Harsk

Muradin Dazellar's page

40 posts. Alias of Lapyd.


Full Name

Muradin Dazellar

Race

Dwarf

Classes/Levels

Ranger (Deep Walker/Trapper) 1 | AC 21 TO 13 FF 18 | HP 13/13 | F +4* R +5* W +2* | CMD 17* | Init +3* | Perc +6* DV

Gender

Male

Size

M

Age

102

Special Abilities

Trapfinding

Alignment

Neutral Good

Deity

Angradd

Languages

Common, Dwarf

Homepage URL

Image of Muradin

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 5

About Muradin Dazellar

Character Sheet:

Muradin Dazellar
Dwarf ranger (deep walker, trapper) 1 (Pathfinder RPG Ultimate Combat 66, Pathfinder RPG Ultimate Magic 65)
NG Medium humanoid (dwarf)
Init +3 (+-1 when underground); Senses darkvision 60 ft.; Perception +6 (+8 to discover traps, +-1 when underground, +8 to notice unusual stonework)
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Defense
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AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +4 (1d4+3/19-20) or
. . dwarven double waraxe +4 (1d10+4/×3) or
. . gauntlet (from armor) +4 (1d3+3) or
. . heavy shield bash +4 (1d4+3) or
. . unarmed strike +4 (1d3+3 nonlethal)
Special Attacks favored enemy (goblinoids +2), hatred
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 5
Base Atk +1; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Cleave, Combat Expertise, Deadly Aim, Power Attack
Traits ironfang survivor, kobold's neighbor, tar taargadth trained
Skills Acrobatics -3 (-7 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (traps) +2, Diplomacy -3 (-5 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +4, Knowledge (dungeoneering) +4 (+-1 when underground), Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+8 to discover traps, +-1 when underground, +8 to notice unusual stonework), Sense Motive +2 (+0 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Stealth -4 (+-1 when underground), Survival +6 (+-1 when underground); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ finesse weapon attack attribute, pride, track +1, trapfinding +1, wild empathy +1
Other Gear lamellar (steel) armor[UC], heavy wooden shield, dagger, dwarven double waraxe[ARG], backpack, belt pouch, flint and steel, masterwork thieves' tools, trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded, 27 gp, 21 sp
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Tracked Resources
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Dagger - 0/1
Ironfang Survivor (1/day) - 0/1
Trail rations - 0/5
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Muradin Dazellar grew up in the shadow of the Mindspin Mountains, in a small dwarven holdfast that never quite recovered from the first time the Ironfang Legion swept through the region. He was young then—old enough to remember the smoke, the screams, and the way the ground shook under hobgoblin boots, but not old enough to do anything about it. His family survived by fleeing into the deep tunnels, and that memory carved itself into him like a chisel mark. Even now, he carries the stubborn determination of someone who swore, long ago, that he’d never be caught unprepared again. That vow is the quiet ember at the center of his pride: a belief that if he trains hard enough, scouts far enough, and plans well enough, he can keep others from suffering what he did.

His early years were shaped as much by unexpected neighbors as by dwarven tradition. A small kobold warren had long existed near the holdfast—usually ignored, sometimes tolerated, occasionally traded with. Muradin, curious and bold, wandered too close one day and ended up snared in one of their traps. Instead of killing him or ransoming him, the kobolds simply… talked. They were proud of their traps, proud of their craft, and delighted that a dwarf had blundered into one. Muradin, in turn, found himself fascinated by their ingenuity. Over time, he learned their methods, their tricks, and even a bit of their language. The kobolds became unlikely teachers, and he became one of the few dwarves in the region who could walk their territory without fear of being skewered or dropped into a pit.

When he came of age, Muradin sought formal training among the Tar Taargadth revivalists—dwarves who believed in reclaiming the ancient martial traditions of their people. They taught him discipline, formation fighting, and the old ways of wielding dwarven weapons. The double waraxe called to him immediately: heavy, brutal, and beautifully balanced, it felt like an extension of his own stubborn will. He trained until his hands bled and his shoulders burned, driven partly by duty and partly by that same fierce pride that had always pushed him forward. The instructors respected him, though they often reminded him that pride could sharpen a warrior’s edge or crack it clean through.

Muradin’s path as a ranger grew naturally from his life between worlds—between dwarven halls and kobold warrens, between surface and stone. He learned to move through tunnels like a whisper, to read the subtle signs of underground passage, and to set traps that blended dwarven craftsmanship with kobold cunning. The deep places of the world became his second home, and he took to scouting and tracking with a quiet confidence. He never boasted, but he didn’t need to; his work spoke for him. If anything, his pride showed in the way he reacted when someone questioned his judgment. He wasn’t rude, but he bristled, like a waraxe scraping from its sheath.

His devotion to Angradd—the dwarven god of fire, war, and righteous fury—grew alongside his skills. Muradin never saw Angradd as a deity of blind rage, but rather as a reminder that fire can temper as well as destroy. He offered prayers before patrols, asking not for victory but for clarity, courage, and the strength to protect those who couldn’t protect themselves. In many ways, Angradd’s teachings helped him keep his pride in check. When he felt himself growing too sure, too rigid, he remembered the god’s lessons: a warrior who refuses to learn is a warrior who dies.

When the Ironfang Legion rose again, Muradin didn’t hesitate. The old fear stirred in him, but so did something stronger—a steady, burning resolve. He knew their tactics, their cruelty, and the devastation they left behind. More importantly, he knew the land, the tunnels, and the hidden paths they might try to exploit. He stepped forward not because he wanted glory, but because he couldn’t bear the thought of others living through what he had. Muradin Dazellar fights now with shield raised, waraxe spinning, and traps laid with meticulous care. He is a survivor, a protector, and a stubborn, proud dwarf who refuses to let the Ironfang Legion carve another scar into the world he calls home.