About Talthon WaraxeHistory:
In a small dwarven settlement on the outskirts of Glimmerhold, Talthon was born into the Waraxe clan. While the oracles said that the omens predicted great things for him, Talthon showed little sign of being exceptional as he grew up. But the oracles insisted so he was put through a rigorous training regime, all designed to make him the kind of leader to inspire armies on the battlefield. He took to the training as best he could, but as with all other things in his life he never truly excelled in it.
On his 40th birthday, Talthon's father declared that not only would the young dwarf be going with a scouting party into the mountains, he would be leading it. Normally unsure of himself Talthon rose to the challenge and applied everything he learned as he took command of the patrol. Seeing the men respond, feeling their respect and allegiance, gave him a confidence he had never felt before. Unfortunately the fates had other plans. The party came upon four giants on their third morning out and were quickly routed. Talthon's father was gravely wounded but managed to drag his wounded son away from the battlefield. His father later died of his injuries but not before telling Talthon that the defeat was not his fault, that he had shown signs of true leadership in that short-lived command. Talthon returned to Glimmerhold with those words ringing hollow in his ears. For almost a decade the clan left him alone, partially respecting his loss but also simply not knowing what to do with him, and as a result he spent much of that time very much alone. He continued his training purely out of habit but no longer with the true support of the clan. Finally he decided that it was time: time to venture out on his own, time to step out from the shadow of his failure and find his own way, maybe even prove the oracles right from all those years ago. Within a year he found his way to Trunau, a place almost as without hope as he felt. Only just arrived, Talthon hopes to get a new start here, and maybe even put his skills to good use in the process. Statistics:
Talthon Waraxe
Male Dwarf Standard Bearer 1 N Medium Humanoid Favored Class Cavalier Init +5; Perception + 3 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 12 (1d10 +2 Con) Fort +4 (+2, +2 CON), Ref +1 (+0, +1 DEX), Will -1 (+0, -1 WIS); +2 racial bonus on Will saves vs. enchantment (charm) and enchantment (compulsion) spells and spell-like abilities -------------------- Offense -------------------- Speed 20 ft. Melee Dwarven Longhammer +3 (2d6+2/x3) Battleaxe +3 (1d8+2/x3) Dagger +3 (1d4+2, 19/20/x2) Ranged Dwarven Arrow (Light Hammer) +1 (1d4+2/x2) range 20 Dagger +1 (1d4+2, 19/20/x2) range 10 --------------------
Str 15, Dex 13, Con 15 (13+2), Int 10, Wis 9 (7+2), Cha 11 (13-2)
Racial Abilities:
+2 CON, +2 WIS, -2 CHA
Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. 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. 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. Stubborn: Dwarves are renowned for being stubborn. 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 can try one on the second round (if the first reroll ability fails). This racial trait replaces hardy. 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. 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. Special Abilities:
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier's melee attacks deal +1 (Cav Level) damage whenever the attacks are made against the target of his challenge. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Order of Vengeance: Whenever a cavalier of the order of vengeance issues a challenge against a creature whose kind she has encountered in the past 24 hours, +1 morale bonus on attack rolls made against the target of her challenge. Tactician (Ex): Bonus Teamwork feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 (3 +1/2 level) rounds. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level. Banner (Ex): A cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. Skills:
5 ranks: 4(Cavalier) +1(Favored Lvl1)
+4 Diplomacy: 1(ranks) +0(CHA) +3(class); +1 when gathering information (Order) +4 Intimidate: 1(ranks) +0(CHA) +3(class) +3 Perception: 1(ranks) -1(WIS) +3(class); +2 for stonecunning +4 Perform (Oratory): 1(ranks) +0(CHA) +3(class) +3 Profession (Soldier): 1(ranks) -1(WIS) +3(class) Worn/Carried:
(Total Weight: 106.0 lbs)
Explorer's Outfit (+8 lbs) Scale Mail (50 gps, +30 lbs) Dwarven Longhammer (70 gps, +20 lbs) - Banner Attached (10 gps, +3 lbs) Battleaxe (10 gps, +6 lbs) 3 Light Hammers (3 gps, +6 lbs) Dagger (2 gps, +1 lb) Belt Pouch (1 gps, +0.5 lbs) -Flint and Steel Backpack (2 gps, 28.5 lbs loaded) - Light Hammer (1 gps, +2 lbs) -Dagger (2 gps, +1 lbs) - Bedroll (0.1 gps, +5 lbs) - Mess Kit (0.2 gps, +1 lbs) - Dwarven Trail Rations (5 days) (10 gps, +15 lbs) - Wineskin: 8 cups Dwarven Stout (1.3 gps, +4 lbs) - Sack (empty) (0.1 gps, +0.5 lbs) - Sewing Needle and thread (1.5 gps, - lbs) Waterskin (1 gps, +4 lbs) Coins: 10 cp, 11 sp, 9 gp Personality:
Talthon has been trained by some of the best tacticians and has a good head for strategy and leadership, but his unfortunate past has left him doubting himself and his abilities.
On the battlefield Talthon's attention is always on the bigger picture, more concerned about the location and condition of his allies than himself. He always makes sure he has done everything he can to swing the battle in their favor before bringing his own weapon to bear. That is, if he does not think too hard about what he is doing. If given too much time to consider his actions and the danger his decisions can place his companions in, the doubt starts to creep in and he begins to hesitate. Appearance:
Talthon looks in every way the stereotypical dwarf: average height and build, dark hair and beard, his gear nondescript but well kept. For all the omens of an extraordinary destiny, there is nothing out of the ordinary about his appearance at all.
He is typically soft-spoken, but in the heat of battle his training kicks in and his words carry loudly across the field with the weight of command behind them. Scenario 1:
Talthon's head whips from side to side, clearing away the cobwebs of an interrupted sleep as much as taking in his surroundings. His mind registers that he is alone in the cage an instant before he notices the giant. His teeth clench as he takes a few heartbeats to study the beast. Not the hardened warriors from the mountains all those years ago, but a giant nonetheless. His mind starts to travel back to that day, distracting him from what the creature is saying, but at the last moment he is able to snap his attention back to the here and now.
"Tales? Aye, I can tell you tales of bravery and battle, valor and honor. I can tell you of strong arms and the strong hearts that wield them, of heroes who win the day through skill at arms and strength of character." He hesitates, his mind racing through the possible ways this can go but a shadow of doubt already creeping into his heart. Regardless, is hatred for the thing in front of him pushes him forward with far more bravado than he should feel. "Not sure you really want to hear any of my tales, beast. In all my tales, things like you are the enemy........" Scenario 2:
Talthon nods to the Ulfen but raises his own flagon to return the man's toast. "Rumors can be dangerous things. Tend to cause all sorts of trouble if you're not careful." He takes another pull from the flagon, his eyes darting from left to right trying to determine if this man has approached him alone or if he has brought additional swords with him.
"As for me? I've seen more combat that some. Less than others. I've learned a thing or two about battle - not just 'fighting' mind you, I'm talking the tactics of warfare." He pauses, this time looking at his drink but not touching it. "Yeah, I've got a skill or two, and I've cracked a few skulls myself besides. Want to talk about hiring me? Let's talk about what type of job it is you had in mind." Not taking his eyes off the merchant, the dwarf raises his hand to signal the nearest barmaid. Somehow his flagon has gone empty. Scenario 3:
The dwarf curses under his breath in his native tongue as he backs away from the impenetrable doors. This is why I shouldn't travel alone. He slowly walks a circuit along the wall of the chamber, stopping to examine the three heroes in the mural but being sure not to touch anything just yet. Riddles were never his strong suit, and it seemed unlikely he would be getting out of this room until he solves this one.
Alone in the chamber, Talthon still talks out loud as he tries to work through the problem. "Three weapons, three arms, three sets of opposites. The riddle is the clue, just have to figure out what it means......." He continues to mumble to himself as he reverses direction and starts the circuit of the small square room again. |