Harsk

Dorrin Flamebeard's page

83 posts. Alias of Javell DeLeon.


Full Name

Dorrin Flamebeard

Race

Dwarf

Classes/Levels

Ranger 8th(9th)/Chernasardo Warden 3

Stats:
AC: 23/14touch/19ff; Int: +4(+6 in forests); Hp's: 122/122; Per: +23(+25 in forests); Fort: +13/Ref: +14/Will: +9

Gender

M

Size

Med

Age

62

Alignment

NG

Strength 14
Dexterity 19
Constitution 16
Intelligence 10
Wisdom 14
Charisma 8

About Dorrin Flamebeard

Skills & Saves:

[dice=Acrobatics]1d20+13[/dice]
[dice=Climb]1d20+11[/dice]
[dice=Knowledge (dungeoneering)]1d20+4[/dice]
[dice=Knowledge (geography)]1d20+8[/dice]
[dice=Knowledge (nature)]1d20+10[/dice]
[dice=Linguistics]1d20+7[/dice]
[dice=Perception]1d20+15[/dice]
[dice=Stealth]1d20+19[/dice]
[dice=Survival]1d20+15[/dice]
[dice=Swim]1d20+6[/dice]

[dice=Fort]1d20+13[/dice]
[dice=Ref]1d20+14[/dice]
[dice=Will]1d20+9[/dice]

Attack Rolls:

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[dice=+1 Darkwood heavy crossbow]1d20+10[/dice]
[dice=Damage]1d10+7[/dice]

[dice=+1 Darkwood heavy crossbow]1d20+5[/dice]
[dice=Damage]1d10+7[/dice]

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[dice=+1 Darkwood heavy crossbow]1d20+15[/dice]
[dice=Damage]1d10+10[/dice]

[dice=+1 Darkwood heavy crossbow]1d20+10[/dice]
[dice=Damage]1d10+10[/dice]

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[dice=Dwarven Waraxe]1d20+10[/dice]
[dice=Damage]1d10+4[/dice]

[dice=(Haste)Dwarven Waraxe]1d20+10[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Dwarven Waraxe]1d20+5[/dice]
[dice=Damage]1d10+4[/dice]

Dorrin Flamebeard:

Dorrin Flamebeard
Male Dwarf Ranger (Infiltrator, Trapper) 8th(9th)/Chernasardo Warden 3rd
NG Medium humanoid (dwarf)
Init +4(+6 in forests); Senses Darkvision 60 ft.; Perception +23 (+25 to notice unusual stonework)
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Defense
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AC 23, touch 14, flat-footed 19 (+9 armor, +4 Dex)
hp 122 (1d10+57lvl+44Con+11fc)
Fort +13 (+7base/+4con/+2cloak)
Ref +14 (+8base/+4dex/+2cloak)
Will +9 (+4base/+3wis/+2cloak) (+2 bonus vs. compulsions and mind-affecting effects); (+2 vs. poison, spells, and spell-like abilities)
Defensive Abilities Defensive training, Evasion
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Offense
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Speed 20 ft.
Melee Handaxe +12/+7 (1d6+2/×3) or
. . Mwk dwarven giant-sticker +13/+8 (2d6+4/×3)

Ranged +1 darkwood heavy crossbow +15/+10 (1d10+1/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork dwarven giant-sticker)
Special Attacks Combat style (Crossbow), Favored enemies (Giants +2, Goblinoids +4), Hatred,
Chernasardo Warden Spell-Like Abilities (CL 3rd; concentration +2)
. . 3/day—longstrider
. . 1/day—spider climb
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Statistics
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Str 14, Dex 16/19(+1@8th/+2belt) Con 13/16(+1@4th/+2belt) Int 10/12(+2headband), Wis 14/16(+2headband), Cha 8
Base Atk +10; CMB +12; CMD 26 (30 vs. bull rush, 30 vs. trip)
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Feats
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Level gained feats: (1st): Deadly Aim; (3rd): Dwarven Hatred Style; (5th): Dwarven Seething; (7th): Dwarven Fury; (9th): Improved Critical(Heavy Crossbow); (11th): Favored Prestige Class(Chernasardo Warden; Perception +4)
Bonus feats: (2nd): Precise shot(Combat style: Crossbow); (3rd): Endurance(Class); (6th): Crossbow Mastery(Combat style: Crossbow);

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Traits
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Blooded: Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Ironfang survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.

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Skills 66 skill points
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Acrobatics +18 (+14 to jump): (+11rnks/+4dex/+3cs)
Climb +8: (+3rnks/+2str/+3cs)
Disable Device +25: (+11rnks/+4dex/+3cs/+2mwk tools/+5trapfinding)
Escape Artist +4: (+4dex)
Intimidate +13: (+11rnks[Headband]/-1cha/+3cs)
Knowledge (dungeoneering) +5: (+1rnk/+1int/+3cs)
Knowledge (nature) +6: (+2rnks/+1int/+3cs)
Perception +23: (+11rnks/+3wis/+3cs/+2competence/+4bonus[CW]) (+25 in forests/notice unusual stonework)
Ride +4: (+4dex)
Sense Motive +10: (+4rnks/+3wis/+3cs)
Stealth +20: (+11rnks/+4dex/+3cs/+2competence(Ioun stone)) (+22 in forests)
Survival +19: (+11rnks/+2wis/+3cs/+2competence) (+21 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, predict weather, and in forests; +23 to track)
Swim +6: (+1rnk/+2str/+3cs)
Racial Modifiers: +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework.

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Background skills 22 skill points
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Craft(Stonemason) +12: (+6rnks/+1int/+3cs/+2artisans tools)
Knowledge (geography) +8: (+4rnks/+1int/+3cha) (+10 in forests)
Linguistics +7: (+6rnks/+1int)
Profession(Stonemason) +12: (+6rnks/+3wis/+3cs)

Languages: Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan, Undercommon
SQ: Adaptation(adaptation: goblin fast), hunter's bond (companions), Track +4, Trapfinding +4, wild empathy +8, woodland stride

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Gear
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+3 Burdenless comfort restful mithral agile breastplate
+1 Endless ammunition darkwood heavy crossbow
+1 dwarven giant-sticker
Belt of physical might +2 (Dex, Con)
Boots of friendly terrain
Cloak of Resistance +2
Headband of Mental Prowess +2 (Int(Intimidate), Wis)
Magenta Prism (Cracked) Ioun Stone: (Intimidate +2)
Deadeye’s spotter ring
Potion of cure light wounds (x5)
Potion of shield of faith +2 (x8)
Handy haversack
Acid flasks (x5)
Alchemists fire (x10)
oil (x5)
basic maps (major landmarks only)
bear trap
camoflage netting
dwarven trail rations (x5)
fishhook (x5)
flint and steel
Guide to flora/fauna
handaxe
knife(utility)
mwk stonemasonry tools
mwk thieves tools
mess kit
sawtooth bear trap
spider's silk rope (100')
tindertwig (x5)
twine (50')(x2)
waterskin (x2)

368 gp

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Feats
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Crossbow Mastery (Heavy crossbow): You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Deadly Aim -3/+6: Trade a penalty to ranged attacks for a bonus to ranged damage.
Dwarven Fury (immediate action): When using Dwarven Seething, you can maintain bonuses from both your defensive training racial trait and hatred racial trait’s against any number of opponents.
Dwarven Hatred Style: You apply your hatred racial trait’s bonus on both attack rolls and weapon damage rolls against creatures of the appropriate type or subtype and increase the bonus to +2.
Dwarven Seething (immediate action): While using Dwarven Hatred Style, when an opponent hits you with an attack (including a spell that requires an attack roll), you can apply your defensive training or your hatred racial trait bonus (your choice) against that target, regardless of the opponent’s type or subtype, as an immediate action. This ability lasts until the opponent dies, the combat ends, you change styles, or you designate a different opponent with this ability, whichever occurs first.
Favored Prestige Class
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.

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Ranger/Special Abilities
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Boots of Friendly terrain(Forests): Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger’s favored terrain class feature (jungles, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain’s bonus increases by 2.

. . .Favored terrain(Forests): The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Combat Style(Crossbow): If the ranger selects crossbow, he can choose from the following list whenever he gains a combat style feat: Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload. At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

. . .Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
. . .Favored Enemy (Goblinoids +4) (Ex): +4 to rolls vs. goblinoids foes.

Hunter's Bond (Companions) (3 rounds) (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Track +4: Add the listed bonus to Survival checks made to track.

Wild Empathy +9 (Ex): Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex): Move through undergrowth at normal speed.

Chernasardo Warden:

Forest Magic (Sp): A Chernasardo warden is one with the forest and gains a number of spell-like abilities due to this arboreal affinity. She uses her Chernasardo warden level as her caster level. She can select one of the following spells to gain as a spell-like ability at 1st level, usable once per day: alarm, detect snares and pits, endure elements, entangle, jump, longstrider, or pass without trace. Spell-like abilities selected from this list can be used three times per day at 3rd level and five times per day at 5th level.

...3rd level: The Warden gains a second spell-like ability and adds the following spells to her available choices: fog cloud, snare, spider climb, and spike growth. Spell-like abilities selected from this list can be used once per day at 3rd level, three times per day at 5th level, and five times per day at 7th level.

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Forest Magic
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. . .1st: Longstrider (x3): This spell gives you a +10 foot enhancement bonus to your base speed. It has no effect on other modes of movement, such as burrow, climb, fly, or swim.

. . .3rd: Spider Climb (x1): The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet and a +8 racial bonus on Climb skill checks; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Unchained Heart (Ex) +2: A Chernasardo warden’s free spirit goes far beyond simple stubbornness. At 1st level, she gains a +2 bonus on Will saving throws made against compulsions and mind-affecting effects. If she succeeds at this saving throw, the Chernasardo warden gains a +1 bonus on attack rolls against the source of the spell or effect for 1d4 rounds. The bonus on saving throws increases to +3 at 4th level and +4 at 7th level.

Aligned Class (Ex): Ranger +1(9th): Chernasardo wardens come from all walks of life, each offering a unique perspective and skill set. At 2nd level, a Chernasardo warden must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for one additional level of her aligned class as if she had gained a level in it. She gains the class features of an additional level of her aligned class at 4th, 6th, 8th, and 10th levels. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class.

Guerrilla Tactics (Ex): A Chernasardo warden is an expert at hit-and-run attacks, sabotage, and subterfuge. At 3rd level, she can use the following tactics in combat. She can gain the bonus of only a single tactic at a time, but can switch between them as a swift action. If the Chernasardo warden becomes confused, frightened, panicked, or shaken, she cannot gain any bonuses from guerrilla tactics for as long as the condition persists.

. . .Exploit Weakness: When flanking an enemy, a Chernasardo warden can forgo the +2 bonus on attack rolls from flanking until the start of her next turn in order to further punish the foe. On a successful hit against a flanked enemy while forgoing the attack bonus, the Chernasardo warden can perform a disarm, sunder, or trip combat maneuver against the target as a swift action at her full base attack bonus. This action still provokes attacks of opportunity as normal.

. . .Sneak Attack: A Chernasardo warden gains sneak attack +1d6. This increases to +2d6 at 6th level and +3d6 at 9th level.

. . .Sniping Prowess: The Chernasardo warden takes advantage of any available cover. Her penalty on Stealth checks to snipe changes to –16. The penalty changes to –12 at 6th level and –8 at 9th level.

. . .Sprite Step: When moving through wooded terrain, the Chernasardo warden gains a +4 competence bonus on Acrobatics and Climb checks. While climbing, she does not lose her Dexterity bonus to AC and does not take a penalty for climbing quickly.

Archetypes:

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Infiltrator
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Adaptation (x9 10 minute inc/day) (Ex): An infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.

. . .Humanoid (giant): Low-light vision, Lunge, Natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.

. . .Humanoid (goblinoid): Darkvision 60 ft., Goblin fast (30'), Skill Focus (Stealth), Natural armor (+2).

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Trapper
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Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.
Trapfinding +4: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Trap: (6/day, DC 16) At 5th level, a trapper learns how to create a snare trap and one other ranger trap of her choice. At 7th level and every two levels thereafter, she learns another trap. The trapper can use these traps a total number of times per day equal to 1/2 her ranger level + her Wisdom modifier. Once a trap is learned, it can’t be unlearned and replaced with a different type of trap. The trapper cannot select an individual trap more than once. This ability replaces the ranger’s spells class feature. Trappers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.

. . .Fire(Ex or Su): The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger's level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist's fire when setting the trap.

. . .Smoke(Ex or Su): This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a -4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 ranger levels, and is dispersed by wind as fog cloud. If this is an extraordinary trap, the ranger must use an alchemical component when setting the trap, such as a smokestick.

. . .Snare(Ex or Su): The trap constricts around a limb or other part of the triggering creature's body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap's DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger's level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger's trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger's option, if there is a tall object or structure nearby, she can have the trap lift the creature.

. . .Toxic fumes(Ex or Su): A ranger can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the ranger must use a toxic material when setting the trap, such as noxious aromatic.

Dwarven traits:

Darkvision (60 feet): You can see in the dark (black and white only).
Defensive Training +4: Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed: +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +2: Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Stability +4: [i]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 +2: 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.

Backstory:

"Dorrin!" the commander called out. A dwarf of typical size and build sporting a fiery orange beard and hair to match, moves up and listens. "Okay, soldier, you're going to move in from the southeast while we hit them directly from the south. I've got Kellen and his squad coming in from the southwest. Stay low, remain unseen, and hit 'em where it hurts as soon as you hear the signal. We got these scum right where we want them so let's make it count. For Nirmathas!"

The dwarf echoes his commander's cry and returns to his team. "Alright, lads, form into groups as practiced. Myself, Toross, Virion and Tam will take lead and the rest of you will line up in four by four formations with ten foot gaps in between, got it? Good. And let's keep it silent until it's time ta NOT keep it silent. This is what we do and what we do well so let's make 'em proud, lads. For Nirmathas!" The squad responds with the same call in unison before preparing to move.

Dorrin then heads out, scouting slightly ahead of the others as they head towards their objective. Nearing the fort, Dorrin notices the gates opening. He raises a fist up from the bend of his elbow of his outstretched arm to signal for his squad to hold positions. Peering at the gate to see what's transpiring, he notices hobgoblins walking out. "Wait... what?! Gobbies?! That's not the intel we got. That's...," he questions the event, finding himself truly dumbfounded. He then notices several more of them walk out. And then several more. And then so many more that they become to many to count. His mouth agape, "By Torag's hammer...," he whispers, awestruck by the sight as he tries to believe what he's seeing isn't real. Not a moment later, the enemy charges out into the forest by the hundreds! Eyes going wide, he snaps his head around to his team behind him, "TO ARMS!" he orders, motioning with his arm franctically as he takes off. "AMBUSH!" he alerts the others as he sprints toward the combat.

As he reaches range, he fires a bolt into the back of one, barely affecting it. He then drops his bow and draws his dual axes and attacks the nearest. "BETRAYED, COMMANDER!!! WE'VE BEEN BETRAYED!!!" he yells, unsure if he was heard or not over all the commotion as he swings with his waraxe and connects solidly but misses horribly with his off-hand weapon. The next thing Dorrin feels is a mighty club cracking him in the side of the face. Stunned by the blow he finds himself dazed as he turns to meet his attacker. Looking at him through a blood soaked lens, "That all ya got, gobbie!" he threatens as he moves to attack. Unfortunately for Dorrin, there were far too many of the them and an arrow struck him from one angle and then a hammer from another which quickly laid him low. Darkness was now Dorrin's ally.

Waking as if from a bad dream, Dorrin's eyes flutter open and he feels pain coming from multiple areas, but mostly his head. He instinctively reaches up to put a hand there but cringes in pain due to the arrow in his shoulder. Looking at it, he breakes off the fletching side of it and does his best not to scream. After taking a moment to recover, he works to stand and takes a moment to gather his wits and take in the situation around him. Covered in blood - mostly his - he looks around at the carnage that has been left. His heart sinks at the sight of all his fallen comrades. "By Torag's hammer I've lost 'em all... I've lost 'em all." He scours through the many fallen, recognizing them all. Barely a dead hobgoblin to be found he notices. Shaking his head, the lone survivor falls to his knees ashamed, sorrowful and bitter at the horrible loss. He remains there for several moments, reflecting on it all before a steel resolve forms and he rises. "Ya shoulda killed me ya gobbie <blankety blanks> but ya didn't and that's gonna cost ya. Oh yeah it's gonna cost ya because now there's a storm comin' and there ain't no shelter that's gonna protect ya from it," the ranger vows as he heads out, determined to be avenged as he downs a vial of liquid before tossing it upon the ground...

Visiting the only tavern in the small settlement of Phaendar, Dorrin takes the last drink of his ale as he sits at the bar and remembers the events of not so long ago. Blast it seems like only yesterday, he thinks to himself, his visage stoic as he fiddles with the napkin.

Just then a soldier steps within the tavern, "Flamebeard, time to move!"

Dorrin looks back and nods before returning his attention forward. "Phaistea, lass, I do thank ya for the drink. I owe ya one."

The comely half-elf bartender smiles. "You know you don't owe me a thing, Dorrin. You and your lot do plenty for this town."

"Yeah, well, I still owe ya one. You're always too kind ta me. Once we finally get these gobbies put down, maybe we can finally have a bit o' peace around here, huh?"

Phaistea shrugs, unsure if that's even possible. "Maybe. Looks like duty calls. Seems like it's always calling you."

Nodding, "Yeah you're right about that, lass. Impatience. That'll get ya killed ya know," he says matter of factly, letting out a slight huff as he looks away in thought before stepping down from his seat and turning to leave.

Phaistea studies him a moment as he begins to walk away. "Hey, Dorrin. Do you ever fear of getting yourself killed? Killed in a war that might very well be all for naught?"

The dwarf stops a moment and looks back to her with a grin of all things and says, "Better ta live for somethin', lass ... better ta live for somethin'...," before giving her a wink and taking his leave. But just before he does, a massive troll! bashes through the front door - taking many timbers with it - and grabs the unsuspecting dwarf, lifting him off the ground. Dorrin finds it impossible to break free. The troll then can be seen smiling as he goes to bite his head off...

-----------------------

Eyes instantly popping open, the dwarf finds his breathing coming quickly as his scans the area. Lying on a floor of unworked ground and surrounded by bars, Dorrin relaxes in frustration. What I wouldn't do to be back there. Well, back there WITHOUT the troll. That is NOT how that happened. Not how I remember it anyway. And I'm fairly certain I remember it quite clearly seein's how I'm still livin' and that thing isn't. Ah well. I can almost honestly say I'd rather be at the tavern right now and dealing with that troll than where I'm at currently. Almost. It's a toss up. I wonder how long they're goin' ta hold us before they decide ta get rid of us? Hopefully long enough for me ta break out o' here. Blast there's got ta be a way. Then an irritated look crosses his face as his thoughts turn back to the troll. Why would I dream that thing ate my face? I actually won that day. I mean, only Torag knows how but I did. I'm still breathin' aren't I? I'll never forget that day as long as I live. His mind then wanders back as he continues to rot away in this prison...

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While not young by the standards of humans, Dorrin would be considered young(ish) by his own breathren, yet, also experienced. As a part of the Nirmathi force that assaulted Fort Ramgate, he was put in charge of a squad with less time served than himself. Unfortunately the assault did not go as planned.

As the stories go, Ramgate Massacre was about as true as any story could get. Dorrin managed to be the only one left alive as far as he was aware. Fortunately for him, hobgoblins didn't care about dead bodies and simply left them for nature to take care of. Plus, they knew that stories would be told of the numerous dead that scarred the area and left to rot - including some of their own kind - and that is typically enough to make most think twice about renewing an assault.

Dorrin is 4'5" and 205 lbs. He sports fiery orange hair and beard, tan skin, and green eyes. He's a resolute, firm, but friendly dwarf. Not much of an 'open' personality but he's not averse to friendly conversation by any means. He possesses a deep hatred of goblins of any kind and will spare no expense in destroying them all.

___________________________________________________________________________ ___________________________________________________________________________ ___________________________________________________________________________

Troll battle memory:
As they quietly move within the forest, they stop behind a massive oak tree and peer around it, catching sight of the "Beast of Bloodsworn Vale" as it was eating... something right outside the entrance of a cave. (Hard to tell exactly what it was eating due to the current state its meal was in. Could be anything at this point honestly). Anyway, most folks called it by many other names... none of them good and all of them fitting. "There it is, my dwarven ally, 'The Beast of Bloodsworn Vale'. We finally found the horrible creature and she's all yours to take down. But it's just got to be you and you alone, my friend."

Dorrin looks over at the lead ranger, dumbfounded before turning his attention back to the massive troll.(The green one ) "Are you mad, Kelvar? That thing'll chew me up and spit me out. And then it'll probably chew me up again. I'll be dead before I know it's actually chewin' on me. That thing is no ordinary Troll, let me tell ya. It's like it was built for war or somethin'," he truly believes, nodding emphatically.

Kelvar grins. "That it has, friend dwarf, but do not fear for I will eliminate it if you cannot. But then that would eliminate you from joining our ranks until the next opportunity arises. A true test if there ever was one. I have faith in you and believe you will conquer this beast and earn you place among the Chernasardo Wardens," he says, grinning.

Studying the beast for a moment, "Ya know, I gotta question: What's it doin' out here in the Fangwood if it's the 'Beast of Bloodsworn Vale'?" he asks, looking over to the ranger curiously.

Shrugging, "Who knows why it has traveled so far from 'home', if you will. Maybe food has become scarce for it. Maybe it was bored. I dare not attempt to discern what goes through the mind of such a beast. All I know is that it is here and we must end it before it finds itself closer to occupied lands. I do not want to imagine that end result," he says omniously.

Nodding, "Fair enough. Let's put an end ta this beast then. Fortunately me and me kin are fairly well-versed in fightin' these type of beasties. Let's see if it pays off, hm?" Dorrin then moves through the forest quietly and keeps his eye upon the munching troll. He takes a deep breath and attunes himself with the land around him. He then readies is crossbow to fire at the beast, keeping himself just within the maximum range of the weapon(110').

Listening to the beat of his own heart, Dorrin takes a steady aim... and fires! The shot unfortunately goes wide of its mark causing Dorrin to swear under his breath. He then works quickly to reload as he doesn't notice the troll looking up, sure that it heard something but doesn't see or smell anything nearby. Fortunately for the dwarf ranger, all it does is looks around a moment more before returning back to its meal.

Managing to finally reload his bow, he takes aim once again. C'mon, Dorrin, you've got ta hit this thing. Firing again, this time the bolt finds its target and the beast - who is caught unaware - simply looks down at the protruding stick before ripping it out. Now quite angry, the troll looks in the direction the bolt came from and flings its arms out wide along its sides with his hands wide open, its fingers bearing blades of metal upon them. It immediately heads in that direction yelling, "I'm coming for you!" in it's deep, guttural native language. What it does not understand is why it can't seem to manage its maximum speed but it continues undaunted and unconcerned anyway.

Dorrin, meanwhile, drops his crossbow and pulls out another. He quickly takes aim at the nearing troll and squares it up and fires again and hits again! This time it struck home in a severe manner and the creature actually lets out a roar as it felt that one. But it continues toward its prey undeterred, yet, still at a reduced speed. "I've got your scent now! Your time is at end!" it vows.

Knowing he's got no time to reload, Dorrin drops his second crossbow and pulls out his giant-sticker. He then readies himself for impact as the troll catches sight of him and charges right at him - now at full speed - showing no concern about the dwarf's weapon. "Yummy!!!" it yells, the creature's saliva dripping out of its mouth. The dwarf's heart races as the massive creature nears. "By Torag you are one, ugly...," he mutters to himself as he braces for impact. And not a moment later the troll is unable - or really doesn't even try - to avoid the polearm and impales itself while at the same time striking the dwarf with a claw that draws several bloody lines across his face and chest and leaves the bladed fingers from one hand buried deep within the latter of the ranger. Dorrin yells loudly through gritted teeth but manages to hold on and pull the weapon free. "Take that, ya filthy <blank>!" he yells, speaking the troll's language as he spits out blood and retreats backward, moving back into the woods at a rather faster pace than normal for a dwarf. "C'mon! Come and get me!" he taunts, awaiting the slowed again troll. Hit and run, Dorrin, hit and run. No way ya go toe ta toe with this beast.

The troll complies freely, believing it's indestructible. He takes another swipe at Dorrin, actually missing this time as the dwarf manages to duck. And with that miss the dwarf gets overconfident and swipes at the beast, missing horribly as he nearly loses the weapon. Blast! Time ta go! He then takes off again in a random direction, knowing he's got to stay one step ahead of the beast.

The constant cat and mouse resulted in a few missed opportunities for both but also resulted in some not-so-missed. The troll got in past the dwarf's defenses and took a bite out of Dorrin's shoulder in which he could not help but scream; but he got his own strike in and repaid it with a mighty overhand slash that caught it across the neck.

The troll had now had enough of these games. When it finally caught up to the dwarf again, it tired of getting poked and slashed by this weapon and reached out and managed to grab the polearm before simply tossing it aside. As it reached for the blade, Dorrin tried to strike it to prevent the troll from grabbing it but unfortunately for him it was to no avail.

Dorrin, breathing rather hard from the exertion of it all, can only look on in disbelief as he swears under his breath. Covered in blood, exhausted, knowing he can't take another strike from this thing as he continues to bleed out, stands there resolute, as if awaiting the final blow.

The beast actually starts laughing that deep guttural laugh, knowing it's won. "Do not fear, dwarf, you will not feel too much pain when I rip your spine out!"

Dorrin, working to simply maintain standing as he's starting to feel the effect of the blood loss, looks past the troll and notices Kelvar in the distance with an arrow nocked. The dwarf knows the only reason he can see the Warden is because he's being allowed to make a decision. He then looks to the troll and then back to Kelvar and shakes his head. And with that, the elf lowers his bow and awaits the end result.

And it's not even a moment later the troll grabs him and lifts him in the air right up to his mouth. Dorrin cringes at the fetid smell as he goes limp and reaches down at his side, resting a hand upon a smaller crossbow. "Any last words, pathetic dwarf, before you become my meal! I love to hear screaming if you're wondering! That's always my favorite part!"

The dwarf simply turns his focus and affixes his gaze directly at the eyes of the horrific beast. "Yeah I got a last word for ya, ya ugly <bleeeeeep>."

The troll laughs again, that horrible, deep, guttural laugh. "Well go ahead then! I want to enjoy this!"

Quickly raising the smaller crossbow and pointing it DIRECTLY at the head of the beast, the dwarf states with unwavering certainty, "You lose," before pulling the trigger.

Time then appears to stops. Or so it feels.

The bolt seems to head in slow motion with the eyes of the troll crossing as if it's attempting to catch sight of the trajectory. Being able to do nothing about it - and not really too concerned about it anyway - the bolt then buries itself deep within the troll's brain and all seems to go quiet as the creature's head snaps back to where it's looking toward the sky at an angle.

A few heartbeats later, the troll falls over backward like a toppling tree and hits the ground with a mighty thump, unmoving.

Dorrin himself falls when the troll's grip lessens but he somehow manages to land safely and keep his feet - albeit just barely - despite his weakened state. Knowing he doesn't have a lot of time as he continues to bleed out, he reaches in his pack and pulls out one of several flasks of acid and places it within the mouth of the troll. He then pulls out his waraxe and uses the butt end of it to smash the lower jaw of the creature to where it closes it's mouth with force, destroying the flask and releasing the contents within. He does that twice more before using the rest to pour over the creature's body for good measure.

Extremely unstable, he looks up over at Kelvar and manages to raise a fist in the air, giving a firm nod of victory before succumbing to his wounds and collapsing in an unconscious heap.

Green Troll