Kaigon the Miscreant

Duglin Braehammer's page

44 posts. Alias of wanderer82.


Full Name

Duglin Braehammer

Race

Dwarf

Classes/Levels

Fighter 1 || HP 14/14 || AC 19 (T 11 / FF 18) || CMD 15 || Fort +5 Refl +1 Will +2 (+2 poison, +4 spells/like) || Init +1 || Perception+7, darkvision

Gender

male

Strength 16
Dexterity 12
Constitution 17
Intelligence 14
Wisdom 14
Charisma 12

About Duglin Braehammer

Duglin Braehammer
Male Dwarf Fighter 1
CG Medium Human (dwarf)
Init +1; Senses Perception +7, darkvision

--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex; +4 vs giant)
hp 14 (1d10+3+1)
Fort +5, Ref +1, Will +2 (+2 vs poison, +4 vs spells, spell-like)

--------------------
Offense
--------------------
Speed 20 ft.
Melee waraxe +4 (1d10+3/+4, S, x3)
Melee warhammer +4 (1d8+3/+4, B, x3)
Melee cestus +4 (1d4+3, B/P, 19-20/x2, cold iron)
Ranged javelin +2 (1d6+3, 50' P, x2)
Special Attacks power attack, hatred (+1 att vs goblin, orc)

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 17, Int 14, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 15
Feats power attack, steel soul
Traits reactionary, militant merchant, overprotective (drawback)
Skills climb +7, craft (weapon) +10, craft (armor) +10, diplomacy +1, perception +7, sense motive +2, survival +6, swim +7
Languages common, dwarven, goblin, orc
SQ darkvision, hardy, stability, stonecunning

Arms & Armor scale mail, heavy steel shield, war axe, warhammer, cold iron cestus, javelin w/ amentum (x5)
Combat Gear
Other Gear masterwork smith's hammer, backpack, bedroll, whetstone, canteen, rations (14), flint & steel, chalk (10), silk rope (50'), grappling iron
gold: 56, silver: 8, copper: 8

--------------------
Abilities
--------------------
TRAITS
Defender of the Society gain a +1 trait bonus to Armor Class when wearing medium or heavy armor
Militant Merchant +1 to Perception, Perception is a class skill
Overprotective If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

FEATS
Power Attack take -1 to attack in exchange for +2 to damage (+3 if weapon wielded two-handed).
Steel Soul increase bonus from Hardy to +4.

RACE ABILITIES/QUALITIES
Slow and Steady base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training +4 dodge bonus to AC against monsters of the giant subtype.
Hardy +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning +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.
Hatred +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.

CLASS ABILITIES/QUALITIES
Bonus Feat gain a bonus Combat Feat.

--------------------
Profile
--------------------
Appearance
Stocky and well built, Duglin stands a bit shy of four and a half feet, with short red hair and a long, braided beard. His build belies a natural agility, and he is quick to react in times of trouble. Generally garbed in dark leather trousers, a simple shirt with sleeves rolled up and a leather smith's apron, he does own both a coat of scales and a hefty war axe, the tests his father put before him to prove his skill and rise from apprentice to journeyman. He is rarely without a hammer in one hand, and is just as dangerous with it as he is with more formal weapons.

Personality
Contrary to most people's expectations, Duglin is a rather outgoing and friendly individual, especially for a dwarf. While not well spoken, he is happy to chat with those who come into the shop, whether it be to recommend a blade, evaluate a damaged shield, or simply discuss the rumors from Morningport. Loyal to a fault, he has always dreamed of standing beside great heroes and fighting horrid enemies, as his ancestors did in days long past. He has a taste for ale and slow stewed meats, and is curiously known to hum while he works.

Background
Far to the north beyond Cairndubh lies Undred Kattor, the great dwarven realm of stone. Therein sit the six great dwarf clans. For millenia they have held firm to their isolation deep in their mountains. But if you speak with the elders, they will mention the seventh great clan, Clan Braehammer, those that defied the laws of Undred Kattor and ventured out into the land of men. Now more than two centuries past, the Braehammers have scattered across the continent, bringing their skill as both craftsmen and warriors to every edge of human society. And over time, the success of the Braehammer Clan in the world of men lead men to see trade with the kingdom of Undred Kattor, a situation which was most profitable for the realm. And so, despite there abandonment of the old ways, clan Braehammer is viewed with respect in the ancient Dwarven realm to the north.

Duglin was born and raised in Morningport, where his father Dolan made a good living as a master smith. Dolan had many apprentices, both human and dwarf, yet none showed as much promise as his son. The blood of the Braehammer Clan was strong in Duglin, and was most evident when he wielded a hammer atop the Anvil. An so Dolan challenged him, to grow and progress.

Dolan tutored his son throughout the day, then shared the tales of their Clan by the firelight. The Braehammers had been guardians in the ancient realm of Undred Kattor, having guarded the underrealm against countless adversaries, though none more vile than the Demon Lord Vangarox and his mighty orc horde. Beating the near limitless army back into the wastelands of the West, Axemarshal Hemdor Braehammer beheaded the demon Lord, ending the horrid invasion. But Hemdor knew Vangarox could reform himself in time, for he had not found the demon Lord's soul stone. So it was that an oracle came to Clan Braehammer two centuries past, with whispers of the return of Vangarox. So when a new horde of orcs was seen moving east out of the wastelands and down into the realm of men, Borgel Braehammer lead his clan out of Undred Kattor to join with the humans against the Clan's ancient foe. But the other Clans doubted the nature of the attack, and stayed within the great Dwarven realm. This was the Schism of the Clans.

Duglin studied diligently under his father's tutelage, driven to both make his father proud and live up to the Braehammer name. His skill as he progressed through adolescence was remarkable, yet he yearned for something more - to raise up arms as his forefathers had and defend the land against the evils of the dark. But Dolan forbade Duglin to join the Radiant Guard, the city watch of Morningport. He did however agree to train Duglin in the use of the weapons he crafted. As with smithing, Duglin took to the ways of war with ease and poise.

Finally the day came for Duglin to be judged as a smith and adult. He was given the task of creating a war axe, an honored weapon sacred to dwarves, and a coat of scales. It took him two weeks, but when he finally brought the items before his father, Dolan smiled. "Welcome to manhood son. You are now a smith."

Duglin was proud of his achievement, and worked with a renewed vigor. When word reached Morningport that the smith up in Sorrowmoor had grown old and weak without an apprentice to take over, Dolan told Duglin this was his chance to make a mark as a man. With little pause, Duglin agreed and they penned a missive to the aging smith, offering his services in his stead. Then Duglin packed his belongings and began the journey north. It was 3 days into the trip that he learned of the strange occurrences in the small hamlet he was traveling towards. It would seem he would have to use that axe after all...

...to be continued...