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Daergrim Thurdain - Dwarf Warpriest


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Daergrim


          

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spacer.png Map Token

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spacer.png Character Generation

Ability Scores: 20 point buy

Strength: 16

Dexterity: 12

Constitution: 13 (+2 Racial) = 15

Intelligence: 10

Wisdom: 14 (+2 Racial) = 16

Charisma: 10 (-2 Racial) = 8


Race: Dwarf

Alternate Racial Traits: None

Gender: Male

Age: 58

Height: 3'-10"

Weight: 185 lbs

Class: Warpriest

Favored Class: Warpriest

Favored Class Bonus: HP × 1

Traits: ReactionaryRich Parents; Campaign Trait: Stolen Fury

Drawbacks: Foul Brand

Skill Ranks: 2 + Int mod = 2

Skills Trained: Heal [1 Rank], Spellcraft [1 Rank].

Background Skill Ranks: 2

Skills Trained: Appraise [1 Rank], Craft (armorer) [1 Rank].

Feats: Toughness, Weapon Focus (Axes).

Bonus Languages: Abyssal, Celestial and Infernal.


Hit Points: Max (d8) + Con mod + Favoured Class Bonus + Toughness Feat = 14

Starting Wealth: 900gp

spacer.png Equipment

Starting Items Cost Source
 Explorer's outfit 10 gp Core p159
 Holy symbol (Angradd, silver) 25 gp Core p158

 

Weapons Cost Source
Dwarven Waraxe (cold iron, masterwork) 360gp Core p143, p149, p154
Warhammer (cold iron) 24gp Core p142, p154
Short Sword (silver) 30gp Core p142, p155

 

Armour Cost Source
Banded Mail 250gp Core p151
Heavy Shield (steel) 20gp Core p151

 

Adventuring Gear Cost Source
Cleric's kit 16gp UE p62
Healer's Kit 50gp UE p77

 

Funds Remaining: 9pp | 32gp | 20sp

 

Name
Starting Wealth
160
5d6*10 4,4,3,4,1
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Daergrim
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Male, Dwarf
Class: Warpriest of Angradd | Level: 1
Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8
HP: 14/14 | Speed: 20 | Init: +3
AC: 20 | Touch: 11 | Flat-footed: 19
CMD: 14 | FCMD: 13
Fort: 4 | Ref: 1 | Will: 5

Weapons

Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3)
Warhammer (cold-iron): +3 (1d8+3, x3)
Short Sword (silver): +3 (1d6+2, 19-20/x2)

Situational Modifiers

 

Defensive Training  | Greed  | Hardy | Hatred | Stability | Stolen Fury | Stonecunning

Bonus Types

The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source.


Alchemical: --- | Armor: +7 | BAB: +0 | Circumstance: --- | Competence: ---

Deflection: --- | Dodge: --- | Enhancement: --- | Inherent: --- | Insight: ---

Luck: --- | Morale: --- | Natural Armor: --- | Profane: --- | Racial: Various

Resistance: --- | Sacred: --- | Shield: +2  | Size: --- | Trait: Various

Condition(s): None

 

Post

Insert post here.....

 

OOC & Mechanics

....

 

Features | Prepared Spells

Warpriest Blessings: 4/4 [DC: 14]

Holy Strike (Good) | War Mind (War)

Sacred Weapon: Axes [Base Damage]

 

Spells Prepared (CL: 1)
Orisons [DC: 13] 1st Level [DC: 14] 2nd Level [DC: 15] 3rd Level [DC: 16] 4th Level [DC: 17] 5th Level [DC: 18] 6th level [DC: 19]
Detect Magic Bless X X X X X
Guidance Shield of Faith X X X X X
Resistance X X X X X X

Spontaneous Casting

 

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Description

Daergrim stands a bit under four feet tall, has red hair and a full beard. He wears a well cared for suit of banded mail armor, and normally carries a magnificent waraxe in his right hand. He wears a pair of black leather breeches and upon his feet are a pair of rugged yet sturdy boots. Around his waist is a thick, broad belt and draped around his shoulders and tied about his neck is a thick cloak that falls to his mid-shin. He wears a pair of sturdy leather gloves upon his hands. A silver chain can be seen around his neck, but whatever it holds is kept tucked hidden behind his armor.   Upon his face is a blood red brand of the Archstar, the symbol of Asmodeus.

 

Personality

While on the outside he is gruff, snarling, and dangerous, his soul goes much deeper than that simple facade. Although he would never admit it, Daergrim is a caring, sensitive dwarf who genuinely loves his friends and allies. While he is usually snarling at someone or complaining about this or that, Daergrim is a truly happy dwarf who wants others to feel as he does.

Sometimes abrasive, always opinionated, Daergrim is, above all else, direct and honest. First impressions are important to him. Those who get off on the wrong foot with him will have much work to do to get back into his good graces.

Daergrim is never petty, and he is a loyal comrade. In fact, he will stand with anyone he considers a friend in a battle against impossible odds with a shrug, a grin, and a crude insult directed toward his onrushing foes.
 

 

Background

Daergrim was born of Gwion and Dorna Thurdain who reside in Larrad, the large dwarven city located in the northern reaches of the Five Kings Mountains that border Kyonin, the homeland of the elves, and the Kalistocracy of Druma. The city is built up around a cluster of temple-caverns carved out by the dwarves in ancient times during the first period after the completion of their Quest for Sky. The temple-caverns served as a place of worship their gods and as a necropolis for their honored dead.

Not quite nobility, Gwion and Dorna were still more better off than a lot of the other dwarves. As with most dwarves, Daergrim spent the early years of his life inside the family hearth, learning how to speak the language of the dwarves as well as their traditions and the history of the Five Kings Mountains. It was during these formative years that he was allowed to socialize with other dwarven children and was taught the rudiments of armor making, his family's craft. At the ripe age of ten, Daergrim left the confines of the hearth and began more formal training. For the next fifteen years, he was trained constantly in the basic techniques and skills of armor making as well as how to read and write dwarven runes.

Upon his twentieth birthday, Daergrim marked his coming of age and the whole clan assembled to witness the event and join in on the great celebrations. At the height of the celebrations, both Gwion and Dorna delivered Daergrim to Larz Rankin, the head of the armorer's guild, to begin his arduous apprenticeship that was supposed to last the next twenty-five years. During his apprenticeship, Daergrim learned the advanced techniques of armor making as well as how to speak the common trade language, of which Larz drilled into him the great importance of. "How can ye be a sellin' em' yer armor if'n ye can't be a speakin' der language." he would always say.

Larz was also heavily into being able to know how much things were worth. "If'n ye don't be a knowin' wut it be worth, den ye could end up be'n robbed blind." he would say as he taught Daergrim the monetary value of things. For five years, Larz and Daergrim cultivated, not just a mutual admiration between master and apprentice, but a strong friendship as well. That is when tragedy struck.

Larz had led a caravan to the nearby city of Kerse, the capital of Druma. He had been to the opulent city many times to trade in tools, weapon and mostly armor. This time, young Daergrim joined him. The journey went as it always had, until the caravan was about halfway back to Larrad when they were waylaid by bandits, along with some lesser and minor demons led by a priest of Deskari.

The dwarven caravan didn't stand a chance and were quickly cut down, all but Daergrim. Having been knocked unconscious just after witnessing Larz being torn apart, the young Thurdain awoke in some underground chamber, chained to some sort of altar. Before him stood the priest of Asmodeus who identified himself as Dominin. The priest, in the beginning throes of some vile ritual, revealed a dagger and began carving the symbol of Asmodeus, a pentagram otherwise known as the Archstar, into the face of his dwarven captive.

Fully wanting to sacrifice Daergrim, Dominin continued with the long ritual for what seemed like an eternity. That is until he was interrupted by the arrival of one Professor Petros Lorrimore, but not before the vile ritual had been completed. The Professor had been tracking Dominin's movements for some time and had finally followed him back to his stronghold. Having hired a small army, they arrived just in time to save young Daergrim's life, though Dominin escaped.

Half dead and terribly weak, some of the priests in the group tended to Daergrim, though no matter what healing magic they used, they were unable to remove the foul brand that had been carved into the flesh of the young dwarf's face. The young dwarf might have survived the ritual, but not completely as he was haunted by strange nightmares and the feeling that something within him had changed.  Nearly a month passed before Daergrim returned to his home in Larrad, but that is only when his troubles began.

Daergrim returned home to very little fanfare. The news of Larz's demise strongly affected the dwarves of Larrad, and the mark upon Daergrim's face gave them an easy target for their ire. For the next twenty years he endured their bullying, harassment and utter vile hatred of him. His parents also felt the backlash, but remained strong by their son’s side. The abuse did have a positive affect though, it made Daergrim tougher and he became adept at anticipating and reacting to danger. Although the nightmares had not subsided, it was also during this time that Daergrim actually found a place of solice, a sanctuary that would help protect him from the onslaught. He heard the calling from Angradd, the Forge-Fire, and he answered.

The counterpart to his older brother Torag’s defensive perspective, Angradd is the god of aggressive tactics and warfare, which fit with Daergrim’s anger and growing resentment. He began his training to becoming a Warpriest and started learning how to serve as a capable healer, calling upon the power of Angradd from the very center of the fight, where his armor and martial skills were put to the test. He discovered his love of the dwarves waraxe, and trained with it exclusively to the point that it became sacred to him. Only then did he even learn basic proficiency with other weapons.  Daergrim was also taught how best to tend to various wounds and ailments as well as becoming skilled in the art of casting spells, identifying and crafting magical items and identifying spells as they were being cast.

During this time, Professor Lorrimore would visit him on occasion. The two now had a strong bond and a determination to hunt down and find Dominin. The two would disappear, sometimes for a couple of months at a time as the Professor was finally able to help Daergrim come to terms with the aftereffects of the ritual that had occurred those many years ago. They were unable to learn more about what exactly the ritual was for, but it all came to a screeching halt when news of the professor’s death reached the Thurdain’s.

Daergrim was devastated and knew without a doubt that Dominin had caught up to the Professor. Without hesitation, Daergrim packed his things, though his parents would not allow him to leave without adequate weapons and gear, and headed to Ravengro in Canterwall to attend the funeral of one of his only friends.  After the funeral was over, the dwarf was given a sealed letter from the Professor.  Inside, it detailed a lead that the Professor had been working on in order to finally track Dominin down once and for all.  

The lead turned into several leads actually as just as soon as Daergrim would get to one location, it was always just a tad too late.  And after over a year of following every lead he could find, the dwarf found himself at the Honeyed Blackmoor Cafe in New Kenabres.  

Edited by iantruesilver
Transcribed from Character Sheet (see edit history)
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So, I see this background was doctored from a Carrion Crown character, as you've mentioned. I'm fine with everything as is if you want to build that Dominin backpiece in somewhere, except the connection with Lorrimar.

 

While canonically there's no real "timeline" as to when each of the AP's happen, it's general convention to go by the year of publishing, add 2700 for a generalized conversion between Earth calendar years CE to Golarion years AR. I've seen very few AP's where the background material kind of lend reason for me to modify this, the only one I've made a point to do so was Jade Regent.

 

So, CC1 was published Mar 2011, which would depict spring of 4711. WotR1 released Aug 2013, which means for our purposes campaign would start in the fall of 4713.

 

I offer 2 options: Keep the connection with Lorrimar and extend the amount of time Daergrim spent chasing frustrating leads, or replace Lorrimar with any other NPC we could make up.

 

No preference, either is good for my purposes.

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