About Orin Doomhammer
ORIN OF THE DOOMHAMMER CLAN OF HIGHHELM
Orin dresses in dark clothing, greys, browns and blacks. He wears a long black cloak with a deep cowl, to cover his scarred head, when travelling, over a light grey tunic and a black leather vest. His pants are a dark grey canvas material, tough and sturdy, worn over black leather boots, turned down at the knee. His belt is a thick leather with a dull, heavy iron belt buckle in the shape of a holy symbol of Torag, the last reminder he has of his family.
Orin has a small, intricate scrollwork tattoo above his right eye, right where the scarring begins. This tattoo is to symbolize his escape from the Mages who held him captive and his revenge upon them. He intends to cover the scars on his head with the tattoo, by bringing evil mages and magic using entities to justice. Orin has a symbol of Torag branded in to his right palm, and a symbol of Gorum branded on the left. Though these symbols may seem to be some cruel torture, they are in fact a type of ritual branding he performed upon himself.
The group that attacked their small nomadic clan would usually be no trouble, had it not been for the enemies powerful magics. His family had healers and priests of Torag but could not stand up to the sheer onslaught of Arcane savagery that besieged them. Orin watched as one by one his extended family fell, his uncles and aunts, his cousins, till only he and his parents remained.
His parents fought bravely, facing down the enemy mages, allowing Orin time to escape. He watched from the nearby ridge as first his father, then mother fell victim to the torrent of Arcane might. With tears in his eyes he fled, fast and hard, but soon sleep overtook him. He found a small secluded cave in a ditch and held up there for the night, presuming himself safe. He could not have been more wrong as, come morning, he found himself roughly dragged from the cave and slapped into irons. The bandits found him and took him hostage, seeking to learn the secrets of his clans art, seeking to learn where they kept their valuable materials and their wealth.
The torture and atrocity he faced, at the hands of those mages and bandits, he does not speak of, but it awoke in him a new power. He lay in his cell one night, bleeding and bruised, when he was visited by the vision of a huge dwarf in heavy full plate armor, eyes burning like the Forge. He cried out Torags name and the entity laughed a sinister laugh, shaking his head firmly; it was not the Father of the Forge. Growing up a disciple of Torag, he could not truly give up the worship of the Father of Creation, but he willingly swore his soul to the Lord in Iron, knowing that one man may not be able to serve two masters, but one Dwarf was more than up for the task.
With his new found power, and the newly discovered steel in his spine, Orin escaped his confinement, only stopping long enough to murder the mages in their beds, before he escaped the compound.
He returned to his family holdings in Highhelm and has based himself out of there ever since, travelling occasionally forth to hunt down wayward mages he hears tales of. It was during one of these trips that he met the Professor, aiding the man in his time of need and becoming a fast friend of the Lorrimir family in the process. The Professor understands Orins need for solitude and does not harry him, choosing instead to allow the Dwarf man to come and go as he pleases, in his own time.
When Orin heard about the death of Lorrimir, his heart grew colder, and even before he was summoned, he had begun the long trip to the mans home, seeking out answers and a way to make things right.
-Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Defense Racial Traits
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.
Senses Racial Traits
Offense Racial Traits
Alternative Racial Traits
-Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.