Paladin

Garnak Tharnhammer's page

7 posts. Alias of Tourach.


About Garnak Tharnhammer

Garnak Tharnhammer
Class: Oracle (Seer) 1
Alignment: Lawful Neutral
Deity: Dranngvit
Race: Dwarf
Size: Medium
Gender: Male
Age: 49
Height: 4'4"
Weight: 199 lbs
Hair: Black
Eyes: Red

Favored Class: Oracle

XP:0

Current Hp: 10/10
Current Conditions: none

Ability Scores:

Strength 10 (+0)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 20 (+5)

Combat Information:

Init +1; Senses: Perception +1 (Darkvision)
Concentration +6

Defenses
AC 20, touch 15, flat-footed 15 (+5 Cha, +3 Studded Leather, +2 Heavy Wooden Shield)
+4 dodge bonus to AC vs. monsters of the giant subtype.
CMB +0
CMD 11 (10+0 Base Attack +1 Dexterity)
hp 10/10
Fort +1, Ref +5, Will +3
(+2 vs. poison, spells, and spell-like abilities)

Offense
BAB: +0
Speed 20 ft.
Melee: Morningstar (+0, 1d8/x2)
Ranged: Light Crossbow (+1, 1d8/19-20x2)

Skills:

name [ability] (ranks/ability/class/other mod) total

Appraise [Int] (0+1+0) +1
Diplomacy [Cha] (1+5+3+1) +10
Intimidate [Cha] (1+5+3+2) +11
Knowledge (Dungeoneering) [Int] (1+1+3) +5
Knowledge (Nobility) [Int] (1+1+3) +5
Knowledge (Religion) [Int] (1+1+3) +5
Sense Motive [Wis] (1+1+3) +5
Spellcraft [Int] (1+1+3) +5

Languages:

Common, Dwarven, Terran

Traits:

Ability Score Trait (Respected Speaker): You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept.

Benefit: +2 Charisma, +2 Wisdom, -2 Strength

Campaign Trait (Heir of Dammerhall): You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic.
Still it earns you great respect amongst other dwarves.

Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.

Faith Trait (Omen): You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence.

Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Feats :

Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Lost Legacy (Story): You gain a +1 bonus on Charisma-based ability checks and skill checks.

Racial Features:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

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.

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.

Stonecunning: 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.

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

Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.

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:

Curse: Tongues

Mystery: Lore

Archetype: Seer

Revelations:

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Equipment:

12gp, 2sp, 7cp

Weapons

Light Crossbow (4lbs)
Bolts, Crossbow x10 (0.1lbs)
Morningstar (6lbs)

Armor

Studded Leather (25gp, 20lbs)
Heavy Wooden Shield (7gp, 10lbs)

Carried

Spell Component Pouch (5gp, 2lbs)
Artisan's Outfit
Belt Pouch (1gp, 0.5lbs)

In Backpack
Backpack (2gp, 2lbs)
Bedroll (1sp, 5lbs)
Blanket, winter (5sp, 3lbs)
Scroll Case (1gp, 0.5lbs)
Chalk (2 pieces) (2cp, -)
Flint and Steel (1gp, -)
Paper (10 sheets) (40sp, -)
Hemp Rope (50') (1gp, 10lbs)
Sack (1sp, 0.5lbs)
Waterskin (1gp, 4lbs)
Whetstone (2cp, 2lbs)

Total Weight: 70lbs
Total Carrying Weight: 70lbs
Total Combat Weight: 43lbs

Carrying Capacity
Light 33lbs; Medium 66 lbs; Heavy 100 lbs

Spells:

Spells Known

0-Level (DC 15): Read Magic, Detect Magic, Create Water, Guidance
1st- Level (DC 16): Bless, Cure Light Wounds

Spells per Day

Level 1: 3+2

History:

Garnak is a descendant of the kings of Dammerhall. Even in exile, he was raised in a house of wealth and comfort. He was told tales of the dwarves of old, of drinking, of gold, of vast kingdoms of wealth. And then he was told of the fall. He was told of the loss of Dammerhall; he was told that recovery had been attempted for over a century. He was told that it was impossible. He didn’t care. He was young and arrogant, his evenings filled with booze and women. He knew that his destiny was to be a great one.

When his father passed away and the family coffers became his, he loudly declared that the time for recovery had come. He spent everything he had to raise an expedition, to fill it with men, women, and booze. He was, by no means, a tactician however and the costs were far heavier on the side of glory than they were on the side of success. His caravan was filled with music, shining standards made of precious metals, stores of fine alcohol, chroniclers, and construction workers for the inevitable success – and precious few men at arms.

Their excursion was short and bloody. But the most concerning part was how it affected Garnak. Shortly after their descent into the tunnels near the old site of Dammerhall, something happened. Loud sounds, flashes of light, and then nothing. It was clear that they had been attacked, but Garnak was unconscious in moments. When he awoke the entire group was dead. Bodies were scattered around and the equipment had been looted. Not only was he the sole survivor, but he found himself speaking – and understanding – an unknown language. His mind was filled with knowledge that he had never before known and his soul was filled with an overwhelming desire for vengeance. He set to return to civilization with the intent to return again, this time wiser and with a much deeper understanding, but with the motive of revenge, not glory.

Description:

Garnak is quite tall and has a somewhat imposing presence, particularly to those aware of the circumstances of his return from his first failed expedition. His skin is paler than one would expect for a dwarf, nearing toward gray, and his hair is a deep black color. His eyes, once blue, are now red and piercing, having changed during whatever event knocked him out in the tunnels years ago. He typically wears his armor around, and he takes great pains to retain his intimidating stature.