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About Dengmar HornflayerCharacter Sheet:
Dengmar Hornflayer
Dwarf (Sky Citadel) slayer (spawn slayer) 1 (Pathfinder Player Companion: Blood of Ancients 24, Pathfinder RPG Advanced Class Guide 53) NG Medium humanoid (dwarf) Init +1; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework) -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 13 (1d10+3) Fort +6, Ref +3, Will +1; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison -------------------- Offense -------------------- Speed 20 ft. Melee dwarven boulder helmet +3 (1d4+5) or dwarven double waraxe +3 (1d10+7/×3) or dwarven longaxe +3 (1d12+7/×3) or dwarven ram hammer +3 (1d8+5/×3) or dwarven war-shield +3 (1d6+5) Space 5 ft.; Reach 5 ft. (10 ft. with dwarven longaxe) Special Attacks champion's strike, relentless[APG], studied target +1 (1st, move action) -------------------- Statistics -------------------- Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 8 Base Atk +1; CMB +3; CMD 15 Feats Power Attack Traits glory of old, stolen fury Skills Acrobatics +1 (-3 to jump), Climb +3, Craft (weapons) +7, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +5, Perception +5 (+7 to notice unusual stonework), Survival +5, Swim +3; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework Languages Common, Dwarven, Terran SQ deep tradition, studied spawn, track +1 Other Gear scale mail, dwarven boulder helmet[ARG], dwarven double waraxe[ARG], dwarven longaxe[ARG], dwarven ram hammer, dwarven war-shield, masterwork weaponsmithing tools, 40 gp -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deep Tradition +1 on melee att and AC for AoO vs. drow, duergar, aberrations, giants, and orcs. Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Relentless +2 Gain CMB bonus to bull rush/overrun while both self and foe stand on ground. Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet. Studied Spawn (Ex) Gain increased studied target bonuses against Large and larger targets. Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them. Track +1 Add the listed bonus to Survival checks made to track. Character Concepts and Intentions:
Dengmar is a dwarf trying to reclaim his ancestral home of Jormurdun (the Player's Guide made mention of a Sky Citadel lost within the Worldwound, and it's the only one I could find info on), while trying to strike a balance between maintaining the oaths his family made and exploring who he is as a person and what he wants to accomplish with his life.
In Combat
Focuses on the Cleave line of feats, which many people think are sub-optimal, but I think Mythic is the perfect place to make things like this shine. Planning on picking up Mythic Cleave to help actually pull off Cleaves, as well as Surprise Follow-Through to help get some Sneak Attacks. Cleaving Finish (and it's improved version) will also be important to the build. Slayer (and it's archetype) isn't a Core class, but it is essentially a mix of Ranger and Rogue (Sneak Attacks and Talents from the latter, Combat Styles and tracking from the former). Mythic Path
Magic Item Wishlist
Background:
Origins As the dwarven Quest for Sky finally came to a close for Dengmar's ancestors, the Sky Citadel of Jormurdun was founded. A magnificent metropolis/citadel that stood as a monument to the dwarves success and talent. For centuries, his clan had the honour of serving as blacksmiths to the royal family, with each branch of the clan focusing on different aspects of metalworking. The clan made oaths of honour, that regardless of the circumstances, they would always shape metal for the King and any of his descendants. The Sky Citadel flourished for many centuries. That is until the treacherous duergar, evil cousins to the mighty dwarves, surfaced from the Darklands to besiege the Citadel. There is little records left of the mighty battle that took place, most of the lorekeepers either slain during the battle or scattered to different corners of northern Avistan as the Citadel fell. The survivors of the attack formed small dwarven enclaves within any human settlements that would agree to shelter them. Several attempts had been made to recover what was lost, however, since the last King of Jormurdun, King Gutheran, shattered the Sky Key, little hope of reuniting and reclaiming the Citadel remains. Most of the expeditions never returned, and those that did make mention of deadly traps, and of duergar striking form the darkness. Still, the dwarves never gave up. One last expedition was scheduled to commence, but that was put on hold when a rend in reality formed in what was formally known as Sarkoris, and demons spewed out and claimed the land as their own. Since that day, the efforts of the local dwarves has been in helping the crusades in any way they could. They put their talent into smithing weapons for the crusaders, supplying them with anything they could make. For if they succeeded in stemming the flow of demons, they would one day also be able to reclaim their lost home. Background
Dengmar is a boy amongst a family of men, his parents never having had a girl. His father taught the boys the ways of the hammer, a tough tutelage by any standards. His mother on the other hand, taught him and his siblings of kindness and compassion. These teachings formed the cornerstones of his early life, and many of which he holds to this day. Even after pestering his father day and night, he would not teach Dengmar the way of the axe beyond a few simple stances and attacks. "It is not our way", his father would proclaim, handing him a smith's hammer instead. Metalworking came easy to Dengmar, almost too easy, that eventually he lost interest in it. It never proved to be a challenge to him, for every blade he made was the same as the last; of exceptional make and with nary a flaw. What Dengmar truly desired was a challenge. Something to get his blood flowing and his heart racing. He should have been careful for what he wished. Stolen Fury
Disregarding this strange new feeling, he took this opportunity to escape, picking up a discarded axe and making his escape. With nothing but the axe and his wits, he somehow made it out alive, a little bloodied, but nonetheless whole. This is how he knew he was meant for more. The adrenaline of combat is what he truly longed for. But he could not abandon the oaths his clan had made to the ancient kings of his race. Appearance
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