Molric

Orin Doomhammer's page

29 posts. Alias of DarkestHeart.


Full Name

Orin Doomhammer

Race

Dwarf

Classes/Levels

Spellbreaker Inquisitor Level 1 (Spellkiller Inquisition)

Gender

HP 11 / AC 16 (18) / San 35 / Thresh 3 / Edge 17 / Fort +4 / Ref +1 / Will +5 / Init +3 / Perception +7 / Survival +7

About Orin Doomhammer

ORIN OF THE DOOMHAMMER CLAN OF HIGHHELM
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Race Dwarf
Gender Male
Age 65
Class Spellbreaker Inquisitor (Spellkiller Inquisition)
Init +3; Senses Perception +7, Survival +7
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BUFFS AND CONSUMABLES
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Mundane-
Candles (10)
Torches (10)
Rations (5)
Potions
-
Scrolls
Cure Light Wounds (2)
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SPELLBOOK
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Orisions
Brand, Detect Magic, Guidance, Read Magic,
1st Level
Doom, Wrath
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DEFENSE
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AC 16(18), touch 11, flat-footed 15(17)
(+5 Armor, +1 Dex, +2 Shield)
Hp 11 Temp hp []
Fort +4, Ref +1, Will +5
Sanity 35; Threshold 3; Edge 17
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OFFENSE
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Speed 20ft
Melee
Battleaxe +3 (1d8+3(+4)/x3)
Dagger +3 (1d4+3(+4)/19-20x2)
Mace +3 (1d6+3(+4)/x2)
Ranged
Crossbow +1 (1d8/19-20x2)
Dagger +1 (1d4+3/19-20x2)
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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 16, Cha 7
Base Atk 0; CMB +3; CMD 14
Feats Judgement Surge, Disruptive (Inquisition)
Drawback Loner (-1 AC / Attack while adjacent to Allies or using Aid Another)
Traits Chance Saviour (Campaign), Axe to Grind (Combat), Cosmopolitan (Regional)
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SKILLS
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Skills
Climb +3 (+3 Ability, +1 Rank, +3 Class, -4 AP)
Knowledge (Arcana) +5 (+1 Ability, +1 Rank, +3 Class)
Knowledge (Dungeoneering) +5 (+1 Ability, +1 Rank, +3 Class)
Knowledge (Religion) +5 (+1 Ability, +1 Rank, +3 Class)
Perception +7 (+3 Ability, +1 Rank, +3 Class)
Sense Motive +7 (+3 Ability, +1 Rank, +3 Class)
Spellcraft +5 (+1 Ability, +1 Rank, +3 Class)
Survival +7 (+3 Ability, +1 Rank, +3 Class)
Background Skills
Craft (Weapons) +5 (+1 Ability, +1 Rank, +3 Class)
Linguistics +6 (+1 Ability, +1 Rank, +3 Class, +1 Trait)
Languages
Abyssal, Common, Dwarven, Undercommon
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SPECIAL QUALITIES
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SQ Spellkiller Inquisition, Judgment 1/day, Orisons, Stern gaze, Strong-willed
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EQUIPMENT AND GOLD
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Comat Gear Scale Mail armour, Heavy Steel Shield, Battleaxe, Light Mace, Dagger x2, Light Crossbow, Bolts x20
Adventuring Gear Inquisitors Kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.), Artisans Tools (Weaponsmith-Common)
Magical Gear
Scroll of Cure Light Wounds x2
Gold 29Gp
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APPEARANCE
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Height 4ft 5
Weight 185lbs
Eye Color Grey
Facial Hair Color Black
Region of Origin Highhelm - Five Kings Mountains
Deity Gorum / Torag
Physical Description
Orin wears his beard long, braided in to thick braids that hang down to his waist, adorned with black and red beads at the end of every braid. His hair had been burnt from his head long ago, in its place a mass of burn and scar marks that cover the right half of his head and stop just above his eye. Due to the scarring, Orin keeps his head shaved fully. He wears a pair of silver hoop earrings in his left ear, a silver bar in his left eyebrow and a silver spike stud in the centre of his lip. Orin is covered from head to toe in scars and burns, earned from the forge, the battlefield and from his time at the hands of the Mages who tortured him.

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.

Background
Orin was born to two of the greatest Smiths to have ever graced the face of Golarion. He grew up a bright and happy young man, learning his trade from his parents, who travelled a lot when he was young, taking their trade on the road. It was during one of these trips, when Orin was around 35 years old, that they were beset upon on the road. They had just made camp for the night, surrounded by a ring of heavy boulders in a small valley, when the bandit group attacked.

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.
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RACIAL STATS
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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 thus receive no bonuses or penalties due to their size.
-Type: Dwarves are humanoids with 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.

Defense Racial Traits

-Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Spell Smasher
-Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stubborn
-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. Relentless

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.
-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.

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

Offense Racial Traits

-Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.Spell Smasher
-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.

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.
-Spell Smasher: Dwarven families who are threatened by hostile magic-users, especially those who face duergar foes, train intently to thwart spellcasting. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities. This racial trait replaces defensive training and hatred.
-Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.