Pahmet Monk

Fargrim Dawnforge's page

296 posts. Alias of Faelyn.

Full Name

Fargrim Dawnforge




4th Level Bloodrager (Untouchable Rager) | HP 46/46 | THP 0/8 | AC 17 (15) | T 12 | FF 15 | CMD 19 | Fort +7 | Ref +3 | Will +4 | Init +4 | Perc +10 | Bloodrage 17/17







Special Abilities

Bloodline - Arcane (Disruptive Bloodrage, Arcane Bloodrage), Bloodrage, Fast Movement, Uncanny Dodge, Blood Sanctuary, Raging Resistance


Chaotic Neutral


Port Peril


Common, Dwarven, Cyclops, Giant

Homepage URL

Character Sheet

Strength 16
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Fargrim Dawnforge

Male Dwarf Bloodrager
Chaotic Neutral Humanoid
Init +4; Senses Darkvision, Perception +10
AC 17, touch 12, flat-footed 15 (+2 Dex, +4 Armor, +1 Natural)
hp 46
Fort +7, Ref +3, Will +4; +5 vs. Spells/SLAs, +3 vs. Poison
Defensive Abilities Steel Soul, Glory of Old, Uncanny Dodge, Blood Sanctuary, Raging Resistance (SR 12)
Speed 30 ft.
Dorn-Dergar +7 (1d10+4/x2) – Reach
Boarding Axe +7 (1d6+3/x3)
Dagger +7 (1d4+3/19-20/x2)
Machete +7 (1d6+3/19-20/x2)
Dagger +6 (1d4+3/19-20/x2) – 10 ft.
Throwing Axe +6 (1d6+3/x2) - 10 ft.
Special Attacks Disruptive Bloodrage, Power Attack, Cleave
Str 16, Dex 14, Con 16, Int 12, Wis 16, Cha 8
Base Atk +4; CMB +7; CMD 19
Feats Steel Soul, Power Attack, Cleave, Nemesis (Captain Harridan), Dwarven Hatred Style (Aquatic/Water Subtype)
Skills Acrobatics +8(+6), Appraise +6(+7)/+8(+9), Climb +9(+7), Intimidate +5, Knowledge: Arcana +5, Knowledge: History +7, Knowledge: Local +3, Perception +10, Profession: Sailor +12, Survival +9/+10, Swim +8(+6)
Languages Common, Dwarven, Cyclops, Giant
SQ Bloodline - Arcane (Disruptive Bloodrage, Arcane Bloodrage), Bloodrage, Fast Movement, Uncanny Dodge, Blood Sanctuary, Raging Resistance
Other Gear Dorn-Dergar*, Boarding Axe*, Spring-Loaded Wrist Sheath (Dagger), Machete, Armored Coat*, Amulet of Natural Armor +1*Backpack (Bedroll, Blanket, Grappling Hook, Silk Rope (50 ft.), Journal, Ink w/ Inkpen, Masterwork Snorkel, Waterproof Bag, Waterskin), Belt Pouch (Flint & Steel), Belt Pouch (Hip Flask), Bandolier, Potion of Cure Moderate Wounds *
Ancient Explorer: You are a student of the ancient history of Golarion, and you’ve come to the Shackles to explore the crumbling and vine-choked ruins of the cyclops empire of Ghol-Gan, which have lain abandoned among the isles of the Shackles for thousands of years. You gain a +1 trait bonus on Knowledge (history) and Knowledge (local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

You went to a tavern called the Formidably Maid in Port Peril last night to meet a contact who supposedly had an old map of lost cyclops ruins to sell, but the drink was stronger than you had expected and you passed out before making the deal.

Glory of Old: In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Merchant: You lived your life as a merchant, buying and selling goods. You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.


Pride: You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.
Special Abilities
Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source ref lects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.

The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.

At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Arcane Bloodline:
While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk.) This stacks with any levels in fighter you have.

Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.

Greater Arcane Bloodrage (Sp): At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

Caster's Scourge (Ex): At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster’s bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.

True Arcane Bloodrage (Sp): At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.

Caster's Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex): At 2nd level, a bloodrager can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

If a bloodrager already possesses uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Blood Sanctuary (Su): At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Raging Resistance (Ex): At 4th level, instead of gaining spells, a bloodrager becomes resistant to spells. While bloodraging, he gains spell resistance equal to 8 + his bloodrager level. Unlike normal spell resistance, the untouchable rager’s spell resistance cannot be voluntarily lowered. As long as the untouchable is bloodraging, the spell resistance is persistent, and can only be lowered by ending the bloodrage. At 7th, 10th, 13th, and 16th levels (when other bloodragers would gain bloodline spells), an untouchable rager’s spell resistance from raging resistance is increased by 1. This ability replaces the spells, blood casting, eschew materials, and bloodline spells class features.

Favored Class Bonus (Dwarf Bloodrager): Increase the bloodrager’s total number of bloodrage rounds per day by 4 / +2 HP

Standard Racial Traits:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Type: Dwarves are Humanoid creatures with both the dwarf subtype.
Base Speed : (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Other Racial Traits:
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.
Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.

Born into the well-known dwarven bloodline of the Dawnforge clan, Fargrim spent his earliest years amidst the Five King Mountains and learned about his family’s long lineage which could be traced back to the days of Tar Taargadth. He is extremely proud of his lineage and does not brook any ill-words against it.

From a young age Fargrim had a very close relationship with his uncle, which displeased his father and mother. Fargrim’s uncle was known as the black sheep of the family, he was less interested in hearth and home than he was out exploring Golarion and investigating ancient ruins of lost civilizations. Fargrim spent much time as a young dwarf learning of strange and ancient ruins, especially those of the lost cyclopean civilizations from eons past.

It would seem that Fargrim inherited his uncle’s wanderlust and it got the better of him. One day, when he was still fairly young for a dwarf, he rebuffed an offer from one of the more illustrious members of the dwarven clans. It was taken as a great offense to this dwarf’s honor and possibly a besmirchment against Fargrim’s family name. To satisfy the clans Fargrim was given two very simple options; accept the offer, which seemed akin to servitude for Fargrim, or exile from his home. The headstrong, and stubborn, dwarf chose to leave his home behind as opposed to give in to the demands made upon him by the elders. Fargrim’s short beard was shaved by his father before being cast out of the only home he had ever known. His uncle took young Fargrim under his wing and the two left behind the Mountains for adventure in the wider world of Golarion.

Their travels quickly led them towards Mwangi and the nearby lands where they could get closer to the ruins they desperately sought. Much of Fargrim’s adult life was spent along the coastlines and aboard ships as he and his uncle plied whatever skills they could to fund their adventures. He learned much about merchanting and of all the strange treasure one could find beneath the raging oceans. Despite his race’s normal aversion to open water, Fargrim found the rolling, chaotic waves calming and delightful. He enjoyed the spray of salt water. Sometimes Fargrim found his normally carefree and reckless personality tamed for inexplicable reasons, times during which he had an uncanny ability to focus his mind and thoughts.

It was during these years that Fargrim discovered about his uncle’s strange magical gift and the bloodline powers that his family possessed. Throughout their long history, the Dawnforge clan has had a strange connection with arcane magic that none could truly identify; however, it was a strong connection, often manifesting in a sorcerous manner in the more intelligent of the family. Sometimes, however, the gift would manifest in a different way… these dwarfs inherited a power that enhanced the traditional dwarven resilience to magic and made them nigh untouchable by magic. They could tap into a strange, trance-like power which would imbue them with great strength and temper the often chaotic personalities which seemed to always follow these special dwarves… Dwarves just like Fargrim.

Image! Tall for a dwarf, standing at 4'4", Fargrim is broad of shoulder, but less stout around the torso than many dwarves. His thick, dirty blonde hair is long with several braids in strategic areas to keep his hair out of his face during battle. He keeps his beard cut close, considered quite short by dwarven standards, with long braids from the corners of his mouth, capped with metal clasps. He eyes are a rare hue of pale green, like that of jade stone.

Generally Fargrim is unlike the typical, dour-faced dwarf; he is quite carefree and out-going (perhaps even a little reckless)... even if his manners and etiquette are atrocious. He is, however, stubborn like many of his kin and prideful. He does not take well to slights, especially if directed towards his family line. Despite the exile from his clan, which he never speaks of, he is terribly defensive about their honor and will meet any perceived dishonor with fists. His short-trimmed beard attests to his divergent nature, though he deflects any questions about it with good-natured jokes.