Dwarven Rager

Dolgrin Hammerfist's page

228 posts. Alias of Dark Netwerk.


Race

HP 7/14 {effects: none} | AC 19 Tch 12 FF 17 | F +5, R +2, W +1 | Init +2 | darkvision, perc +5

Classes/Levels

Dailies:
Bloodrage 6/7

Gender

Dwarf Bloodrager 1 |

About Dolgrin Hammerfist

Male dwarf Bloodrager (Primalist, Untouchable Rager) 1
Medium humanoid (dwarf)
Init +2; Senses Darkvision 60', Perception +5

==DEFENSE==
AC 19, touch 12, flat-footed 17 (+5 armor +2 shield +2 dex)
hp 14 (10 +3 con +1 favored)
Fort +5 (+2 base +3 con), Ref +2 (+0 base +2 dex), Will +1 (+0 base +1 wis)
Defensive Abilities Deep Warrior (+2 AC vs. abberations), Bloodrage (+2 Will, -2 AC), Hardy (+2 vs. poison), Stability (+4 CMD vs bull rush or trip), Steel Soul (+4 vs. spells and spell-like abilities)

==OFFENSE==
Spd 30 ft/x3

Melee
Dwarven Waraxe +4 1d10+3 x3 (S)
Warhammer +4 1d8+3 x3 (B)

Ranged
Chakram +3 1d8+3 x2 (S) {30'}
Heavy Crossbow +3 1d10 19-20/x2 (P) {120'}

Offensive Abilities Ancient Enmity (+1 attack vs. elves), Bloodrage (+4 STR/CON), Deep Warrior (+2 CMB to grapple abberations), Scouting for Fiends (+1 attack vs. evil outsiders)

==STATISTICS==
Str 16, Dex 14, Con 16 (14 +2 race), Int 10, Wis 12 (10 +2 race), Cha 8 (10 -2 race)
Base Atk +1, CMB +4 (+1 BAB +3 str), CMD 16 (10 +1 BAB +3 Str +2 Dex)
Feats Steel Soul
Traits Scholar of the Great Beyond, Scouting for Fiends
Languages Common, Dwarven
SQ Stonecunning

Skills:
Skill points: 4 (4 +0 INT)/lvl

Acrobatics +2 (1 +2 DEX +3 class -4 ACP)
Appraise +0 (0 +0 INT +0 class)
Bluff -1 (0 -1 CHA)
Climb -1 (0 +3 STR +0 class -4 ACP)
Craft () +0 (0 +0 int +0 class)
Diplomacy -1 (0 -1 CHA)
Disguise -1 (0 -1 CHA)
Escape Artist -2 (0 +2 DEX -4 ACP)
Fly -2 (0 +2 DEX -4 ACP)
Heal + (0 +1 WIS)
Intimidate -1 (0 -1 CHA +0 class)
Knowledge (history) +3 (0 +0 INT +2 race +1 trait) {dwarves & enemies}
Knowledge (planes) +5 (1 +0 INT +3 class +1 trait)
Perception +5 (1 +1 WIS +3 class)
Perform -1 (0 -1 CHA)
Ride -2 (0 +2 DEX -4 ACP)
Sense Motive +1 (0 +1 WIS +0 class)
Stealth -2 (0 +2 DEX -4 ACP)
Survival +5 (1 +1 WIS +3 class)
Swim -1 (0 +3 STR +0 class -4 ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +2 DEX -4 ACP)
Handle Animal []+[/] (0 -1 CHA +0 class)
Knowledge (arcana) []+[/] (0 +0 INT +0 class)
Knowledge (dungeoneering) []+[/] (0 +0 INT)
Knowledge (engineering) []+[/] (0 +0 INT)
Knowledge (geography) []+[/] (0 +0 INT)
Knowledge (local) []+[/] (0 +0 INT)
Knowledge (nature) []+[/] (0 +0 INT)
Knowledge (nobility) []+[/] (0 +0 INT)
Knowledge (religion) []+[/] (0 +0 INT)
Linguistics []+[/] (0 +0 INT)
Profession () []+[/] (0 +1 WIS)
Sleight of Hand []+[/] (0 +2 DEX -4 ACP)
Spellcraft []+[/] (0 +0 INT +0 class)
Use Magic Device []+[/] (0 -1 CHA)


Equipment:

Encumbrance 66.5 lbs (76 lbs=light; 153 lbs=medium; 230 lbs=heavy)

_wt_ item

10.0 lbs (83 gp) Weapons
_8.0 Dwarven Waraxe (30 gp)
_2.0 Chakram x2 (2 gp)
_8.0 Heavy Crossbow (50 gp)
_1.0 Crossbow Bolts {10} (1 gp)

45.0 lbs (70 gp) Clothing and Armor
30.0 Scale Mail (50 gp)
15.0 Heavy Steel Shield (20 gp)
__._ Outfit

11.5 lbs (9 gp) Other Gear
_2.0 Backpack (2 gp)
_0.5 Belt Pouch (1 gp)
_3.0 Blanket (5 sp)
_1.0 Canteen (2 gp)
__._ Flint & Steel (1 gp)
_5.0 Trail Rations (2.5 gp)

Cash 10.49 gp


Feat Descriptions:

STEEL SOUL
You are especially resistant to magic.
Prerequisites: Dwarf, hardy racial trait.
Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.
Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.


Trait Descriptions:

SCHOLAR OF THE GREAT BEYOND (faith)
Your greatest interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease.
Benefit: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (planes) is always a class skill for you.

SCOUTING FOR FIENDS (campaign)
You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement.
Benefit: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.


Class Abilities:

BLOODLINE
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family's past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed. Though his bloodline empowers him, it doesn't dictate or limit his thoughts and behavior.
ARCANE
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.
Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*
Bloodline Powers
Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

BLOODRAGE (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

FAST MOVEMENT (Ex)
A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.

WEAPON AND ARMOR PROFICIENCY
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.


Race Abilities:

Favored Class Bonus: +1 HP

ANCIENT ENMITY
Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.

DARKVISION
Dwarves can see perfectly in the dark up to 60 feet. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

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.

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

LOREKEEPER
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

SLOW AND STEADY
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

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.


Appearance:

Age: 72
Height: 4'
Weight: 213 lbs

Short and stocky, like all dwarves, Dolgrin has braided his reddish brown beard into thick rolls, and keeps the sides of his head shaved. His eyes bear a certain intensity and he rarely cracks a smile, except in the presence of imminent violence.


Personality:

Dolgrin is gruff, like most dwarves, but seems to have an undercurrent of anger that flashes out of his eyes, barely kept in check. His glare intensifies towards elves, creatures that engender a deep distrust in him, thanks to his grandfather's teachings.

Background:

Dolgrin was born in Janderhoff, one of the last Sky Citadels the dwarves still controlled, resting in the Mindspin Mountains of Varisia. Growing up he dreamed of being a great warrior, his axe cutting swaths through armies of orcs, finally ridding the world of their enemies. Like all dwarves he played with axes and hammers in mock combat with his friends, imagining epic battles. When it came time for him to be sent for early training with the warriors, however, instead of following in his father's or even his father's fathers footsteps, great warriors one and all, it was his grandfather on his mother's side who claimed him, an old dwarf, considered mad by the others, that saw something in him that could help with an obscure legend he had been studying. Dolgrin was crushed, his dreams seemingly crumbled downwards like an avalanche.

Dwarves were known to be naturally resistant to magic, but there was something about Dolgrin that, along with his seething angew that stewed within him (enhanced upon becoming a lorekeeper), his grandfather wanted to exploit. After some years, cultivating the rage and the natural dwarven affinity against magic, Dolgrin's grandfather finally revealed his plans and begain training him in earnest. The obscure legend revealed some unknown evil, something related to the elves or to some vile fiends, whose magic could overwhelm even the dwarves. Dolgrin would be trained to counter such magic and to combat these beings.

Age and wear finally caught up to his grandfather and Dolgrin was given his freedom and his final task at the dwarf's deathbed. His grandfather had heard of a strange tournament in Riddleport that seemed to use the likeness of fiends. There could be where the legends may become a reality. Before his grandfather finally passed, Dolgrin swore to find and destroy this ancient evil. There was nothing keeping him in Janderhoff now, the other dwarves avoiding him much like they did his grandfather, believing the madness likely ran in the bloodline. Dolgrin collected his things and set out to Riddleport, to find whatever the legends may have been referring to.

Old Stuff:

"But why do we have to keep doing this? I just want to learn how to..." Dolgrin's words were stopped short as the older dwarf's fist slammed into his belly. Dolgrin collapsed gasping for breath as his grandfather turned away and resumed his silent meditation. The young dwarf sat himself up after catching his breath and copied his master's position, shaking his head. I don't get it. How can sitting here for hours count as combat training? he thought before letting out a groan This bloody unworked stone floor is not comfortable, even for a dwarf. Everything hurts. Dolgrin wondered how he got here as he glanced over at his grandfather who continued to remain completely still.

---------

Dolgrin was born in Janderhoff, one of the last Sky Citadels the dwarves still controlled, resting in the Mindspin Mountains of Varisia. Growing up he dreamed of being a great warrior, his axe cutting swaths through armies of orcs, finally ridding the world of their enemies. Like all dwarves he played with axes and hammers in mock combat with his friends, imagining epic battles. When it came time for him to be sent for early training with the warriors, however, instead of following in his father's or even his father's fathers footsteps, great warriors one and all, it was his grandfather on his mother's side who claimed him, an old dwarf that doesn't bother to use an axe or hammer. How does he fight? How does he mine? Dolgrin was horrified, his dreams crumbled downwards like an avalanche.

---------

And so I sit here. Waiting. He hasn't said a word to me, or anyone it seems. Just walk in and point at me and suddenly I'm his. What is that? How am I supposed to learn anything, if he doesn't say anything? I'm just supposed to sit here like a rock? I may as well be a part of the floor, or the room, or the mountain. Stay here forever, unmoving, unmovable for all that matt... Oh..., Dolgrin's frantic thoughts subsided as he made the realization. He didn't notice the corner of his grandfather's mouth twitch into a quick smile.

---------

Dolgrin's fists pounded into the rock, chips of stone flying from the small depression in the wall that had formed after two hours of work. There were many such depressions around. All made by Dolgrin over the past several years, but this was the deepest and the fastest made. He stopped and settled into a deep, calm stance as his grandfather came into the room. Looking at Dolgrin's handiwork, his grandfather nodded and then motioned for him to follow.

Dolgrin was led to a dark passage heading sharply downwards. He looked to his grandfather, the question in his eyes. His grandfather merely pointed to the side of the passage. Dolgrin moved over to better see what was there and his eyes widened at the sight of a very faint rune that seemed to be millenia old, alongside others of similar vintage. "Gladdinggarsun?" Dolgrin asked out loud, his voice gravelly from years of little to no use. His grandfather merely nodded. Down into his rite of passage, went Dolgrin.

---------

But all that was years ago, Dolgrin thinks. I've been combing the countryside for creatures to bring honor to the family, but have yet to discover one. My grandfather wrestles a dragon into submission, and I've nothing to even compare. I guess I should be happy that the area remains peaceful enough that the people here remain safe and sound. Perhaps I'll search out other areas, should this remain secure. Back to Sandpoint, I suppose. I could use more supplies.