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About Dunagan HaarglickStatistics
CMD 13 (+4 v Bullrush) HP 10/10 (1d8, Con+2) Fort +4, Ref +1, Will +5; (+2 v poison, spells, spell-like abilities)
CMB: +2 Speed 20 ft. Melee
Ranged
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Feats Scribe Scroll Traits
-Warsmith: You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill for you.
Skills:
5 ranks: Level 1x (2 (Cleric) +2 (Int) +1 (Favored)) Trained
Untrained
Default Memorized Spells:
Equipment:
Worn: Commoners Outfit (8lbs) Scale mail (30lbs) Warhammer (5lbs) Starfallen Adamantine Warhammer (MSWK) (5lbs) Heavy Wood Shield (10lbs) Holy Text: Dunagan's Smithing Journal (10/50 Pages Written)(1lb) Belt Pouch (0.5lbs) -2 Candles -Flint and Steel -Wooden Holy Symbol (hammer&anvil) -Inkpen -Ink -Charcoal -5x Parchment Spell Component Pouch (0.5lbs) Toatl Weight: 70lbs (Medium Load) Backpack
Riding Saddle Pack Saddle
Money
Cornalium, a Taldor Jennet:
HP 19/19 Traits
Sard, a Vigilant Courser :
HP 19/19 Traits
Appearance/Personality:
The young Haarglick can almost always be seen in a thick leather apron and rather common clothes. He often smells of sweat, dirt, and smoke. He keeps his beard short as not to interfere with his work. Long beards have a habit of catching fire, getting caught in moving parts, and overall becoming a nuisance. His hair is a dusty blond and his eyes are a sky blue. His features are rather sharp for a dwarf, but that is mainly due to his youth. The Dwarf doesn't adorn himself with jewelry for similar reasons as he has for not having a long beard.
Dunagan is a simple Dwarf that sees the world in black and white. There are things made well and things not made well - the same goes for people. He conserves his words, for he believes that each one is a strike on the anvil and must be well placed or forever damage their work. Mostly his words are pointed and illustrate his opinion on the subject. This creates a personality that can be construed as abrasive. Dunagan is not racist - his worldview with regards to other races, to include Orcs, is that they are a blank slate, similar to a sheet of metal before it is forged. Every humanoid has the chance to be molded into many different things and one can not simply categorize all Orcs as evil. For that would be like categorizing all steel as sharp after feeling the edge of a blade. But of course steel makes good blades as Orcs make good brutes, capable of many foul things. He has stood in defense of Vigil on occasion and his father has taught him how to defend himself against the brutes as any good Dwarven father would. He disdains the Orcs that cling to their brutish nature and his Dwarven blood burns with fire when they challenge goodness and the rule of law. Dunagan would refer to himself as a shield (Dwarf), crafted to turn a blade (brutish Orc) from the flesh (Civilization). Dunagan's idea of reclaiming Koldukar, and his version of the Scion of Koldukar, is not the expulsion of the Orcs and the return of the Dwarves, but rather the reclamation of the many lost artifacts, arts, and traditions within its walls. He feels as if the city has long lost its appeal as being a home for the Dwarves, but instead can be used as a template for a new home. He seeks to understand and unlock the secrets found in its ancient Dwarven construction.
Background:
Dunagan's chance to visit the once great Sky Citadel of his ancestors finally came in a letter sealed by Second Master Santrian. It was a chance to perform his own Gladdringgar in Koldukar. The young Dwarf assumed that he was chosen to perform repairs and maintenance for the caravan and its guard's arms rather than as a guard. That's not to say that he wasn't horrible with a weapon and his faith has always been strong with Torag's blessings.
The Haarglick family has lived on the surface for centuries providing some of the finest arms and armor for the surface dwellers. Recently, his family has come to live in the dual-ringed city of Vigil. The traditions of their craft has been passed by father to son. While their crafts are of superior quality, they still pale in comparison to the many artifacts brought back from their ancestral home by adventurers and traders. It has been every Haarglick's dream since their expulsion from Koldukar to return to their home and recover their most prized possessions, the Skilag Smiddi Stones. The Skilag Smiddi, or the "smith learning", Stones are ancient stone books that detail the smithy techniques of Dunagan's forefathers. Dunagan's desire doesn't stop there. He is an ambitious Dwarf that seeks to incorporate many arts into his techniques. New and rare metals, techniques of mixing metals into stronger alloys, and tempering the alloys into fine weapons and even finer armors are what drives him. Traveling the world would be the best chance he has to accomplish this and he knows that this caravan may be his one and only chance at doing just that.
References:
Racial Traits +2 Constitution, +2 Wisdom, and –2 Charisma. Speed is never modified by armor or encumbrance. +4 dodge bonus to AC against monsters of the giant subtype.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet. +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Class Features
Aura (Ex) - Lawful Good FORGEMASTER A forgemaster adds the following spells to her spell list: 1st—crafter's curse, crafter's fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0). Runeforger (Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time. Level 1: Forgemaster's Blessing: The inscribed non-magical item functions as a masterwork item. ((Craft Magic Arms and Armor The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level.)) ((Master Smith (Ex) At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.)) ARTIFICE DOMAIN:
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere.
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