Shieldbreaker

Dakún Rabbúhamash's page

136 posts. Alias of LurkingTyranny.


Full Name

Dakún Rabbúhamash of Tar-Telúl, Son of Yav-Urak, Son of Yavalu "The Skarn-Sword"

Race

Pahmet "Sand Dwarf"

Classes/Levels

Monk 1 / Gunslinger 1

Gender

Male

Age

71

Alignment

LG

Deity

Torrúg, father of creation; Magrim; The Judge, Overseer of the Afterlife; Angrad, the Unquenched Fire; Grundinnar, The peacemaker; Folhina, the Mother; Belit, The lady and marriage maker

Location

Homeland, Tar-Telúl in the Brazen Mountains; Currently: Highhelm in the Five King Mountains

Occupation

Experience: 2,397

Homepage URL

Grit: 3

Strength 14
Dexterity 15
Constitution 14
Intelligence 14
Wisdom 16
Charisma 11

About Dakún Rabbúhamash

Appearance:
The deep bronze of Dakún's skin is what first sets him apart from the majority of Avistan dwarves. His lack of a full beard is the next sign he is a foreigner to Highhelm. Though he lacks a beard, he maintains a long mustache the color of straw which hangs well past his chin and each end is bound with three obsidian bands. His head his clean shaven and a rich green tattoo of his clan runes sprawls out across the left side of his skull. Thick bushy eyebrows jut out above his eyes on a aquiline face that is all hard edges and sharp points. His Jade eyes seem to stare too long for most peoples comfort. He most often dressed not in metal, but in light weight and comfortable robes with sturdy leather sandals on his feet. When meeting strangers or traveling he will often done the traditional malachite dyed veil or facial scarf of his people, leaving only his eyes exposed. From foot to head Dakún stands just over 4'1 and weighs between 170 and 180 pounds.

Personality:
The face Dakún shows to the outside world is a man of deep values, compassion, respect for tradition and most importantly, control. Yet at his core Dakún feels deeply, a man of great emotion. He wishes desperately to love again, to be forgiven for his past mistakes, and to understand his place in the world. He loves the beauty of nature in its raw form, as well as manufactured beauty. Good food tends to be a vice he cannot help but indulge. He is very protective of family, but keeps his distance emotionally from people he has known but a few years, never fully letting down his guard or being easy to trust another.

background:
Dakún Rabbúhamash was born to Yav-Urak and Runuri Molmutreka 71 years ago, 4642 on the 5th day of Neth. He was the second of four children to be born to the couple. Dakún came from a proud line and his parents clans were well respected stonemasons, with over a handful of famed ancestors who had served as house guards to the nobility and the priests. Like his brothers and sisters Dakún grew up within the walls of Tar-Telúl, a secret fortress of the Pahmet located in the Brazen mountains, knowing little of the outside world.

Though ever curious of the outside world, Yav-Urak warned his children of the outside world and forbade them from making contact with outsiders. Ever the dutiful son, Dakún followed the traditions of his people and respected the will of his father. He made no attempt to discover what lay beyond the territory of the Pahmet.

He ventured down the path of walked by his father and his father before him, studying the sword and the stone. He would have continued down this path had not fate and young love set him astray. As part of his training Dakún was assigned to stand watch over the entryway to the temple of the Judge. For a year he held this charge and for ten months of that year nearly every day he would spot a beautiful young dwarf maiden who visited the nearby temple of The Lady. Despite his training Dakún could not keep his eyes off the young maiden and she noticed. Eventually she introduced herself as Nuruya, the next day they conversed further and eventually conversation shifted to flirtation and flirtation to youthful romance. Her name was not Nuruya, but she was in fact Ukshala, second born daughter to chief Muruka, one of the most powerful men in Tar-Telúl. She eventually confessed this, but Dakún did not care - he was young and in love. While he knew he could never marry Muruka, as all Pahmet marriages are arranged and it was forbidden to marry outside ones caste, he did not believe marriage was required for them to love one another. Defying tradition both carried on their relationship in secret.

Then the day came when the forbidden relationship had to come to an end. Dakún learned that Ukshala was promised to marry Padu Niralam, a century old dwarf who was held in much respect. Ending their relationship, Dakún refused to see Ukshala, despite her tears, protests and attempts. Dakún fell into a depression, but refused to budge. A month before the day of her marriage, Ukshala arrived at Dakún's family home in tears. She was pregnant and with Dakún's child. Ukshala didn't know what to do. Dakún too knew not what to do and so went to his father. His father sat them both down and spoke of honor, respect, and obligation. He offered no firm solution, merely presented them possibilities in the form of questions. Ukshala declared she would break the marriage and force her father to let her marry out of caste. Dakún knew this would never be accepted, but consented to her plan, telling her to go to the temple of the Lady and pray for their union. When Ukshala left, Dakún went to see her father and revealed the truth to the man. He promised to go into self imposed banishment provided his family was not shamed. He would never see Ukshala again and the child could be raised however Muruka saw fit. The chief agreed to this and promised Padu's cooperation provided the banishment began immediately.

Dakún returned to his family and bid them goodbye, his father ellusively stating he respected his son's decision, despite the actions that led to it and that he was a man now and should perform the rite of Gladdringgar as he left. Taking his father's advice and knowing he would never get a second chance, Dakún went deep into the ancient places, searching out an old family rune to carve his mark next to. He traveled for well over a week before he came before a tomb carved into the rock nearly one thousand year ago. When he began carving his name beside the tomb, a spirit claiming to be his ancestor Vul-Ballad appeared to him. Dakún attempted to run, but the spirit held him fast. He spoke of the darkness that lay in the future and the doom of the dwarven race. He commanded Dakún to light the way, to bring the clans together once more and to unite the past with the future so as to preserve the once envied culture of the Dwarves. The spirit then urged Dakún to take an anklebone with him and journey beyond the Brazen Mountains, where his quest would begin in earnest.

With this burden upon him Dakún traveled South until he heard tales of a community of dwarves who still held a Sky Citadel. Many long miles he traveled before he came to Dongun Hold. He was surprised at how readily the dwarves of Alkenstar opened their arms in hospitality. Alkenstar became Dakún's second home. It was there that he had his second relationship with a dwarven firebrand by the name of Kotri Rookstone and where he learned of the Dwarves gift to the future - Black powder weapons. While his relationship with Kotri was not long lasting, his relationship with the guns of Alkenstar continued. At first they were hesitant to teach them, until he shared the ways of his tradition and deflected a bullet in mid-air with only his sweep of his fist.

Obligation, his traditional upbringing, duty to his people and the nebulous warnings of doom uttered by the ancient spirit hindered Dakún's ability to fully integrate himself with the dwarves of Alkenstar. Yet for a time he tried, ever seeking acceptance in this new culture, while at the same time telling those who would listen in Alkenstar of his people. To those most sympathetic he urged of the ancestors warning and the need to safeguard the future. The more he spoke of these warning, the less his fellow dwarves wished to be around him. After a time he began to abandon issuing these warnings, seeking instead to make some sembalence of a normal life in Dongun Hold.

All that ended with the return of the fearsome Firebleeder. For weeks his sleep grew more and more troubled, populated with visitations from the spirits of his ancestors and shadowy images of ruin. Then he heard the tales of Katapesh's obliteration. The Firebleeder, the Wrath-Blazing Xotani, 5th Spawn of Rovagug had been reborn.

His peoples legends spoke of the Firewyrm and how in ages past their magics alongside those of the ancient human civilizations used 1000 wands to defeat the beast. News and rumor traveled quickly, joined hand and hand, but a common thread in all of them was first of the utter ruins that befell Katapesh and then of the betrayal by the Ruby Prince of Sothis.

In an instant his self denial ended. All thoughts of shirking his responsibility and duty fled from his mind. For his trespasses against tradition he had forsaken his chance at a simple life. He knew that his people, if they still survived could not defeat the Firebleeder alone. The end times were nigh and all dwarven clans needed to unite, either to make a last stand or to flee to a realm where the Rovagug and his children could not touch them.

With the aid of the dwarves of Alkenstar, Dakún made the long journey to Highhelm, an ambassador of his people and a messenger to tell of the destruction in the desert. He only hopes he can convince the dwarves of Avistan of the need to unite and safeguard against the imminent doom.

Dakún Rabbúhamash of Tar-Telúl, Son of Yav-Urak, Son of Yavalu
Male Pahmet (Sand Dwarf) Monk 1 (Maneuver Master / Weapon Adept), Gunslinger 1 (Pistolero)
LG Medium Humanoid (dwarf)
Init +3; Dark Vision; Perception +8 (+10 vs surprise)
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Defense
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AC 16 [20], touch 16, flat-footed 13 [17](Monk Wisdom +3, +2 Dex, +1 Dodge) [With Ghostly Mage Armor]
hp 22 (1d10+2, 1d8+2)
Fort +6, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities: Deep Warrior
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Offense
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Speed 20 ft.
Melee: Temple Sword +3 (1d8 19-20x2) Monk, Trip
Ranged: Pistol +3 (1d8 x4) range: 20, Misfire 1, capacity 1, B & P
Special Attacks: hatred

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Statistics
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Str 14, Dex 15, Con 14, Int 14, Wis 16, Cha 11
Base Atk +1; CMB +3; CMD 18 (22 vs bullrush and trip)
Feats: Improved Trip, Deflect Arrows, Dodge, Gunsmithing,
Traits: Spirit Sense (You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.), On Guard (You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round.), Called (Once per day upon rolling a natural 1 on an attack roll, you may reroll the die and take the second result instead.)
Drawbacks: Safety and Security (Untrusting/Paranoid: You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.)
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Skills: (4+2+1, 4+2)
Acrobatics: 1 (+6)
Craft(Stonemasonry): 1 (+8)
Heal: 1 (+7)
Knowledge (Engineering): 1 (+6)
Knowledge (Religion): 1 (+6)
Perception: 1 (+7)
Profession (Chef): 1 (+7)
Ride: 1 (+6)
Sense Motive: 1 (+7)
Sleight of Hand: 1 (+6)
Stealth: 1 (+6)
Survival: 1 (+7)
Swim: 1 (+6)
Languages: Dwarven, Osiriani, Ancient Osiriani, Kelish
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Racial Traits
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Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

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

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

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Special Abilities
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The Last Dwarven Refuge (NATION BUILDER STORY)
Benefit: When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. If you have 10 or more ranks in one of these skills, the bonus on that skill increases to +4.

Goal: Explore and conquer an area of at least 1,000 square miles, in the process decisively defeating a challenging foe. You must also lay claim to the land either in your own name or in the name of a leader you directly report to, and establish a stronghold or other fortification to defend it.

Completion Benefit: You gain a +2 bonus on initiative checks, attack rolls, and saving throws while in the area you have claimed

Magical Inheritance: A long-dormant source of eldritch power has found itself awakened. A distant ancestor or a gift from a divine patron, this power feels intuitive and natural to use.

Mage Armor. May use this spell as a spell-like ability 3 times per day with a caster level equal to your character level. The DC for these spell-like abilities is 10 + spell level + your Charisma modifier. This creates an ghostly and invisible field of tangible force that grants +4 armor bonus for 1 hour/per level.

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Class Abilities
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Bonus Feat - Deflect Arrows
Improved Unarmed Attack: 1d8 Unarmed damage
AC Bonus - When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed.
Bonus Feat - In addition to normal monk bonus feats, a maneuver master may select any Improved combat maneuver feat (such as Improved Overrun) as a bonus feat. - Improved Trip - At 6th level and above, he may select any Greater combat maneuver feat (such as Greater Grapple) as a bonus feat. At 10th level and above, he may select any maneuver Strike feat (such as Tripping Strike) as a bonus feat.
Flurry of Maneuvers (Ex)- At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.
At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks.
At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.
Perfect Strike (Ex) - At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats).
This ability replaces stunning fist. A monk may attempt an perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Gunsmith - At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit - +3
[u]Deeds:[/u]
Up Close and Deadly (Ex) - At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Gear:

PP: 1 GP: SP: CP:
Fire-Forged Temple Sword (Masterwork, If the weapon is exposed to 10 points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds) with a hollow pommel.
Starting Battered Pistol
Bullets (30)
Black powder (30)
Ghost salt blanch
Silver blanch (3)
Outfit Monks (2)
Hot weather outfit (2)
Iron Holy symbol of Pantheon
Cooking kit
Gunslingers kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.)
Survival kit
6 obsidian mustache rings
Ivory bracelet
Sardonyx jeweled drinking stein with the symbol of Alkenstar
Drinking horn
Thunderstone (2)
Meditation Tea "Pahtumrec"
Agave alcohol
Edible Arcadian bitter Mushrooms
Donkey "Zúzun"
On Donkey: Masterwork Artisan's (Stonemason) tools
On Donkey: Mapmakers kit
On Donkey: Veterinarians kit (10 uses)
On Donkey: Surgeons kit
On Donkey: Honey (3 jars)
On Donkey: Kahve (19 cups worth)
On Donkey: Dwarven trail rations (7 days)
On Donkey: Healers Kit

Gameplay Updates:

With the defeat of the Kraken, a wave of psychic energy increased Dakún's intelligence from 13 to 14, allowing him to finally master Kelish and granting him greater understanding of swimming and quick dexterity (sleight of hand) [explaining the bonus skill points earned from increased intelligence.]

Personal notes on Pahmet:

Amount of facial hair allowed ties into societal status.
Great respect for education and teaching. Tradition of mentorship/apprentice ship is the normal.
The castes are more rigid than most dwarves. Social mobility among the dwarves of Highhelm or Dungun Hold is easier. The societal ladder is more like clay, whereas amongst the Pahmet it is stone. It can be altered, but one must put forth the long work to chisel a new place for his clan.
Marriages are arranged between clans of equal societal footing.
The Pahmet are xenophobic and isolationist. In ages past they dealt freely with humans and taught them much, including the enginneering feats of Ancient Osirion, along with mathmatics and some magic - but something happened, they were either betrayed or drawn into politics and war, and have since kept apart.
They worship only a few of the full Dwarven pantheon, putting The three Brothers (Angradd, Torag, and Magrim) at the top of the pantheon - Magrim and Torag hold equal degrees of respect and worship.
Droskar is known as Drozzar and is viewed in connection to undead and not letting the worthy receive a proper rest, forcing them to constantly toil.
"Fortunes be upon you" is a common Pahmet greeting.
No headgear should be worn in a temple/church.
Males and females alike wear a veil/facial scarf of deep green when dealing with foreigners.