Dwarf

Volkar Glanral's page

732 posts. Alias of Ritterton.


Full Name

Volkar Glanral [H:V]

Race

Dwarf

Classes/Levels

H:v Alchemist 5 | HP 27/32 | AC 16 T 12FF 16 | Fort+6 Ref +6 Will+6 | Initiative +2 | Perception+9| Diplm+6 | Appraise+9 | MWBattleaxe Melee +4 Attack bonus, 1d8+1, crt x3 ; CMD 14; 1185 gp 19sp

Gender

M

Size

M

Age

55

Alignment

LN

Languages

Dwarven, Common, Goblin, Gnome

Occupation

Merchant

Homepage URL

http://www.myth-weavers.com/sheet.html#id=616555

Strength 13
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 10
Charisma 12

About Volkar Glanral

Init +2; Senses Darkvision 60ft; Perception +6
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Defense
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AC 16, touch 12, flat-footed 16 (+4 armor +2 Ring of Force Field, +0 Dex, +0 natural)
Armor Masterwork Chain Shirt, AC Bonus +4, Check Pen -1, Max Dex 4
hp 29 (XdX)
Fort +4, Ref +4, Will+1 +2
Resist type X
DC for your reflex save is 14
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Offense
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Speed 20 ft.
Ranged bomb +0 (3d6+3(4 Splash: Reflex save 1/2 Dam DC = 14 - fire damage 1d6 per round until put out (Explosive bomb))
Melee Masterwork Battleaxe +4 (1d8+1/x3) /// Boar Spear, +4 (1d8+1) if readied vs. charge+hit, +2AC
Class (Alchemist) Potions Knwn : true strike; stone fist; cure light wounds; shock shield; enlarge person; crafters fortune; swift alchemy; Blur; Cure Moderate Wounds.
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Statistics
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Str 13, Dex 10, Con 12, Int 16, Wis 10, Cha 12

Feats Alertness, Brew Potion, Mutagen, Throw Anything
Traits Defensive Training +4ac v giants; Hardy +2 v poison, spells/abilities; Stability +4 v bull rush/trip; Greed +2 appraise metal/gems; Stonecutting +2 perc stoneworking; Hatred +1 attack v orc/goblin; weapon familiarity; Reactionary +2 initiative Class Abilities Alchemy, bomb; Discovery=explosive bombs and directed bombs; Rest Poison +2; Use Poison
Skills Acrobatics -1, Appraise +9, Bluff +5, Climb +0, Craft: Alchemy +14; Diplomacy +6, Disable Device +5, Escape Artist -1, Fly -1, Handle Animal +1, Heal +5, Intimidate +5 Knowledge Arcana +7, Knowledge Dungeoneering +3, Knowledge Engineering +7, Knowledge Geography 7, Knowledge History +3, Knowledge Local +7, Knowledge Nature +7, Knowledge Nobility +7, Knowledge Planes +3, Knowledge Religion +3, Linguistics +3, Perception +9, Profession: Merchant +6, Ride -1, Sense Motive +6, Slight of Hand +3, Spellcraft +8, Stealth -1, Survival +5, Swim +0, UMD +6
Languages Dwarven, Common, Goblin, Gnome
Special Gear name Father's Lucky Coin => +1 to any roll/day, kiss to use.
Other Gear two weeks rations, merchant clothing, wineskin, Coin Collection: Assortment of old Brevoyan Coins, Ancient Drow coin, Assortment of ancient Dwarven coins
Kieras Seafaring Adventure to Thistletop
Extracts ==>0/2=CLW; 2=Target Bomb;0=Bomber's eye

Potions ==>1/2 = clw; 2 = Barkskins; 2 = rage;2 = keen edge

5=Bombs
10g cask of Fine Spiced Mead
14 days Dwarven Trail Rations
Seafarring lined cloak
Money 1185 GP 20 SP 00 CP
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Special Abilities Traveling Merchant, +1 Appraise, Bluff, & Sense Motive made for business deals and transactions
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PONY (name later):
Init +1; Senses low-light vision, scent; Perception +5

Defense
AC 11, touch 11, flat-footed 10 (+1 Dex) hp 13 (2d8+4)
Fort +5, Ref +4, Will +0

Offense
Speed 40 ft.
Melee 2 hooves –3 (1d3)

Statistics
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile (see horse - http://paizo.com/pathfinderRPG/prd/bestiary/horse.html#horse_

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Background and Personality:

Volkar was part of a dwarven keep that was an outpost that was overrun while he was and a group of younger dwarfs were away from the keep. His mother was killed in that initial raid, and the survivors relocated to a seaside port on the northeastern shores of Winterbreak Bay. For the next decade, the refugees undertook an effort to retake the keep from the orcs that had taken it with the help from a group of Drow raiders. Volkar's father led the excursion, but in the end, he gave his life to a failed attempt to reclaim the dwarven keep. Volkar and the others returned to the sea port where the colony members continued on with their new lifes. Volkar's oldest brother is a sea captain of a dwarven merchant vessel/privateer. His one sister is shield maiden to a lady of the court of the Keep. His other sister is a rune smith apprentice at a dwarven outpost.
He wears beard beads, one in his forebeard he will twirl with his forefinger and thumb when thinking. It was a gift from the Princess of the Keep who he had been guardng when the raid hit the keep. A small group of the younger dwarfs had left the keep on a trade mission to the seaport, and only learned of the attack when they encountered the few survivors. As a result of this, he us nore willing to try something to prevent close combat as he has had too many losses in the past.
He took up the merchant profession when the Keep's survivors established their new settlement in the seaport. There he also began his alchemy interests. His specialty is that as a craftsman and a merchant in gems, old coins, and simple jewelry. He enjoys crafting things that combine metal, leather and jewels.
Volkar is hoping that he can increase his standing within the colony of survivors as both an adventurer and also a merchant. He also tries to keep some connection to the workings of the Keep's survivors and finds himself ask are they growing their colony, trying to find a new location for the colony to resettle, or a keep to take as their own.

Friendly including family noted above is the Princess of the Keep, Tamara Oathkeeper. She was the one he was part of the trade escort, as a caravan guard and merchant, when the Keep was attacked.

Enemy - Hasalrost - competing merchant and coin collector. Volkar has a growing collection of old and ancient coins, sometimes taken as payment for goods and services. Hasalrost has outbid Volkar on both business and collections making it clear that in his mind a displaced Dwarf should have no role in the seaport community. Refugees should be grateful they are just there, not take opportunities away from the real citizens of the port.

Memories and Mannerisms

The trade mission is a memory that is pleasant and bittersweet. The younger dwarfs that participated were out on their own with only a couple grizzly old veterans along as chaperones. The success of the mission in profits was sgnificant, however, the adventure of the younger dwarfs on their first excursion outside of the Keep into the broader world was exciting. Then to have all of that wonder overtaken by the losses of the Keep, family and friends remains difficult for Volkar to at times reconcile.

Bead twirling noted above. Coin collecting noted above. Tends to associate with merchants, sailors, tradesmen, and priests. These are sources of information and leads that can help him with his business ventures.

First name: variation of People's Defender; Last name - Forgotten Heart (reference to loss of family and hold).

Has a coin that was his father's lucky coin. He's found that sometimes when he twirls it between his fingers, kisses it,and puts it back into his his pouch of collected coins, luck may break his way. [+1/dice roll; 1/day]

http://www.faeornran.com/forums/viewtopic.php?f=6&t=23
http://www.myth-weavers.com/sheet.html#id=616555

1. Volkar is aware that his brother's dealings include illegal trading for some of Brevoy's Houses who do not want to have their hand sullied by such unsavory activities. The depth and nature of these dealings is not fully understood by Volkar.

2. What Volkar is not aware of is the fact that Volkar's father was the Keep's Chamberlain and was aware that there was a split within the Keep's noble family about how to proceed with the war with the Orcs. His father and the Princess' father, realized that there was a significant chance that the Keep was going to be overrun and created the trade mission as a means of ensuring some of the noble lines remained. Volkar's lucky coin is in fact the Chamberlain's seal.