Dargaryen Blanc's page

42 posts. Alias of wehrpig.

Full Name

Dargaryen Blanc




Fighter (Aldori Swordlord) 7; Perception+7, Init +4, 1/91 HP, AC 24 (33 in crane style), Fort +8, Ref +5, Will +3, +1 Aldori Dueling Sword +14/+9 (1-8+7, 19-20/x2); Marlovaur Fellnight












Brevoy (The Free City of Restov)


Common, Elven, Hallit



Strength 19
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 10
Charisma 10

About Dargaryen Blanc

"Why did you kill my father?"

Darg's sword point pressed precariously against the obese man's throat. The man reeked of perfume and fear. The moonlight shining through the open window cast the man in a ghostly pallor. Downstairs an armored fist pounded on the door.

The man squirmed and gasped,"How did you get in?". His eyes darted to the locked bedroom door.

Darg's sword remained relentlessly pinned against the aristocrat's neck. "Why are you sending your spies? What were they looking for?"

"I don't know what you're talking about. I'm ... I'm just the minister of antiquities." A bead of blood welled up and dribbled down the razor edge of the dueling blade. The crimson of the blood contrasted sharply with the silver hue of the steel blade in the moonlight.

"I know of your affiliation with the Issian military. I also know of your involvement in the planning of the attack on my father. Now, I ask you again, what is House Surtova plotting?"

Downstairs there was a loud crash as the exterior door was forced open. The sound of armored feet racing up the tower stairs echoed into the bedroom.

An evil grin spread across the man's face."Did you think Surtova would just idly standby while your father and those other fools in Rostland plotted to usurp power? Did you think we don't know what the Sword Lords are planning?" The man's grin turned into a sneer. "Restov will find that House Surtova is well fortified against Rostland aggression. Your family's paltry attempts to stop us are easily deflected. How many of your precious Sword Lords will your house sacrifice in this futile struggle? In the end, fool, you will share the same fate as your father if you continue this madness!"

The bedroom door burst open and armored guards flooded into the room. ""Kill him!"

Darg cursed and parried the lead guard's lunging halberd as he scrambled backwards to the open window. "This isn't over! Rostland will have our vengeance!"


Dargaryen Blanc
Male human (Taldan) fighter (aldori swordlord (inner sea primer)) 7 (Pathfinder Player Companion: Inner Sea Primer)
LG Medium humanoid (human)
Init +4; Senses Perception +7
AC 24, touch 12, flat-footed 23 (+11 armor, +1 deflection, +1 Dex, +1 natural)
hp 91 (7d10+21)
Fort +8, Ref +5, Will +3 (+2 vs. fear)
Defensive Abilities defensive parry +2
Speed 30 ft. (20 ft. in armor)
Melee +1 aldori dueling sword +13/+8 (1d8+5/19-20) or
. . adamantine aldori dueling sword +13/+8 (1d8+4/19-20) or
. . mwk cold iron aldori dueling sword +13/+8 (1d8+4/19-20) or
. . mwk silver dagger +12/+7 (1d4+3/19-20)
Ranged composite longbow +9/+4 (1d8+4/×3)
Special Attacks disarming strike
Str 19, Dex 14, Con 15, Int 13, Wis 10, Cha 10
Base Atk +7; CMB +11 (+13 dirty trick, +13 disarm, +13 reposition, +13 steal, +13 trip); CMD 24 (26 vs. dirty trick, 26 vs. disarm, 26 vs. reposition, 26 vs. steal, 26 vs. trip)
Feats Combat Expertise, Crane Style[UC], Crane Wing[UC], Deadly Aim, Deft Maneuvers, Furious Focus[APG], Power Attack, Spring Attack
Traits reactionary, sword scion
Skills Acrobatics -3 (-7 to jump), Bluff +1, Climb +3, Diplomacy +7, Handle Animal +4, Heal +1, Intimidate +10, Knowledge (engineering) +7, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (nobility) +2, Linguistics +2, Perception +7, Profession (soldier) +10, Ride +1, Sense Motive +1, Survival +4, Swim +3
Languages Common, Elven, Hallit
SQ finesse weapon attack attribute, rules changes, steel net
Combat Gear potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, potion of cure moderate wounds, scroll of lesser (x4) restoration, scroll of remove blindness/deafness, remove disease, remove paralysis, wand of cure light wounds (50 charges), alchemist's fire, antitoxin; Other Gear +2 full plate, +1 aldori dueling sword[ISWG], adamantine aldori dueling sword[ISWG], arrows (100), composite longbow (+4 Str), mwk cold iron aldori dueling sword[ISWG], mwk silver dagger, amulet of natural armor +1, cloak of resistance +1, handy haversack, ring of protection +1, backpack, manacles, heavy horse (combat trained), animal harness, bedroll, bit and bridle, blanket, blanket, blanket, blanket, flint and steel, handaxe, hooded lantern, large tent, large tent, large tent, large tent, military saddle, oil, saddlebags, tindertwig, trail rations, waterskin, winter blanket, winter blanket, winter blanket, 32 gp, 9 sp
Special Abilities
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Crane Wing Your sweeping blocks and graceful motions allow you to deflect melee attacks with ease.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Parry +2 (Ex) Gain dodge bonus to AC against melee attacks after making a full attack with Aldori dueling sword.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Disarming Strike (Ex) At 5th level, when an Aldori swordlord successfully disarms an opponent using an Aldori dueling sword, the swordlord also deals normal damage to the target, but without the normal Strength bonus to damage. This ability replaces weapon training 1.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
Spring Attack You can move - attack - move when attacking with a melee weapon.
Steel Net (Ex) When fighting defensively as a full-round action with an Aldori dueling sword, the swordlord's penalties on all attacks in a round are reduced by 2, and the dodge bonus to AC is increased by 2 for the same round.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee (M) handaxe -1 (1d6+5/×3) or
. . bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
Combat Gear oil (10); Other Gear handaxe, animal harness[APG], bedroll (6), bit and bridle, blanket[APG], blanket[APG], blanket[APG], blanket[APG], flint and steel, hooded lantern, military saddle, saddlebags, tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tindertwig (5), trail rations (91), waterskin, winter blanket (2), winter blanket (4), winter blanket (12)
Special Abilities
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Darg has short cropped black hair, green eyes and dark skin. He is tall with an athletic, muscled frame. Darg walks with the swagger of an aspiring Aldori Swordlord. His arms and chest are heavily tattooed with martial insignia. Darg's numerous scars belie his life as a soldier and veteran of many a drunken bar room brawl. Despite his life as a soldier, Darg has an easy smile and pleasant demeanor. Darg's charm and rugged good looks are the envy of Rostland.

Darg believes that the key to success is meticulous upkeep of his armor, weapons and tools. His leather clothes perfectly fit him and are kept mended and clean. His full plate is kept polished and tightened. His weapons are well sharpened and oiled. His tools are each kept in their own specialized bag or pocket. Darg exudes the image of organization, readiness and professionalism.


Dargaryen Blanc is a child of the Rostland aristocracy. His father was a famous swordlord. His mother was a renown transmuter and a scion from a wealthy merchant family. Darg's youth was one of privilege and entitlement.

At an early age, Darg knew that he wanted to serve in the military. His father had little time for his son, but he did, at the insistence of Darg's mother, invest in the best sword tutors. Darg would practice relentlessly until he mastered the nuance of combat with the aldori dueling sword. Darg's evolution in the sword arts would in time force his peers to regard him with a mixture of envy and respect. But even with the best tutors, Darg never fully embraced the classic art of dueling emphasized by the Aldori Sword Lords. Darg would prefer the brutality of hacking his enemies into submission over the delicate art of aldorian dueling. Darg's father, and the other noble Sword Lords of Restov, would never approve of Darg's departure from Rostland's traditional style of fighting.

Darg's father would instill into his oldest son an intense sense of patriotism. Darg would learn to respect both the state of Brevoy and House Rostland. With his father's patriotism he also learned his father's biases. Darg's father harbored a burning distrust of House Surtova, whom he regarded as usurpers and pretenders to the throne. Darg would inherit his father's distrust and would extend those prejudices dangerously to all manner of conspiracy theories. Darg believes that for Brevoy to achieve it's full potential, Rostland must purge House Surtova and retake the mantle of leadership.

Darg's father would die under suspicious circumstances one frozen winter night. Assassins invaded the family's provincial home with the intent of slaying the elder Sword Lord. They would succeed, but only after an epic battle that left most of the assassins dead. The assassins were never traced to their source, but Darg knew in his heart that House Surtova must be responsible.

The trauma of his father's death would irrevocably change the trajectory of Darg's life. He seethed with a burning hatred of House Surtova that could only be quenched with blood. Darg immediately dropped out of his university studies and enlisted in Restov's military academy.

Darg would learn to become a professional soldier. He would serve in the Rostland military as an infantry soldier and would eventually serve in the elite forces. Darg would learn to excel at fighting in formation with his fellow soldiers. In addition to mastering all styles of martial combat, Darg would go on to be conditioned to spend extensive time operating in a small group, deep in the sub-artic wilderness. Darg would earn the respect of his fellow soldiers through his tireless vigilance and his utter dedication to the destruction of Rostland's enemies.

But Darg's obsession with House Surtova would ultimately cost him his standing in Restov. After a foolish and audacious assault on a petty Issian noble at Port Ice, Darg would be summarily dismissed from the Rostland elite forces. His superiors sympathized and secretly appreciated the indignation of House Surtova, but the unsanctioned attack and the ensuing political fall out had to be punished. Darg was re-assigned to a lonely post on the Restov southern frontier. Darg's hubris would cost him what he valued most - his station as an officer and the respect of his peers.

Darg would go on to turn his focus to the Stolen Lands. In time he came to believe that Brevoy's manifest destiny must lead to the untamed lands of the Green Belt. The untapped potential of these wild lands convinced him that the road to resurgence and glory for House Rostland requires that the annexation of the frontier be carried out without the meddling of House Surtova. Darg knows that the Swordlords of Restov must lead the reclamation and colonization of the Stolen Land forests.

In the wilderness, Darg would come to discover a deeper faith than what he had known with his family's religion. After serving side-by-side in the forest with the disciples of Erastil, Darg would come to have a deep respect for the teachings of Old Deadeye. Erastil's teaching of protecting one's community and homeland resonated deeply with the Restov scion. Darg would eventually take a long sabbatical in the Narlmarches to find his faith. He emerged as a passionate follower of Erastil. Darg would continue to maintain his family's faith in Abadar, but he would now forever be a soldier of Erastil.

Upon hearing of the opportunity to join an expedition into the Greenbelt, Darg immediately submitted for a leave of absence within the frontier guard and began outfitting himself for extended operations in the wilderness. Here, finally, was an opportunity to empower Rostland, while also completing the redemption his own reputation. Darg envisions the glory of a new colony that he himself would assist in administering. At long last, the time may have come for Darg to be restored to his proper station within the Restov aristocracy.

Darg believes that Emperor Chalm will select him for the expedition based on his loyalty and his military service. Darg has carefully considered how he will shape the future colony, should he be selected. Darg envisions using trade to empower the fledgling colony by trading the Greenbelt's natural resources for refined goods from Restov. Dargo imagines wagon loads of wood from the reclaimed forests traveling north, and gold, weapons and skilled laborers traveling south. Darg knows that he and his fellow colonists would be kind and benevolent leaders whom respect the freedom of the people. And, as always, he dreams of how the potential power of a new state may be leveraged to settle once and for all his vendetta with House Surtova ...


Darg aspires to be a legendary aldori sword lord. He is a gregarious, outgoing and personable. Darg is a socialite whom enjoys the company of other people. He is quick to crack a joke and is an eternal optimist. Darg's strong sense of self confidence sometimes comes off as brash, arrogant and boastful. Darg is fearless and never backs down from a fight. He is disciplined, methodical and relentless in achieving his goals. Darg can sometimes be a bit too hedonistic and selfish. Occasionally he allows his desire for glory to get the best of him. Above all, despite all of his flaws, Darg is a patriot. Darg's loyalty to his fellow soldiers, his adopted family and to his country is unwavering. Darg is a passionate follower of the chivalric honor code.

Darg is an adherent of mercantilism and a fervent believer in the uplifting power of free trade. He believes that government should adhere to a strictly liassez faire economic philosophy. Darg, whom comes from a merchant family, believes that the merchant class is the key to growing a strong city. Darg believes in the glory of wealth. Darg sees gold, fairly earned, as the proof of a worthy contribution to society and the divine favor of the Master of the First Vault.

Darg is a natural leader of men. Having benefited from extensive leadership training from his father, his sword tutors and from the Restov military academies, Darg finds that leadership of this fellow soldiers comes naturally. As an elite military soldier, Darg has had considerable experience leading at both the platoon and squad level. Recently, within the Frontier Guard, he has graduated to commanding at the company level.

Darg prefers to lead through action and deed. In a fight, he is the first to step into the breech and he never retires from the battlefield until his men are completely accounted for. Darg relies on his fighting prowess to motivate and inspire his soldiers. Darg is renown for always backing his troops, no matter the political cost.

Darg is haunted by the death of his father. His usual high energy optimism is occasionally overtaken with somber moods of melancholy and dark sarcasm. His sorrow is intensified when he is drinking, where he alternates between fits of rage and depression. Luckily, these moods are transient and only serve to further his resolve to exact vengeance on his father's killers. Darg eagerly awaits his day of retribution against House Surtova.

Honor code:

Darg's Honor: 12 + 7 + 1d10 - 1d6 ⇒ 12 + 7 + (10) - (4) = 25

Chivalric Code

Event Honor Points
Become a lord or similar rank +50
Defeat a noble lord in combat +20
Agree to protect and be responsible for the protection of an honorable ally +10
Redeem a dishonorable foe +6
Acquire vassals +4
Offer sanctuary and defend that offer +3
Swear fealty to a lord +3
Defeat a challenging monster of the opposite alignment (CR 2 or more higher than APL) +2
Protect a site holy to your religion against attackers +2
Protect an innocent against significant odds (CR 2 or more higher than APL) +2
Swear a major oath and uphold it +2
Win a tournament +2
Accept an enemy's parole +1
Participate in a tournament +1
Accept an enemy's parole and refuse to honor the ransom —2
Be betrayed by a "redeemed" foe —2
Be convicted of a petty crime —2
Offer sanctuary and betray it —4
Swear a major oath and break it —4
Win a tournament by cheating —5

Leadership Roles:

Ruler, Warden, General

Combat Role:

Tank with emphasis on disarm.

Story Feat:

Story Feat: Vengeance (House Surtova)

Level Progression:

T1. Reactionary
T2. Sword Scion
F. Improved Unarmed Strike
H. Furious Focus
1. Dodge/Mobility
2. Weapon Focus (Long Sword)
3. Spring Attack, Defensive Parry
4. +1 Str, Crane Style
5. Deft Manuevers
6. Weapon Specialization (Long Sword)
7. Crane Wing, Steel Net
8. Crane Riposte +1 Str
9. Whirlwind Attack
10. Greater Weapon Focus (Long Sword)
11. Critical Focus
12. Counter Attack, +1 Str, Greater Weapon Specialization (Long Sword)
13. Bleeding Critical
14. Staggering Critical
15. Critical Mastery
16. +1 Str
17. Stunning Critical