
Trail Rations (5 days)
Waterskin

Total Encumbrance: 113 lbs. (Medium)

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SPECIAL ABILITIES
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Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

If the ranger selects crossbow, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

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SPELLCASTING
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Spells Per Day/Bonus Spells

N/A until Daerokh qualifies for Ranger spellcasting at 4th level.

Spells Prepared

N/A until Daerokh qualifies for Ranger spellcasting at 4th level.

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Ten-Minute Background:
Background Elements:
1. Daerokh is a young dwarf, evidenced by how his beard is comparatively short compared to his braided, black hair. His wiry frame is unusually slim for a dwarf, though he is no less strong and hardy than his kin. He has a sweet-natured smile and kind blue-green eyes.
2. He is one of the younger sons of Clan Arrandur, a family of merchants in Dongun Hold whose caravans travel the length and breadth of the Mana Wastes, with clients even as far as Quantium in Nex. With older siblings and cousins poised to inherit the family businesses, Daerokh has made himself useful as a caravan guard but is starting to grow bored with it.
3. While Daerokh is a noble-hearted and generous man, he can also be rather naive. Honest to the point of bluntness and too trusting of others, he sometimes finds he prefers exploring and hunting in the Mana Wastes, alone with his thoughts and his weapon.
4. Daerokh considers himself a bit of an amateur historian, proud of the accomplishments of his ancestors in Dongun Hold, and intrigued by how much Alkenstar, its neighbor, has changed even in the few decades he's been alive. Now that he's come of age, he hopes to make his own mark on history and create a legacy to match his kins'.
5. Ever the careful craftsman, Daerokh treats his gear and weapons with great care, always tinkering and polishing to make sure they perform at peak efficiency and look their best.

Goals:
1. Daerokh wishes to explore and understand the place he calls home, both the Sky Citadel of Dongun Hold and the twisted lands of the Mana Wastes, wondering if one may hold the key to understanding the other.
2. I'd like to disenchant Daerokh of his naivete a bit, helping him realize he can't just run off into the wastelands and avoid dealing with people who don't have the best interests of others in mind, help him grow as a person.

Secrets:
1. Daerokh has begun to get curious about magic, and wondering if it can be used to fix what it broke in the Mana Wastes, since otherwise it will continue to fester.
2. Suldarra Haurhammer, Daerokh's mentor, has become increasingly embittered by Alkenstar's relative prosperity in the Mana Wastes, believing that they've leeched off the dwarven people's innovations and given them nothing in return, and would willingly sell out Alkenstar and the Gunworks if she thought it would help Dongun Hold eclipse them.
3. Reserved for GM-created secret.

Connections:
1. One of Daerokh's idols is the Skyseeker Suldarra Haurhammer, who instructed him in battle tactics and how to survive in the Mana Wastes. On the rare occasions both she and Daerokh are at Dongun Hold, Daerokh eagerly spars with her, but she spends a lot of time roving the Mana Wastes alone.
2. The Vudrani merchant, Bahadur Jayakumar, is a regular customer of Clan Arrandur's trade caravans, purchasing quartz and other crystals from them and supplying them with Vudrani goods to sell in Dongun Hold and Alkenstar. Daerokh is fascinated by his anecdotes of his homeland and their spirituality that makes these crystals so valuable, prompting him to wonder if it's not unlike dwarves' spiritual connection to metal and stone. Though most of their business is done in Quantium, with Daerokh and his family guarding the caravan as they cross the Mana Wastes, sometimes Bahadur has made the dangerous journey to Dongun Hold himself, usually to discuss and renew his trade agreements in person.
3. Daerokh has a strained relationship with his cousin, Odyle Arrandur, as she's much more conservative than he is, thinking he spends too much time among non-dwarves and getting strange ideas. She especially feels that sharing the secrets of firearm manufacture with outsiders was a mistake, and that Alkenstar takes advantage of Dongun Hold. She prefers to spend most of her time in Dongun Hold, practicing politics and coordinating business arrangements with other clans. Should Daerokh and her somehow manage to mend their bridges, Odyle could leverage Clan Arrandur's wealth or political clout in Dongun Hold to help him.

Memories, Mannerisms and Quirks:
1. Daerokh is scrawny for a dwarf, but he treats this with good humor sometimes telling strangers that he is in fact a very tall gnome or halfling as a joke.
2. Some of Daerokh's fondest memories are of him and his mother visiting the shooting range at the Gunworks to test out new batches of firearms. One such trip was where he met the Skyseeker Suldarra Haurhammer, who became a mentor and hero to him.
3. A more recent, painful memory for Daerokh was a family dinner and business meeting in Dongun Hold, where he quarreled with his cousin Odyle. He doesn't quite remember whether he started it or Odyle did, but they both made their opinions on Dongun Hold's relationship with Alkenstar plain and it got so noisy their respective parents had to separate them. One thing that sticks strongest with him was Odyle's parting shot: "If those humans mean more to you than your own clan and kin, why don't you go off and live in the Wastes with them?"