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Dolmar Nilsgun's page

25 posts. Alias of Sniggevert.


Full Name

Dolmar Nilsgun

Race

Dwarf

Classes/Levels

Cleric 1

Gender

M

Size

4'2" 185#

Age

75

Special Abilities

Darkvision, hardy, stability, stonecunning, and weapon familiarity

Alignment

Lawful Neutral

Deity

Abadar

Location

Westcrown

Languages

Common, Dwarven, Goblin, Infernal

Occupation

Stonemason/Architect

Strength 14
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 16
Charisma 10

About Dolmar Nilsgun

Male Dwarf Cleric 1
Medium 75 years old, 4'2" 185#
Brown hair with the starting streaks of gray
Dark Brown eyes with permanent crows feet from years of worry

STR 14 (+2)
DEX 10 (-)
CON 15 (+2)
INT 14 (+2)
WIS 16 (+3)
CHA 10 (-)

Move 20'
Init +1 (+1 trait)
HP 10/
AC:17 T:10 FF:17 (+5 armor, +2 shield)
Saves: Fort +4 (+2 base, +2 CON), Ref +0, Will +5 (+2 base, +3 WIS)

BAB +0; CMB +2 (+0 BAB, +2 STR); CMD 12 (+0 BAB, +2 STR, +0 DEX, +10)
XP: 400

War Hammer +2/d8+2/x3
Battle Axe +2/d8+2/x3
Light Crossbow +0/d8/19-20 x2

Spells:
1st: Divine Favor, Blessing of the Watch + Longstrider
Orisions: Light, Mending, Create Water

Domains & Powers

Spoiler:

Nobility, Travel

Inspiring Word 6/day
Agile Feet 6 rounds/day

Inspiring Word (Sp): As a std action, you can speak an inspiring word to a creature within 30 ft that grants a +2 morale bonus to attacks, skill checks, ability checks and saves for a number of rounds equal to 1/2 your cleric level (minimum 1).
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it.

Feats

Spoiler:

Extra Channeling

Skills

Spoiler:

Trained:
Craft (Stonemasonry): +6 (+1 rank, +2 INT, +3 class)
Profession (Engineering): +7 (+1 rank, +3 WIS, +3 class)
Knowledge (Engineering): +7 (+1 rank, +2 INT, +3 class, +1 trait)
Knowledge (Local): +3 (+1 rank, +2 INT)
Knowledge (Religion): +6 (+1 rank, +2 INT, +3 class)

Untrained:
Appraise: +2 (+4 metal/gems) (+2 INT (+2 greedy))
Heal: +3 (+3 WIS)
Perception: +3 (+3 WIS)
Sense Motive: +3 (+3 WIS)
Survival: +3 (+3 WIS)

Gear

Spoiler:

Scale Mail
Heavy Wooden Shield
Silver Holy Symbol
Artisan's Tools
Waterskin
Belt Pouch
2 Potions CLW
Sunrod

Traits

Spoiler:

Westcrown Firebrand: +1 Initiative; +1 attack rolls during surprise round
Mathematical Prodigy: +1 Knowledge (Arcana & Engineering); Knowledge (Engineering) is a class skill

Background

Spoiler:

Dolmar's father relocated his family (his mother and 2 brothers and 1 sister) to Westcrown from Taggoret in the year 4641. His father was an architect by trade and thought there would be plenty of work in rebuilding a once extravagant country. His family made a small name for themselves as the years went by with the workmanship they showed (as his father taught all of his children the tricks of a master craftsman).

As his father was showing the family how to make a living, his mother was responsible to showing the family why they did what they did. She taught all of her children the basic beliefs that Abadar espouses to his flock. While his brothers and sisters paid lip service over time, Dolmar took to heart his mother's teachings of civilization and city building, and interwove his beliefs into his efforts in crafting buildings/streets/sewers to pass the test of time.

However, no matter how good the family was, over time business slowed, as Westcrown started to rot and fall into itself. This lack of new work, and the lack of proper maintenance of past works, struck the family hard. Dolmar's father in the end decided to move his wife back to the dwarven homeland in 4670 AR. Dolmar and his siblings had truly known no other life, and stayed in Westcrown. There business dealings having shrunk to the point where they were forced to move their home to the Redo Cader...much to their dismay. Shortly thereafter, the night hauntings began, and over the years one of Dolmar's brother and his only sister were victims to the beasts that stalk the night. While his brother ended up turning to the barrel for comfort for the loss of family, it instilled a burning fire in Dolmar.

Over the course of the years, Dolmar has cleaned his own neighborhood in the northern ruins and kept the thugs from taken over the entire area. Dolmar's activities have earned him the scorn of many of the dottari, but some of the local merchants have at least seemed to appreciated his work with a few jobs here and there.

Dolmar has remained faithful to Westcrown, and while has been unable to do anything as of yet to save her, he hopes to have a chance. Recently, a new tavern owner has asked Dolmar to join her for a dinner party at the tavern to discuss the possibility of giving him just that chance.