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About Dargon DolgrinsonFluff:
Description Dargon has a wild red mane, deep eye sockets and black eyes. Standing at 4'5" and just over 200 lbs, he's a bit stocky, with a slab-like torso, and arms the size of battering rams. He is just over a century old but doesn't look it. With rosy skin and a near wrinkleless face, it's not hard to mistake him for a dwarf half his age. Unlike most dwarves he doesn't favor armaments and can usually be found wearing nothing but a simple vest and trousers. The only notable part of his dress is the silver clan signet ring of a pick ax over a mountain range that he wears on his right index finger. Personality
Attempting to speak with him about his relationship with his clan gets under his skin, and is a good way to heat up his temper but otherwise he is a genuinely nice dwarf who doesn't get angry over trivial matters. Background
Dargon the Merchant
It was during his time in Korvosa that Dargon befriended Niska Mvashti, who was in Korvosa looking to set up trade agreement for a young coastal town known as Sandpoint. At the time Sandpoint was not the prosperous and well-known town it is today, it was continuously being harassed by local goblin tribes and badly needed supplies to help fortify itself against attack. Dargon, like any dwarf worth his stone, was easily convinced to be Sandpoints ore supplier, helping it fortify against the attacks of goblin skum. Battle for Sandpoint
To die in battle for ones kin, ones friends, ones cause, is a happy death for any dwarf, but to die empty handed, disarmed by mere goblins; that is a fate that stung Dargon's dwarven pride. "Eeek", a goblin cries, as the tide of battle suddenly shifts. A powerful warrior was pressing the attack into the goblin ranks and forcing them to scatter. This didn't surprise Dargon so much; he was from a harsh land where such battle prowess was common sight. But the shocker, for Dargon was the incredible fact that this warrior wore no armor and carried no steel yet still managed to take out more than his fair share of goblin-kin. Punches, kicks, and a well-placed head butt were all common maneuvers in dwarven combat but for a warrior to rely on them exclusively, that was a concept too foreign for Dargon to understand. So when Dargon, no longer pressed by goblins, found the opportunity, he immediately threw the warrior a spare blade, thinking that if he was this good without a weapon, once he had one in hand he would surely deal the goblins a critical blow, forcing them to run away licking their wounds. But after catching the blade, the warrior didn't react as expected; he threw the blade hitting a goblin in the back of the head, one that was already running away no less. This confused Dargon. "How could such a great warrior make such a tactical blunder?” he thought, "Was he just here to show off? Some pompous hero bored of retirement, perhaps." But he had no time to think more on it then, the goblins were still a threat and he had to refocus his attention to keeping them off his wounded friend. The battle ended not much later, and the bond formed by Dargon Dolgrinson and Niska Mvashti in that moment lasted a life time. So while their relationship is no longer as explicit as it once was, Dargon still considers Niska Mvashti a dear friend. Some speculate that they may have even once been lovers. Forsaken
What is clear is that his family no longer controls Jol, having lost it to a new comer. And the Kopparberget mines which supplied Dargon with the very ore he spent his life trading were lost to the king of Kalsgard. It's believed that Dargon has been forsaken by his clan, or he forsook them depending on who is retelling the story. It seems, after been enthralled by the strange concepts of unarmed combat he witnessed during a goblin raid on Sandpoint, he chose not to follow in his father’s footsteps and instead totally committed himself to learning from a Minkai Master. It’s said however, that in deciding to follow this path he committed the worst of Dwarven sins - abandoning his duties to his clan for a selfish pursuit. Whatever the real story, Dargon is no longer in contact with his clan. Monk Training
Due to the many wondrous stories about the Empire of Minkai that Master Ipson has shared with his students over the years, Dargon he has developed a slight wanderlust to travel and experience more of the world for himself. Dargon in Eledar
Some of Dargon’s best customers were Verik and Larissa Vanderboren. The Vanderborens, who gained fame as top rate adventurers, collected all types of trinkets and miscellaneous gear on their adventures. And Dargon, no longer selling ore from the north found steady work in helping the Vanderborens find buyers for just about anything that they didn’t choose to keep as personal trophies. However, with their recent untimely deaths Dargon has once again found himself without steady work. He would have probably already started for Varisia if the Vanderboren's daughter, Lavinia, hadn't asked him and a few other friends of Verik and Larissa for help.
NPC Contacts:
Torris Howren (Eleder - docks district) Old man Torris Howren is an ethnic Taldoran born and raised in Corentyn. His family was one of the many that and rose and fell at Thrune’s whim over the years and though he won’t admit it (and Dargon certainly isn’t privy to it), in his youth he was a Cheliaxan spy by trade. But, Torris never really worked for the House of Thrune so much as he pretended to for the benefit of Corentyn. After his family fell from the grace of the Egorian elite, Torris left Corentyn on the Empty Caldron, a cargo vessel based out of Eleder. Out of need to make a new life for him more than anything else, Torris began learning the sailor’s trade in earnest. After a long and hard 20 years aboard the Cauldron, he eventually made second mate. Holding that position for another 3 years before old age forced him to retire from the day to day hardships of life on the open sea. He now spends his retirement in taverns teaching the next generation of sailors about the good old days. But his laid back retirement lifestyle has allowed some of his old talents the luxury of resurfacing and so Torris subtly learns much more than he teaches. *** Crunch:
DARGON DOLGRINSON Male Dwarf Monk 5 LN Medium Humanoid (Dwarf) Init +4; Senses Darkvision (60 feet); Perception +8 -------------------- DEFENSE -------------------- AC 18, touch 17, flat-footed 15. . (+2 Dex, +1 natural, +1 dodge, +4 monk) hp 54 (5d8+20+5) Fort +8, Ref +6, Will +7 Defensive Abilities Defensive Training (Dwarf), Evasion -------------------- OFFENSE -------------------- Spd 30 ft. Melee Axe, Throwing +5 (1d6+5/20/x2) and . . Handaxe (+1) +9 (1d6+6/20/x3) and . . Unarmed Strike +8 (1d6+5/20/x2) Ranged Axe, Throwing +1 (1d6+5/20/x2) Special Attacks Flurry of Blows +3/+3 -------------------- STATISTICS -------------------- Str 18 (20), Dex 14, Con 18, Int 12, Wis 17, Cha 8 Base Atk +3; CMB +10; CMD 25 Feats Crane Style, Deflect Arrows, Dodge, Improved Unarmed Strike, Ironhide, Monk Weapon Proficiencies, Stunning Fist (5/day) (DC 15) Traits: Chance Savior; Traveling Saleman - Your history as a merchant traveling the inner sea has given you insight into the true cost and expenses of running a shop all over the inner sea. You use that knowledge to your advantage when selling off treasure, earning you an additional 10% over the amount of gp you normally would get. Skills Acrobatics +10, Climb +9, Intimidate +3, Knowledge (History) +5, Linguistics +2, Perception +10, Profession (Merchant) +9, Sense Motive +9, Stealth +8, Swim +10 Languages Common, Dwarven, Giant, Varisian SQ AC Bonus +4, Fast Movement (+10'), Greed (Dwarf), Hardy +2 (Dwarf), Hatred (Dwarf), Slow and Steady (Dwarf), Stability (Dwarf), Stonecunning +2 (Dwarf), Stunning Fist (Stun) (Ex), Unarmed Strike (1d8) Combat Gear Throwing Axe, Handaxe Other Gear Auroch’s Breath, Potion of Cure Light Wounds, Mage Armor, Silver clan signet ring of a pick ax over a mountain range , Waterskin -------------------- SPECIAL ABILITIES -------------------- AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels. Crane Style Take -2 (instead of -4) when fighting defensively. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type. Deflect Arrows Deflect an incoming arrow, once per round Dodge You gain a +1 dodge bonus to your AC. Dragon Style While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Fast Movement (+10') The Monk adds 10 or more feet to his base speed. Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full action. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 racial bonus to Poison, Spells and Spell-Like effects. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. High Jump Adds +5 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. Always counts as having a running start when making jump checks. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Ironhide Your skin is thicker and more resilient than that of most of your people. Prerequisites: Con 13; dwarf, half-orc, or orc. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide. Purity of Body (Ex): Immunity to all diseases, including supernatural and magical diseases. Slow and Steady Your base speed is never modified by encumbrance. Stability +4 to avoid being bull rushed or tripped while standing. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. Stunning Fist (5/day) (DC 15) You can stun an opponent with an unarmed attack. Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes. Maneuver Training (Ex) Ki pool 5/5(magic) (Su) Slow Fall (20 ft) (Ex) Items
Traits, Languages, Feats & Skills:
Traits Chance Savior Traveling Saleman - Your history as a merchant traveling the inner sea has given you insight into the true cost and expenses of running a shop all over the inner sea. You use that knowledge to your advantage when selling off treasure, earning you an additional 10% over the amount of gp you normally would get. Languages
Feats
Skills
General Ledger:
Description.................................Debits (GP)....Credits (GP) Lavinia Reward 20PP...........................200................0 Drinks...................................................0................. 5 Eight-man rowboat..............................0.................80 CLW Potion..........................................0.................50 Mage Armor Potion...............................0.................50 Total....................................................200.............18 5 Parrot Isle (1/6 CLW Wand)................250.............125 Drinks...................................................0................. 5 CLW Potion...........................................0.................50 Enlarge Person Potion..........................0.................50 Nemien Roblach (Taxidermist's bribe)......0.................5 Loot Split..........................................1740.1..............0
Balance..............................................1033
Notable Loot:
Nightmare boots from Ultimate Equipment: When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC 13 Reflex saving throw halves the damage. pregens:
b]Round X, Init X[/b] ooc]HP 54/54, Ki Pool 5/5 AC 18 (22), touch 17 (21), flat-footed 15, (fighting defensively w/ crane style) Fort +8, Ref +6, Will +7 (+2 vs. poison, spells, spell effects, +2 vs. enchantment) CMD 25 (29)[/ooc] ooc]Full Round Action - Unarmed Flurry of Blows[/ooc]
ooc]Single Attack - Unarmed or HandAx[/ooc]
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