Valeros

Durahl of Highhaven's page

48 posts. Alias of Logan1138.


Full Name

Durahl of Highhaven

Race

Human

Classes/Levels

Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft

Gender

Male

Size

Medium (6' 190 lbs)

Age

20

Alignment

Chaotic Neutral

Deity

none

Location

Somewhere in Karmeikos...

Languages

Thyatian and Traladaran

Occupation

Wandering thrillseeker

Strength 16
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 12
Charisma 10

About Durahl of Highhaven

Offense:

Initiative: +2 (Dex: +2)
BAB: +1
CMB: +4 (BAB: +1, Str: +3)
CMD: 16 (Base: 10, BAB: +1, Str: +3, Dex: +2)

Weapons:

Battleaxe (+4 attack bonus, 1d8+3 damage, 20/x3 critical, Slashing)

Defense:

Hit Points: 15 (Base: 10, Con: +1, Favored Class: +1, Toughness: +3)
Armor Class: 20 (Base: 10, Armor: +4, Shield: +2, Shield Focus: +1, Dex: +2, Luck of Heroes: +1)
Touch AC: 13 (Base: 10, Dex: +2, Luck of Heroes: +1)
Flat Footed AC: 18 (Base: 10, Armor: +4, Shield: +2, Shield Focus: +1, Luck of Heroes: +1)

Armor:

Chain Shirt (Armor Bonus: +4, Max Dex: +4, Armor Check Penalty: -2)
Heavy wooden shield (Shield Bonus: +2, Armor Check Penalty: -2)

Fortitude save: +4 (Base: +2, Con: +1, LoH: +1)
Reflex save: +3 (Base: +0, Dex: +2, LoH: +1)
Will save: +2 (Base: +0, Wis: +1, LoH: +1)

Base Movement: 30 feet/round
Armored Movement: 30 feet/round

Class Features:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

Skills:

Trained Class Skills (3 skill ranks/level, 3 ranks total):

Craft (Armor): +4 (Rank: 1, Int: +0, Class: +3)
Knowledge(Dungeoneering): +4 (Rank: 1, Int: +0, Class: +3)
Survival: +5 (Rank: 1, Wis: +1, Class: +3)

Feats:

1st level Character -- Combat Reflexes: Get 2 additional Attacks of Opportunity per round and can make AoO while flat-footed.
1st level Fighter feat -- Shield Focus: Gain +1 to AC when using a shield
Human bonus feat -- Toughness +3 HP at 1st level, +1 HP/level beyond 3rd
Bonus campaign feat -- Luck of Heroes: +1 to AC, +1 to all saves

Gear:

Battle Axe 10 gp / 6 lbs (+4 attack bonus, 1d8+3 damage, 20/x3 critical, Slashing)
Chain Shirt 100 gp / 25 lbs ( Armor Bonus: +4, Max Dex: +4, Armor Check Penalty: -2)
Heavy Wooden Shield 7 gp / 10 lbs (Shield Bonus: +2, Armor Check Penalty: -2)

Belt of the Finley the Stumbling Drunk

To avoid bumps and bruises after a night of drinking, Finley had this belt commissioned. It also helped in bar fights it turned out.

Benefit: DR 2 bludgeoning.

Backpack 2 gp / 2 lbs
Bedroll 1 sp / 5 lbs
Blanket, winter 5 sp / 3 lbs
Flint & Steel 1 gp / --
Pouch, belt 1 gp / .5 lbs
Sack, empty 1 sp / .5 lbs
Rations (7 days) 4 gp / 7 lbs
Waterskin 1 gp / 4 lbs
Whetstone 2 cp / 1 lbs
"Luckstones" (two 6-sided bone dice) 5 gp / --
Artisan's tools (Craft: Armor) 5 gp / 5 lbs

Total equipment cost: 138 gp, 7 sp, 2 cp
Remaining money: 36 gp, 2 sp, 8 cp
Total equipment weight: 69 lbs (Light load)

Light load: 76 lbs or less
Medium load: 77-153 lbs
Heavy load: 154-230 lbs
Lift over head: 230 lbs
Lift off ground: 460 lbs
Drag or push: 1150 lbs

Background:

Durahl hails from the small town of Highhaven in the foothills of the Dragon Spire Peaks. The son of the village blacksmith and a devoutly religious mother who served as a lay assistant in the local shrine to Vanya, his early life was filled with hard labor in his father's workshop pumping the bellows for the forge and endless "sermons" from his mother about the greatness of Vanya.

When Durahl was only 12 years old, Durahl's mother fell ill and died despite the best efforts of the local priest. The seeming capriciousness of his mother's patron deity caused a crisis of faith for the young lad who attributed her death to a lapse of devotion on her part. While, Durahl no longer revered his town's patron god, he developed an irrational need to placate the gods whenever possible, while never feeling true devotion to any single deity.

Meanwhile, Durahl was beginning to chafe under the yoke of his father's increasing demands at the smithy and he secretly struck up a friendship with Maugrim Silvershield, a retired dwarven adventurer in the nearby dwarven village of Stonehold, to begin training for a life as a axe-swinging, wench-defiling fighter.

Upon his father's death (in an accident at the smithy which Durahl naturally ascribed to the "gods"), Durahl left Highhaven for good and has never looked back.

Personality:

Durahl is a sensualist living his life by the motto, "Eat, drink and be merry, for tomorrow we die." He lives entirely for the moment, often squandering large sums in a single night of gambling, drinking and whoring. His behavior borders on recklessness and he often leaves decisions entirely up to chance with a roll of his "luck stones".

Durahl is emotionally distant. He is quick to form surface level friendships but generally resists attempts by others to delve into his past or engage him on a deeper, more substantial level.

For the most part, Durahl is fairly easy to get along with but he has one area where he is greatly sensitive: his diminutive stature. Any jokes or snide comments about his height will often result in drawing blades and an ensuing duel unless the offender makes immediate reparations.

His early life experience with the loss of both his mother and father, has left him with no true religious faith but has resulted in an almost obsessive need to make sure that he is "in good favor" with the gods. Hence, he will always make a nominal donation (usually around 5 gp) to the temple of the most influential deity in whatever locale he finds himself.

Appearance:

Durahl is a smallish young man (5'6" / 160 lbs) of olive complexion with shoulder-length, dark black hair and charcoal grey eyes. He is dressed in light grey breeches, a light blue tunic over his armor, light grey boots and a silver cloak. His axe bears the inscription, "Fortune's Favorite" in Dwarven runes which he forged with the aid of his dwarven mentor, Maugrim Silvershield of Stonehold.