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<blockquote data-quote="ghostcat" data-source="post: 5285109" data-attributes="member: 30034"><p>[sblock=Dargun]</p><p>[sblock=Game Info]</p><p>Race: Dwarf</p><p>Class: Chaos Monk(10)</p><p>Level: 10</p><p>Experience: 45000</p><p>Alignment: Chaotic Good</p><p>Languages: Common, Dwarven, Terran, Undercommon</p><p>Deity: [/sblock]</p><p>[sblock=Abilities]</p><p>STR 22 (+6) [base 20] {16 pts}</p><p>DEX 12 (+1) [base 12] {4 pts}</p><p>CON 12 (+1) [base 10] {2 pts}</p><p>INT 14 (+2) [base 14] {6 pts}</p><p>WIS 16 (+3) [base 16] {10 pts}</p><p>CHA 6 (-2) [base 8] {0 pts}[/sblock]</p><p>[sblock=Combat]</p><p>HP: 90 = [(10d8)+10]</p><p>AC: 24 = 10 + 7 [Armor] + 0 [shield] + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]</p><p>Touch: 16 = 10 + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]</p><p>Flatfooted: 23 = 10 + 7 [Armor] + 0 [shield] + 1 [Natural Armor] + 2 [Monk] +1 [WIS]</p><p>INIT: +5 = +1 [DEX] +4 [misc]</p><p>BAB: +7/+2 = +7/+2[Monk]</p><p>Fort: +8 = +7 [base] + 1 [stat]</p><p>Reflex: +8 = +7 [base] + 1 [stat]</p><p>Will: +0 = +0 [base] + 0 [stat]</p><p>Speed: 35 ft.</p><p>Damage Reduction: 5/Magic</p><p>Spell Resistance: 0[/sblock]</p><p>[sblock=Weapon Stats]</p><p>Unarmed Strike +13/+8 = +7/+2 [BAB] +6 [STR] +0 [feat] / DMG = 1d10+6, 20/x2</p><p>Grapple +17/+12 = +7/+2 [BAB] +6 [STR] +4 [feat] / DMG = N/A</p><p>Greatclub +1 (Wounding) +10/+5 = +7/+2 [BAB] +6 [STR] +0 [feat] +1 [magic] -4 [non-proficiency] / DMG = 1d10+10, 20x2</p><p>[/sblock]</p><p>[sblock=Racial Traits]</p><p>+4 Dodge bonus to Armor Class against monsters of the giant type</p><p>+1 racial bonus on attack rolls against orcs and goblinoids</p><p>+2 racial bonus on saving throws against poison</p><p>+2 racial bonus on saving throws against spells and spell-like effects</p><p>Stonecunning</p><p>+2 racial bonus on Appraise and Craft checks that are related to stone or metal</p><p>... [/sblock]</p><p>[sblock=Class Features]</p><p>Displacing Stance</p><p>Erratic Advance</p><p>Evasion</p><p>Improved Evasion</p><p>Improved Unarmed Strike</p><p>Fast Movement</p><p>Ki Strike</p><p>Slow Fall</p><p>Stability</p><p>Still Mind</p><p>[/sblock]</p><p>[sblock=Feats&Flaws]</p><p>Armored Monk</p><p>Armor Proficiency (Light)</p><p>Improved Initiative</p><p>Power Attack</p><p></p><p>[Monk Bonus Feats]</p><p>Combat Reflexes</p><p>Improved Grapple</p><p>Improved Trip</p><p>[/sblock]</p><p>[sblock=Skills]</p><p>Skill Points: 78 [4/level + 2 INT/Level] Max Ranks: 13/6.5</p><p>ACP: +0</p><p>Skills:</p><p>Appraise +2 = +0 [ranks] +2 [Int]</p><p>Balance +8 = +5 [ranks] +1 [Dex] +2[Tumble Synergy] -0 [ACP]</p><p>Bluff -2 = +0 [ranks] -2 [Cha]</p><p>Climb +18 = +12 [ranks] +6 [Str] -0 [ACP]</p><p>Concentration +1 = +0 [ranks] +1 [Con]</p><p>Craft (Untrained) +2 = +0 [ranks] +2 [Int]</p><p>Decipher Script +2 = +0 [ranks] +2 [Int]</p><p>Diplomacy +0 = +0 [ranks] -2 [Cha] +2[Sense Motive Synergy]</p><p>Disable Device +2 = +0 [ranks] +2 [Int]</p><p>Disguise -2 = +0 [ranks] -2 [Cha]</p><p>Escape Artist +1 = +0 [ranks] +1 [Dex] -0 [ACP]</p><p>Forgery +2 = +0 [ranks] +2 [Int]</p><p>Gather Information -2 = +0 [ranks] -2 [Cha]</p><p>Handle Animal -2 = +0 [ranks] -2 [Cha]</p><p>Heal +3 = +0 [ranks] +3 [Wis]</p><p>Hide +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP]</p><p>Intimidate -2 = +0 [ranks] -2 [Cha]</p><p>Jump +8 = +0 [ranks] +6 [Str] +2[Tumble Synergy] -0 [ACP]</p><p>Knowledge (Architecture and Engineering) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Dungeoneering) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Geography) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (History) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Arcana) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (The Planes) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Religion) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Local) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Nobility and Royalty) +2 = +0 [ranks] +2 [Int]</p><p>Knowledge (Nature) +2 = +0 [ranks] +2 [Int]</p><p>Listen +15 = +12 [ranks] +3 [Wis]</p><p>Move Silently +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP]</p><p>Open Lock +1 = +0 [ranks] +1 [Dex]</p><p>Perform -2 = +0 [ranks] -2 [Cha]</p><p>Profession +3 = +0 [ranks] +3 [Wis]</p><p>Ride +1 = +0 [ranks] +1 [Dex]</p><p>Search +2 = +0 [ranks] +2 [Int]</p><p>Sleight of Hand +1 = +0 [ranks] +1 [Dex] -0 [ACP]</p><p>Spot +15 = +12 [ranks] +3 [Wis]</p><p>Sense Motive +14 = +11 [ranks] +3 [Wis]</p><p>Speak Language +0 = +0 [ranks]</p><p>Spellcraft +2 = +0 [ranks] +2 [Int]</p><p>Survival +3 = +0 [ranks] +3 [Wis]</p><p>Swim +6 = +0 [ranks] +6 [Str] [ACP*]</p><p>Tumble +11 = +10 [ranks] +1 [Dex] -0 [ACP]</p><p>Use Magic Device -2 = +0 [ranks] -2 [Cha]</p><p>Use Rope +1 = +0 [ranks] +1 [Dex]</p><p>* double ACP penalty[/sblock]</p><p>[sblock=Equipment]</p><p>[code]</p><p>Equipment Cost Weight</p><p>Amulet of Natural Armor +1 2000 0</p><p>Backpack 2 2</p><p>- Bedroll 0.1 5</p><p>- Tanglefoot Bag 50 4</p><p>- Tanglefoot Bag 50 4</p><p>- Tanglefoot Bag 50 4</p><p>- Tanglefoot Bag 50 4</p><p>- Blanket (Winter) 0.5 3</p><p>- Lantern (Hooded) 7 2</p><p>- Oil (1 Pt. Flask) 0.1 1</p><p>- Oil (1 Pt. Flask) 0.1 1</p><p>- Oil (1 Pt. Flask) 0.1 1</p><p>- Oil (1 Pt. Flask) 0.1 1</p><p>- Rope (Silk/50 Ft.) 10 5</p><p>- Tent 10 20</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Rations (Trail/Per Day) 0.5 1</p><p>- Waterskin (Filled) 1 4</p><p>- Waterskin (Filled) 1 4</p><p>- Waterskin (Filled) 1 4</p><p>- Waterskin (Filled) 1 4</p><p>- Thunderstone 30 1</p><p>- Thunderstone 30 1</p><p>- Thunderstone 30 1</p><p>- Thunderstone 30 1</p><p>Belt of Giant Strength +2 4000 0</p><p>Bolts, Crossbow (50) 5 5</p><p>Climber's Kit 80 5</p><p>Crossbow, Heavy 50 8</p><p>Greatclub +1 (Wounding) 18305 8</p><p>Traveler's Outfit 0 5</p><p>Pouch (Belt) 1 0.5</p><p>- Potion of Cure Serious Wounds 750 0</p><p>- Potion of Cure Serious Wounds 750 0</p><p>- Potion of Remove Curse 750 0</p><p>- Potion of Water Breathing 750 0</p><p>Pouch (Belt) 1 0.5</p><p>- Chalk (1 piece) 0.01 0</p><p>- Fishhook 0.1 0</p><p>- Sewing Needle 0.5 0</p><p>The Armor 94210 15</p><p>[/code]</p><p>Treasure: 847gp, 8sp, 9cp Gems:</p><p>Total weight carried: 24 lbs. (Light)</p><p>Light: 173, Medium: 346, Heavy: 520</p><p>Maximum weight possible: 520 [/sblock]</p><p>[sblock=Details]</p><p>Size: M</p><p>Gender: Male</p><p>Age: 45</p><p>Height: 4' 0"</p><p>Weight: 166 lbs.</p><p>Hair Color: Bald</p><p>Eye Color: Gray</p><p>Skin Color: Bronze</p><p>Deamenaor:[/sblock] </p><p>[sblock=Appearance]At first glance Dargun looks like a stocky, muscular dwarf of average height. However, whereas most dwarves are decidedly hairy, Dargun is hairless. At least on the part that are visible. Also, he has long pointed ears. In fact some people may say that he has elf blood somewhere along the line. There again, looking at his scowling face, they would need to be particularly brave or foolish to do so. Apart from his armor, everything about Dargun his unkempt. His personally hygiene is just about acceptable, although it is obvious that he is not particularly keen on washing. The dark cloak that he sometime wears over his armor is tatty and has seen better days. Unless he is deliberately hiding it, the one thing everyone notices about Dagun is his armour. He wears a suit of spotless, top quality spiked leather armour. Which really stands our against his otherwise scruffy appearance. [/sblock]</p><p>[sblock=Background]The direction of Dargun Ironblade's whole life has been determined by the fact that he hates bullies. Not just dislikes but actively hates. It all started when he was 26 (<em>equivalent to 10 human years</em>), when his twin sister was been terrorised by an older boy. His defense of his sister did turn out well, as Dargun ended up being badly beaten up. Determined not to let anything like that happen again, Dargun started to search for someone who would teach him how to defend himself. He found and eventually befriended Argear; a retired army unarmed combat instructor. Argear liked Dargun's spirit and agreed to teach him.</p><p></p><p>Dargun rematch with the bully, who had continued to terrorise Dargun's sister, turned out equally as badly as their first encounter. Only this time the bully was nearly killed and Dargun ended up in prison. There he also learnt, just different lessons. Once released, Dargun decided that he had no future with the dwarven community and left to seek his fortune.</p><p></p><p>The early part of Dargun's career was fairly haphazardous. He wondered around Faerún. Sometimes on his own, sometimes with a group of friend, making sure bullies got their comeuppance. This all changed when he found, what he always refers to as, The Armour.</p><p></p><p>It happened like this. Dargun, had separated from his friends and was relaxing in Waterdeep. When he was asked to assist another adventure group with checking out an underground complex that a home-owner had found behind a secret door in his new house. This turned out to be the old headquarters of the, now defunct, Waterdeep Shadow-Thieves Guild. After surviving an inordinate number of traps, the party determined that the complex did not house anything that could worry the owner. By this time they accumulated a large amount of treasure. Which lead to an argument as to how the loot should be divided. While things never quite come to blows, the argument was far from acrimonious and left Dargun feeling very agreaved. As a consequence a very disgruntled dwarf was trailing some distance behind the others as they returned to the complex entrance. Coming to a T junction, he spotted a secret door that had not been noticed on the way in. Continuing to walk toward the entrance he delayed even further, waited for the others to completely leave the complex before doubling back to check out the door. The secret door opened up into a small storage cupboard, the sole contents being a dwarf size suit of spiked armour. Normally Dargun was not interested in armor and when he first saw it, he fully intended to sell it to make up for the loot that he had been deprived of. Its at this stage that Dargun believes that a higher power intervened. As he had a sudden impulse to try it on. Not only was the armour a perfect fit but it felt right, even though it interfered with his martial skills .</p><p></p><p>Dargun pondered long and hard on whether or not to sell the armour. In the end he decided that it was just too good and that it would be worth some effort to find a way to be able to use it effectively. After searching for about a year, he found a cloister of monks who practiced armoured fighting. The monks did not seem surprised to see him and he was immediately taken to the abbot.</p><p></p><p>Even though he had not identified himself, the abbot greeted him by name <strong>"Greetings Dargun. Your arrival has long been prophesied. It is also foreseen that when you leave here you will once again join up with your friend. After a time you will arrive in Daggerdale. There the local lord will ask your group for help with a drow problem. All we ask as payment for teaching you what you need, is that you help to the best of your ability. However, you still have free will, so neither we or the prophesy can coerce you and the choice will be completely yours."</strong></p><p></p><p>So one day, Dargun found himself in Lord Morn's study being asked to help with the drow menace.[/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="ghostcat, post: 5285109, member: 30034"] [sblock=Dargun] [sblock=Game Info] Race: Dwarf Class: Chaos Monk(10) Level: 10 Experience: 45000 Alignment: Chaotic Good Languages: Common, Dwarven, Terran, Undercommon Deity: [/sblock] [sblock=Abilities] STR 22 (+6) [base 20] {16 pts} DEX 12 (+1) [base 12] {4 pts} CON 12 (+1) [base 10] {2 pts} INT 14 (+2) [base 14] {6 pts} WIS 16 (+3) [base 16] {10 pts} CHA 6 (-2) [base 8] {0 pts}[/sblock] [sblock=Combat] HP: 90 = [(10d8)+10] AC: 24 = 10 + 7 [Armor] + 0 [shield] + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS] Touch: 16 = 10 + 1 [DEX] + 1 [Natural Armor] + 2 [Monk] +1 [WIS] Flatfooted: 23 = 10 + 7 [Armor] + 0 [shield] + 1 [Natural Armor] + 2 [Monk] +1 [WIS] INIT: +5 = +1 [DEX] +4 [misc] BAB: +7/+2 = +7/+2[Monk] Fort: +8 = +7 [base] + 1 [stat] Reflex: +8 = +7 [base] + 1 [stat] Will: +0 = +0 [base] + 0 [stat] Speed: 35 ft. Damage Reduction: 5/Magic Spell Resistance: 0[/sblock] [sblock=Weapon Stats] Unarmed Strike +13/+8 = +7/+2 [BAB] +6 [STR] +0 [feat] / DMG = 1d10+6, 20/x2 Grapple +17/+12 = +7/+2 [BAB] +6 [STR] +4 [feat] / DMG = N/A Greatclub +1 (Wounding) +10/+5 = +7/+2 [BAB] +6 [STR] +0 [feat] +1 [magic] -4 [non-proficiency] / DMG = 1d10+10, 20x2 [/sblock] [sblock=Racial Traits] +4 Dodge bonus to Armor Class against monsters of the giant type +1 racial bonus on attack rolls against orcs and goblinoids +2 racial bonus on saving throws against poison +2 racial bonus on saving throws against spells and spell-like effects Stonecunning +2 racial bonus on Appraise and Craft checks that are related to stone or metal ... [/sblock] [sblock=Class Features] Displacing Stance Erratic Advance Evasion Improved Evasion Improved Unarmed Strike Fast Movement Ki Strike Slow Fall Stability Still Mind [/sblock] [sblock=Feats&Flaws] Armored Monk Armor Proficiency (Light) Improved Initiative Power Attack [Monk Bonus Feats] Combat Reflexes Improved Grapple Improved Trip [/sblock] [sblock=Skills] Skill Points: 78 [4/level + 2 INT/Level] Max Ranks: 13/6.5 ACP: +0 Skills: Appraise +2 = +0 [ranks] +2 [Int] Balance +8 = +5 [ranks] +1 [Dex] +2[Tumble Synergy] -0 [ACP] Bluff -2 = +0 [ranks] -2 [Cha] Climb +18 = +12 [ranks] +6 [Str] -0 [ACP] Concentration +1 = +0 [ranks] +1 [Con] Craft (Untrained) +2 = +0 [ranks] +2 [Int] Decipher Script +2 = +0 [ranks] +2 [Int] Diplomacy +0 = +0 [ranks] -2 [Cha] +2[Sense Motive Synergy] Disable Device +2 = +0 [ranks] +2 [Int] Disguise -2 = +0 [ranks] -2 [Cha] Escape Artist +1 = +0 [ranks] +1 [Dex] -0 [ACP] Forgery +2 = +0 [ranks] +2 [Int] Gather Information -2 = +0 [ranks] -2 [Cha] Handle Animal -2 = +0 [ranks] -2 [Cha] Heal +3 = +0 [ranks] +3 [Wis] Hide +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP] Intimidate -2 = +0 [ranks] -2 [Cha] Jump +8 = +0 [ranks] +6 [Str] +2[Tumble Synergy] -0 [ACP] Knowledge (Architecture and Engineering) +2 = +0 [ranks] +2 [Int] Knowledge (Dungeoneering) +2 = +0 [ranks] +2 [Int] Knowledge (Geography) +2 = +0 [ranks] +2 [Int] Knowledge (History) +2 = +0 [ranks] +2 [Int] Knowledge (Arcana) +2 = +0 [ranks] +2 [Int] Knowledge (The Planes) +2 = +0 [ranks] +2 [Int] Knowledge (Religion) +2 = +0 [ranks] +2 [Int] Knowledge (Local) +2 = +0 [ranks] +2 [Int] Knowledge (Nobility and Royalty) +2 = +0 [ranks] +2 [Int] Knowledge (Nature) +2 = +0 [ranks] +2 [Int] Listen +15 = +12 [ranks] +3 [Wis] Move Silently +19 = +8 [ranks] +1 [Dex] +10[armor] -0 [ACP] Open Lock +1 = +0 [ranks] +1 [Dex] Perform -2 = +0 [ranks] -2 [Cha] Profession +3 = +0 [ranks] +3 [Wis] Ride +1 = +0 [ranks] +1 [Dex] Search +2 = +0 [ranks] +2 [Int] Sleight of Hand +1 = +0 [ranks] +1 [Dex] -0 [ACP] Spot +15 = +12 [ranks] +3 [Wis] Sense Motive +14 = +11 [ranks] +3 [Wis] Speak Language +0 = +0 [ranks] Spellcraft +2 = +0 [ranks] +2 [Int] Survival +3 = +0 [ranks] +3 [Wis] Swim +6 = +0 [ranks] +6 [Str] [ACP*] Tumble +11 = +10 [ranks] +1 [Dex] -0 [ACP] Use Magic Device -2 = +0 [ranks] -2 [Cha] Use Rope +1 = +0 [ranks] +1 [Dex] * double ACP penalty[/sblock] [sblock=Equipment] [code] Equipment Cost Weight Amulet of Natural Armor +1 2000 0 Backpack 2 2 - Bedroll 0.1 5 - Tanglefoot Bag 50 4 - Tanglefoot Bag 50 4 - Tanglefoot Bag 50 4 - Tanglefoot Bag 50 4 - Blanket (Winter) 0.5 3 - Lantern (Hooded) 7 2 - Oil (1 Pt. Flask) 0.1 1 - Oil (1 Pt. Flask) 0.1 1 - Oil (1 Pt. Flask) 0.1 1 - Oil (1 Pt. Flask) 0.1 1 - Rope (Silk/50 Ft.) 10 5 - Tent 10 20 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Rations (Trail/Per Day) 0.5 1 - Waterskin (Filled) 1 4 - Waterskin (Filled) 1 4 - Waterskin (Filled) 1 4 - Waterskin (Filled) 1 4 - Thunderstone 30 1 - Thunderstone 30 1 - Thunderstone 30 1 - Thunderstone 30 1 Belt of Giant Strength +2 4000 0 Bolts, Crossbow (50) 5 5 Climber's Kit 80 5 Crossbow, Heavy 50 8 Greatclub +1 (Wounding) 18305 8 Traveler's Outfit 0 5 Pouch (Belt) 1 0.5 - Potion of Cure Serious Wounds 750 0 - Potion of Cure Serious Wounds 750 0 - Potion of Remove Curse 750 0 - Potion of Water Breathing 750 0 Pouch (Belt) 1 0.5 - Chalk (1 piece) 0.01 0 - Fishhook 0.1 0 - Sewing Needle 0.5 0 The Armor 94210 15 [/code] Treasure: 847gp, 8sp, 9cp Gems: Total weight carried: 24 lbs. (Light) Light: 173, Medium: 346, Heavy: 520 Maximum weight possible: 520 [/sblock] [sblock=Details] Size: M Gender: Male Age: 45 Height: 4' 0" Weight: 166 lbs. Hair Color: Bald Eye Color: Gray Skin Color: Bronze Deamenaor:[/sblock] [sblock=Appearance]At first glance Dargun looks like a stocky, muscular dwarf of average height. However, whereas most dwarves are decidedly hairy, Dargun is hairless. At least on the part that are visible. Also, he has long pointed ears. In fact some people may say that he has elf blood somewhere along the line. There again, looking at his scowling face, they would need to be particularly brave or foolish to do so. Apart from his armor, everything about Dargun his unkempt. His personally hygiene is just about acceptable, although it is obvious that he is not particularly keen on washing. The dark cloak that he sometime wears over his armor is tatty and has seen better days. Unless he is deliberately hiding it, the one thing everyone notices about Dagun is his armour. He wears a suit of spotless, top quality spiked leather armour. Which really stands our against his otherwise scruffy appearance. [/sblock] [sblock=Background]The direction of Dargun Ironblade's whole life has been determined by the fact that he hates bullies. Not just dislikes but actively hates. It all started when he was 26 ([i]equivalent to 10 human years[/i]), when his twin sister was been terrorised by an older boy. His defense of his sister did turn out well, as Dargun ended up being badly beaten up. Determined not to let anything like that happen again, Dargun started to search for someone who would teach him how to defend himself. He found and eventually befriended Argear; a retired army unarmed combat instructor. Argear liked Dargun's spirit and agreed to teach him. Dargun rematch with the bully, who had continued to terrorise Dargun's sister, turned out equally as badly as their first encounter. Only this time the bully was nearly killed and Dargun ended up in prison. There he also learnt, just different lessons. Once released, Dargun decided that he had no future with the dwarven community and left to seek his fortune. The early part of Dargun's career was fairly haphazardous. He wondered around Faerún. Sometimes on his own, sometimes with a group of friend, making sure bullies got their comeuppance. This all changed when he found, what he always refers to as, The Armour. It happened like this. Dargun, had separated from his friends and was relaxing in Waterdeep. When he was asked to assist another adventure group with checking out an underground complex that a home-owner had found behind a secret door in his new house. This turned out to be the old headquarters of the, now defunct, Waterdeep Shadow-Thieves Guild. After surviving an inordinate number of traps, the party determined that the complex did not house anything that could worry the owner. By this time they accumulated a large amount of treasure. Which lead to an argument as to how the loot should be divided. While things never quite come to blows, the argument was far from acrimonious and left Dargun feeling very agreaved. As a consequence a very disgruntled dwarf was trailing some distance behind the others as they returned to the complex entrance. Coming to a T junction, he spotted a secret door that had not been noticed on the way in. Continuing to walk toward the entrance he delayed even further, waited for the others to completely leave the complex before doubling back to check out the door. The secret door opened up into a small storage cupboard, the sole contents being a dwarf size suit of spiked armour. Normally Dargun was not interested in armor and when he first saw it, he fully intended to sell it to make up for the loot that he had been deprived of. Its at this stage that Dargun believes that a higher power intervened. As he had a sudden impulse to try it on. Not only was the armour a perfect fit but it felt right, even though it interfered with his martial skills . Dargun pondered long and hard on whether or not to sell the armour. In the end he decided that it was just too good and that it would be worth some effort to find a way to be able to use it effectively. After searching for about a year, he found a cloister of monks who practiced armoured fighting. The monks did not seem surprised to see him and he was immediately taken to the abbot. Even though he had not identified himself, the abbot greeted him by name [b]"Greetings Dargun. Your arrival has long been prophesied. It is also foreseen that when you leave here you will once again join up with your friend. After a time you will arrive in Daggerdale. There the local lord will ask your group for help with a drow problem. All we ask as payment for teaching you what you need, is that you help to the best of your ability. However, you still have free will, so neither we or the prophesy can coerce you and the choice will be completely yours."[/b] So one day, Dargun found himself in Lord Morn's study being asked to help with the drow menace.[/sblock][/sblock] [/QUOTE]
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