Half-Orc

Dalinar Theodrin's page

268 posts. Organized Play character for eggellis.


Full Name

Dalinar Theodrin

Race

| SP 32/32 HP 34/34 RP 4/4| EAC 14 KAC 15 F +4 R +2 W +4| Init +1 | Speed 30 feet

Gender

Male Half-orc Icon Solarian

Age

19

Alignment

LN

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

About Dalinar Theodrin

Bot me:
In combat Dalinar would move into melee range and attack. Full attack if already adjacent and it seems favorable.

[dice=Attack]1d20+5[/dice]

[dice=Full Attack]1d20+1[/dice]
[dice=Full Attack]1d20+1[/dice]

[dice=Slashing and Sonic Damage]1d8+3[/dice]
(+4 to damage if photon attuned)

On a ship he is most at home in the captain's chair and tends to encourage the crew. He can gun if necessary.

[dice=Encourage]1d20+7[/dice]

[dice=Gunnery]1d20+2[/dice]

Character Sheet:
SFS # 705
Experience 1
Slotted Faction Acquisitives
Wealth 158 Credits

Reputation 2 Fame, 0 Global Reputation
Reputation with Acquisitives: 2
Reputation with Dataphiles:
Reputation with Exoguardians:
Reputation with Second Seekers (Luwazi Elsebo):
Reputation with Wayfinders:
___________________________________________

Name Dalinar Theodrin
Icon Solarion 1
LN Medium humanoid (half-orc)
Init +1; Senses Perc +4, SM +0, darkvision 60 ft

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Defense
--------------------
EAC12, KAC14(+1 to each with solar armor)
SP 8 HP 13 RP 3
Fort +2, Ref +1, Will +2

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Offense
--------------------
Speed 30 ft.
Melee longsword +4 (1d8+3 s)
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
Str 16, Dex 13, Con 10, Int 10, Wis 10, Cha 14

Skills
Acrobatics +4, Diplomacy +6, Perception +4
Profession Royalty +7

Notes: Racial bonus +2 Intimidate and Survival; Culture and Survival are class skills, Skill Adept; decrease dc to recall knowledge about royalty by 5

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats
Toughness

Languages Common, orc

Other Abilities

Orc Ferocity
Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.

Theme Knowledge-Royalty
When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Combat Gear
Longsword 1 bulk
Kasatha Microcord I 1 bulk

Other Gear
Personal comm

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Special Abilities
--------------------
Solar Manifestation
Dalinar has a mote of white energy that orbits him. It gives off dim light in a 20 ft radius. He can turn off the light as a standard action but it returns once he enters a stellar mode.

As a move action he can command the mote to form into a set of archaic-looking brilliant white plate mail. The armor gives a +1 bonus to KAC & EAC.

Stellar Mode
At the beginning of Dalinar’s first round
in a combat, he must choose one of three modes—graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton
or photon mode.

When attuned in graviton mode, Dalinar gains a +1 insight bonus to his Reflex saves.

When attuned in photon mode, Dalinar gains a +1 insight bonus to damage rolls.

Stellar Revelations

Black Hole (Su)
When fully attuned to graviton mode, as a standard action Dalinar can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 12 Fortitude save or move 5 feet closer. This movement does not provoke attacks of opportunity. After using this power, Dalinar becomes unattuned.

Supernova (Su)
When Dalinar is fully attuned to photon
mode, as a standard action he can deal 2d6 fire damage to all creatures within 10 feet of him (Reflex DC 12 half). After using this power, Dalinar becomes unattuned.
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Boons Slotted this Adventure
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Ally:
Faction: Acquisitives Champion
Personal: Half-orc admittance
Promotional:
Social:
Starship:
Slotless:


All My Boons:

Acquisitives Champion
Half-or admittance(copied from Bugface chronicle #8)

AAT Character Sheet:

Name Dalinar Theodrin
Icon Solarion 4
LN Medium humanoid (half-orc)
Init +1; Senses Perc +7, SM +6, darkvision 60 ft

--------------------
Defense
--------------------
EAC13, KAC14(+1 to each with solar armor)
SP 32 HP 34 RP 4
Fort +4, Ref +2, Will +4

--------------------
Offense
--------------------
Speed 30 ft.
Melee Singing Stag Render+7 (1d8+7 s&so)
Ranged
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

--------------------
Statistics
--------------------
Str 16, Dex 13, Con 10, Int 10, Wis 10, Cha 14

Skills
Acrobatics 4 ranks +8
Culture 1 rank +4
Diplomacy 4 rank +9
Intimidate 4 ranks +11
Perception 4 rank +7
Profession Royalty w rank +8
Sense Motive 3 rank +6
Survival 2 ranks +7

Notes: Racial bonus +2 Intimidate and Survival; Culture and Survival are class skills, Skill Adept; decrease dc to recall knowledge about royalty by 5

Starship-Combat Version of Skills
Omitting Class features and items that do not affect Crew Actions

Feats
Toughness
Step up

Languages Common, orc, Azlant

Other Abilities

Orc Ferocity
Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.

Theme Knowledge-Royalty
When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Combat Gear
Longsword 1 bulk
Freebooter ArmorI 1 bulk

Other Gear
Personal comm

--------------------
Special Abilities
--------------------
Solar Manifestation
Dalinar has a mote of white energy that orbits him. It gives off dim light in a 20 ft radius. He can turn off the light as a standard action but it returns once he enters a stellar mode.

As a move action he can command the mote to form into a set of archaic-looking brilliant white plate mail. The armor gives a +1 bonus to KAC & EAC.

Stellar Mode
At the beginning of Dalinar’s first round
in a combat, he must choose one of three modes—graviton-attuned, photon-attuned, or unattuned. If graviton- or photon-attuned, he gains 1 attunement point for the appropriate mode. Each round, he either maintains that mode (gaining another point of attunement, to a maximum of 3), or becomes unattuned (losing all attunement points, and he can then enter a new mode on the following turn). If Altronus has 1 or 2 points in a mode, he is attuned to that mode. If he has 3 points in a mode, he is fully attuned to that mode. Some of his abilities function only when he is attuned or fully attuned to the graviton
or photon mode.

When attuned in graviton mode, Dalinar gains a +1 insight bonus to his Reflex saves.

When attuned in photon mode, Dalinar gains a +1 insight bonus to damage rolls.

Stellar Revelations

Plasma Sheathe
As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode.When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level.

Dark Matter
As a move action, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. You gain damage reduction 1/—. This increases to DR 2/— at 6th level and increases by 1 again every 3 solarian levels thereafter. This benefit lasts for 1 round or until you leave graviton mode. When you are attuned or fully attuned, your DR from dark matter is equal to half your solarian level.

Zenith Revelations

Black Hole (Su)
When fully attuned to graviton mode, as a standard action Dalinar can pull any number of creatures he targets that are within 20 feet of him toward him. Each target must succeed at a DC 13 Fortitude save or move 5 feet closer. This movement does not provoke attacks of opportunity. After using this power, Dalinar becomes unattuned.

Supernova (Su)
When Dalinar is fully attuned to photon
mode, as a standard action he can deal 2d6 fire damage to all creatures within 10 feet of him (Reflex DC 13 half). After using this power, Dalinar becomes unattuned.

Sidereal Influence Grav- Sense Motive Photon- Diplomacy
When Dalinar spends 1 minute in meditation, then chooses either graviton skills or photon skills he can roll 1d6 and add the result as an insight bonus to your the associated skill check. This ability lasts until Dal enters combat, falls unconscious, sleep, or meditates again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute.

Personality and Appearance:
Dalinar Theodrin is a young half-orc with deep green skin. His tusks are prominent enough that it would seem they would interfere with his speech but they don't. He stands 6'8" and has a stout build. Dalinar is rarely seen without his brilliant white solar armor activated and he carries a strange old fashioned looking sword. The scabbard for his weapon is green and covered with gilded vines and leaves. Sticking out of the end of the scabbard is an ancient looking handle and pommel in the shape of a tree. The crossguard makes up the branches of the tree but look a bit like deer antlers. Once drawn the blade itself is clearly of modern construction but the vine motif continues along it.

Dalinar tries to carry himself nobly at all times, though sometimes his spoiled upbringing rears its head. At heart he is a kind person and is striving hard to become better.

Background:
Dalinar is from a small settlement called New Gremaine on an asteroid in the Diaspora which had relocated there before Golarion's disppearance during the Gap. His mother and father are the king and queen, even if Dalinar thinks those titles are overkill for what amounts to a small city. The Theodrins are horrible leaders, expoiting the people for their own gains. As a boy Dalinar saw no problems with this. In fact he looked forward to being pampered by their underlings once he became king.

Then one day, a couple years before he reached adulthood, Dalinar found a secret room in his family's manor. Inside he found an ancient sword and a book, an actual book made of paper. The book was the Theodrin Family History, beginning at the founding of their dynasty and ending just before the Gap.

The book contained many details on the sword. It was named Stag Render after being used to slay some bandit named the Stag Lord. It was made of Cold Iron and was supposedly enchanted but Dalinar later had it looked over and the magic had faded after centuries of disuse.

The most striking thing to young Dalinar was the stories of Galadon Theodrin, a paladin of a nature religion and the founder of the house. A bastard half-orc in a human noble family, Galadon had to make his own way in life. Eventually he founded the kingdom of Gremaine in a place called the River Kingdoms on old Golarion. The reason Galadon's story was so enlightening to Dalinar was the way he handled being a king. Despite being mistreated in his youth and still managing to find himself in charge, Galadon seemed to be the most honorable half-orc who had ever lived. Dalinar was sure the tales were exaggerated but even so there were many manuscripts written by Galadon himself teaching future kings how to rule. They were mostly anecdotes about how a king is a servant to his people! If the common folk weren't happy, Galadon wasn't happy.

Dalinar was incredulous at first but the more he read the worse he felt about the way his people lived. He confronted his father about it but he only laughed. Dalinar got very angry and struck his father, who then beat him mercilessly and threw him out.

Dalinar made his way out of the Diaspora and found a kasatha on her tempering who taught him the ways of a solarian. He had tried to emulate his ancient familiy's nature religion but it never struck a chord with the half-orc from a technological society. A philosophy focusing on the dual nature of stars resonated strongly with him however. He felt his family had been a force of destruction for too long. He would become a man, return to dispose his father and create a new life for the people of New Gremaine.