Post by Dogrim Bloodaxe on Aug 8, 2012 16:30:39 GMT -8
Basic info
Name: Dogrim Bloodaxe
Age: 85 years old
Race: Dwarven (if you couldn’t guess just from his name)
Height: 4 ½ feet tall
Weight:180 pounds
Personality: Proud, dominant, commanding, and likes a good drink. Heavily concerned with upholding his Honor and his Clans Honor Dogrim would never do anything dishonorable. However, that doesn’t mean he follows every law, it just means he has his Dwarven values and own moral code which he will not bend or break on.
Also, as a side note, Dogrim is racist against elves so, be forewarned.
Physical description: Typical Dwarf build. Short, stocky, and powerful mixed with a certain gruffness that comes along with the Dwarven lifestyle. Dogrim, like all of his people, has a glorious majestic dark bronze beard with a braid on either side kept together by golden rings the beard goes down to his knees. In order to keep his beard out of his way he has his beard tucked behind his clan buckle, with the tip poking out of the bottom side.Dogrim has a full head of hair the same dark color of his beard.
As with many of his race, Dogrim wears a mix of heavy plate and mail armor with a padded under layer. The armor is made of Dwarven steel, so it’s stronger than regular steal, but Mithril or anything up there. The armor consists of;
-A plate chest guard that covers his torso, it is dark grey like the rest of his armor but the gold colored trim goes around the plate and has one striped going straight down the middle.
-Two plate Pauldrons of the same color styling as the chest plate however the gold colored trim only goes around the outside of the piece of armor.
-In the same fashion as the rest of his armor Dogrim has plate gauntlets which cover from elbow to his finger tips
-Dogrim’s boots are the same design as his chest. The boots go from his knees down and have the golden outline trim with a strip going up the center.
-The final piece of his plate, which he only wears when he’s serious, is his helmet. The helmet itself has a flat top with a 4 inch spike. It is one solid piece and crafted expertly to fit his head, even accommodating for all the fluff that is his hair. It extends over his nose and around and over his cheeks leaving the center part of his face from his nose down to his chin as well as his eyes exposed.
-Beneath his plate he wears a finely crafted Mithril mail. Each ring of the mail crafted as close together as possible to obtain the best possible defense. The Mithril itself drops to just above his knees, protecting his legs.
-Beneath his Mithril he wears a padded shirt and leggings that are a simple red
design.
-Over his mail he has a regular leather belt with a steel buckle on it depicting his clans initials.
These, along with a pair of leather boots that go to mid shin, are what Dogrim wears when he’s not in his armor, and when he’s just relaxing, or drinking some Ale.
To top it all off, since he is a Dwarf, Dogrim carries with him at all times his flask with his date of birth and clan insignia and name engraved on the front. It's a very personal item, one of the few things he has left from his deceased wife. It's also in use, quite regularly.
Back story: Dogrim comes from one of the two bastions of Dwarven power in Ira, the great Citadel called Gloreft which in Dwarven means Glowing Fortress. As with all Dwarves Dogrim was drafted into the military for his compulsory service. Since then, Dogrim has been fighting Orcs, Goblins, Giants, and all other sorts of things since he was a young boy. For his exemplary service his was recruited into the Deep Warriors one of Gloreft’s most elite fighting units.
After many years of skirmish wars Dogrim retired from the Military returning to his clan, the Bloodaxes. As the 5’th son of the Clans current Patriarch, Hardin Bloodaxe, he is important enough to be missed, but no where even close to assuming the mantle of leader. However as he is best warrior of Hardin’s twelve sons, he is in charge of the clan forces. After his retirement Dogrim settled down at home to train new recruits and wound up meeting Balsia and getting married. The pair went on to have 3 children together however while on an expedition in the caverns below the city the family was ambushed by a host of Goblins. Only able to save one of his children, Argel, Dogrim returned to his home, his life shattered to pieces. Having failed to save his family, he spent months raging around the clans home, irritable and aggressive to any who approached him. Finally however, Dogrim found what is now his true passion,the forge. Finding that he had a natural affinity he spent the next 20 years honing his craft quickly turning into one of the top smiths in the dwarven realm, his work selling for literally pounds of gold.
Two years ago, Dogrim reached the pinnacle of his profession, crafting his most prized possession, Dyrnwyn. Through a combination of Ragnor metal, a metal that is created by heating Mithril ore to such levels that are non occurring in the natural world and can only be created with the help of a wizard, and a series of runic enchantments Dogrim managed to forge Dyrnwyn, his hammer.
After completing his master piece Dogrim left his home, with Argel’s blessing who was now in the military himself, in search of adventure, and of course some good new ale and blacksmith techniques.
Ability Scores
Attack(7 minimum 1): Strength 3 (+1), Speed 2, Accuracy, 2
Defense (5 minimum 1): Tough 4(+1), Quick 1.
Defense (5 minimum 1): Physical 3, Magic 2 (+1).
Thinking (7 minimum 1): Book learning 1: Worldly 3: Common Sense: 3
Weapons:
Melee:(10 minimum 2) Heavy 6, Light 2, Ranged 2.
Tiered techniques/feats:
Tier 1:
refers to passive abilities/racial traits. Each character may start with 2 passives in addition to passives given by racial bonus.
Racial bonuses:
Night Vision: See in the dark
Berserker rage: When in battle, Dogrim feels no fear, no anxiety, just a lust for battle.
Feel no pain: In a combination of his Armor and Training, Dogrim feels no pain in battle. Preferring a more take what the opponent can dish out, then crush them.
Stubborn: Dogrim is a Dwarf. He’s stubborn as hell, in and outside of combat. He doesn’t back down, and in a fight, wont give ground. He is an immovable object.
Tier 2:
Throwing axes: Limit two per day. Weighty but in the right hands quick and deadly Dogrim carried two of these strapped at his side. He’s especially fond of chucking them at pesky elves who like to hide in the back and shoot their useless arrow. Can be picked up to be reused, or else he has to buy or craft some more.
Battle axe: A fully metal battle axe Dogrim carries this leaning against his shoulder as he walks around. The blade he currently carries is all metal including the shaft, with a double sided head at the top. This weapon can break, but it’s not likely to.
Dwarven Armor: This was described up in the description section, but I'll fill you in on it’s defensive properties. The way the armor is designed, the plate its great at absorbing maces or hammers of clubs, things that are more of bashing instruments. However, because it’s plate is pretty easily pierced by blades or an axe. It will hold up ok against arrow, but if shot from close enough, or with a strong enough bow, the arrow will easily pierce the armor. Decent defense, but easily repaired.
Beneath the armor he has his Mithril mail. This is more for preventing piercing motions, like powerful arrows, or sword tips. This Mithril is a lot harder to break and as a result harder to find the materials to repair.
Exceptions:
So because this is very all encompassing let me just give some weaknesses. Enchanted weapons to start with, have a higher chance of piercing the armor both plate and mail depending on the sort of weapon they are. However this wont guarantee a break in his defenses, it’ll be more of a higher chance.
For those of you who don’t know how the different armor types work, heres a few weaknesses of them.
Plate: Is very weak to piercing weapons, as I said above. So a rapier, a solid arrow shot, or best yet a lance would pierce the armor pretty easily. Hence why the British archer kicked the shit out of the French Knights, arrows and spears.
However, blunt weapons, not to effective because plate it meant to absorb things like that.
Mail: Is weaker to crushing blows. Attacks from hammers or maces, things of that nature wont necessarily break the mail itself, but mail doesn’t absorb like plate so it’ll crush the wearer. However piercing things like arrows or rapiers, have a hard time breaking through because of the nature of mail. So if you break through the plate, hit him with something heavy, not pointy.
Also, to be fair, since I’ve been told I need to demonstrate some weak spots.
For these spots, pointy works best. These weak spots would be, the throat, eyes, or groin. The back of the neck works also.
Helmet Spike: A simple Dwarven steel spike in the center of the topside of his helmet. Used for well, stabbing stuff. Much more of an in your face weapon.
Dyrnwyn: Because it is a tool he could use it as a regular hammer to smash things, but using it as a weapon it has no magical qualities since it will not work on Organic things. Has roughly the same force behind it as if he hit you with a regular hammer, it’s just heavily weighted so it’ll hurt.
Tier 3:
Dyrnwyn: His enchanted hammer. It’s essentially a smithing hammer in appearance, about a foot long with a heavy head rectangle shaped head with flat sides. The Hammer has a dark red tint to it, a characteristic of Ragnor metal. The shaft of the Hammer is wrapped in a black leather to keep the grip comfortable while the head of it is engraved with one rune on each flat surface which were required to give the Hammer it’s magic qualities. The corners of each surface are also engraved with some Dwarven symbols and characters, although they are to small to notice unless you sit right in front of the thing.
The Hammer has two magical qualities which allow Dogrin to do some pretty interesting things.
The first is that the hammer will allow Dogrin to change whatever Non-Organic substance he hits into another of his choosing. For example, he hits an Iron brick, he could if he wills it so, to turn it into a steel brick, or even a Mithril brick if he wanted.
The second part of this happens on the second strike. Once he hits the object a second time, the object will then take the shape of whatever is in his mind. For example.
Take that brick of Iron again, if he hits it once, it turns to steel, he hits it twice immediately on the second hit there is a brief flash and the brick would turn into whatever he wants, say another throwing axe.
Example
Let me give a brief explanation of what I mean by Non-Organic and Organic. An example of Non-Organic would be a chunk of metal, or a rock or anything like that. Organic would include characters, trees, flowers, wood, anything that was at one point alive.
A particular situation would be as follows. Dogrim would be able to hit a regular bolder and do his thing. However if a jerk wizard came along and decided, because he’s a jerk, to change rock into a Golum of some kind, Dogrim would not be able to change that because the creature is now alive and infused with Magic which is a living thing.
An opposite of this example would be a sentient weapon or armor. Say a sentient sword came into Dogrims possession and this sword had a will and mind of its own. Dorgrim would still be able to work his thing because the sword itself is comprised of an Non-Organic thing.
He also cannot change any of these Non-Organic substances into anything that isn’t naturally occurring in nature. So, he couldn’t turn Iron into Ragnor metal.
Exceptions: This does not work on Players enchanted armor or weapons without the characters possession. In order for it to be able to change shape or make up, the owner of the enchanted weapon has to willing hand over whatever magic item is being changed before Dogrim can change it in anyway.
Bum Rush: When all else fails, Dogrim relies on his head. Essentially dropping his head with his helmet on, he charges as fast as he can at his opponent. The further away he does it from the more force is behind him when he actually hits his opponent.
Tier 4:
Epic Smash: This move is far less complicated than the hammer itself. This move can only be used once a day. Dogrim takes Dyrnwyn in both hands and yells out,
“For Clan Bloodaxe, Dyrnwyn!” Without these words the move will not trigger, so if he yells that phrase, get the hell out of there. What the spell does is from the point where he hits the ground, in an area of 15 feet all around him in a circular shape, the ground will explode upwards leaving a crate all around him. The move leaves him just enough space to stand on. However if he hits something not at his feet, say a boulder in the way or a giant door, the area is from where his hammer meets the surface.
Name: Dogrim Bloodaxe
Age: 85 years old
Race: Dwarven (if you couldn’t guess just from his name)
Height: 4 ½ feet tall
Weight:180 pounds
Personality: Proud, dominant, commanding, and likes a good drink. Heavily concerned with upholding his Honor and his Clans Honor Dogrim would never do anything dishonorable. However, that doesn’t mean he follows every law, it just means he has his Dwarven values and own moral code which he will not bend or break on.
Also, as a side note, Dogrim is racist against elves so, be forewarned.
Physical description: Typical Dwarf build. Short, stocky, and powerful mixed with a certain gruffness that comes along with the Dwarven lifestyle. Dogrim, like all of his people, has a glorious majestic dark bronze beard with a braid on either side kept together by golden rings the beard goes down to his knees. In order to keep his beard out of his way he has his beard tucked behind his clan buckle, with the tip poking out of the bottom side.Dogrim has a full head of hair the same dark color of his beard.
As with many of his race, Dogrim wears a mix of heavy plate and mail armor with a padded under layer. The armor is made of Dwarven steel, so it’s stronger than regular steal, but Mithril or anything up there. The armor consists of;
-A plate chest guard that covers his torso, it is dark grey like the rest of his armor but the gold colored trim goes around the plate and has one striped going straight down the middle.
-Two plate Pauldrons of the same color styling as the chest plate however the gold colored trim only goes around the outside of the piece of armor.
-In the same fashion as the rest of his armor Dogrim has plate gauntlets which cover from elbow to his finger tips
-Dogrim’s boots are the same design as his chest. The boots go from his knees down and have the golden outline trim with a strip going up the center.
-The final piece of his plate, which he only wears when he’s serious, is his helmet. The helmet itself has a flat top with a 4 inch spike. It is one solid piece and crafted expertly to fit his head, even accommodating for all the fluff that is his hair. It extends over his nose and around and over his cheeks leaving the center part of his face from his nose down to his chin as well as his eyes exposed.
-Beneath his plate he wears a finely crafted Mithril mail. Each ring of the mail crafted as close together as possible to obtain the best possible defense. The Mithril itself drops to just above his knees, protecting his legs.
-Beneath his Mithril he wears a padded shirt and leggings that are a simple red
design.
-Over his mail he has a regular leather belt with a steel buckle on it depicting his clans initials.
These, along with a pair of leather boots that go to mid shin, are what Dogrim wears when he’s not in his armor, and when he’s just relaxing, or drinking some Ale.
To top it all off, since he is a Dwarf, Dogrim carries with him at all times his flask with his date of birth and clan insignia and name engraved on the front. It's a very personal item, one of the few things he has left from his deceased wife. It's also in use, quite regularly.
Back story: Dogrim comes from one of the two bastions of Dwarven power in Ira, the great Citadel called Gloreft which in Dwarven means Glowing Fortress. As with all Dwarves Dogrim was drafted into the military for his compulsory service. Since then, Dogrim has been fighting Orcs, Goblins, Giants, and all other sorts of things since he was a young boy. For his exemplary service his was recruited into the Deep Warriors one of Gloreft’s most elite fighting units.
After many years of skirmish wars Dogrim retired from the Military returning to his clan, the Bloodaxes. As the 5’th son of the Clans current Patriarch, Hardin Bloodaxe, he is important enough to be missed, but no where even close to assuming the mantle of leader. However as he is best warrior of Hardin’s twelve sons, he is in charge of the clan forces. After his retirement Dogrim settled down at home to train new recruits and wound up meeting Balsia and getting married. The pair went on to have 3 children together however while on an expedition in the caverns below the city the family was ambushed by a host of Goblins. Only able to save one of his children, Argel, Dogrim returned to his home, his life shattered to pieces. Having failed to save his family, he spent months raging around the clans home, irritable and aggressive to any who approached him. Finally however, Dogrim found what is now his true passion,the forge. Finding that he had a natural affinity he spent the next 20 years honing his craft quickly turning into one of the top smiths in the dwarven realm, his work selling for literally pounds of gold.
Two years ago, Dogrim reached the pinnacle of his profession, crafting his most prized possession, Dyrnwyn. Through a combination of Ragnor metal, a metal that is created by heating Mithril ore to such levels that are non occurring in the natural world and can only be created with the help of a wizard, and a series of runic enchantments Dogrim managed to forge Dyrnwyn, his hammer.
After completing his master piece Dogrim left his home, with Argel’s blessing who was now in the military himself, in search of adventure, and of course some good new ale and blacksmith techniques.
Ability Scores
Attack(7 minimum 1): Strength 3 (+1), Speed 2, Accuracy, 2
Defense (5 minimum 1): Tough 4(+1), Quick 1.
Defense (5 minimum 1): Physical 3, Magic 2 (+1).
Thinking (7 minimum 1): Book learning 1: Worldly 3: Common Sense: 3
Weapons:
Melee:(10 minimum 2) Heavy 6, Light 2, Ranged 2.
Tiered techniques/feats:
Tier 1:
refers to passive abilities/racial traits. Each character may start with 2 passives in addition to passives given by racial bonus.
Racial bonuses:
Night Vision: See in the dark
Berserker rage: When in battle, Dogrim feels no fear, no anxiety, just a lust for battle.
Feel no pain: In a combination of his Armor and Training, Dogrim feels no pain in battle. Preferring a more take what the opponent can dish out, then crush them.
Stubborn: Dogrim is a Dwarf. He’s stubborn as hell, in and outside of combat. He doesn’t back down, and in a fight, wont give ground. He is an immovable object.
Tier 2:
Throwing axes: Limit two per day. Weighty but in the right hands quick and deadly Dogrim carried two of these strapped at his side. He’s especially fond of chucking them at pesky elves who like to hide in the back and shoot their useless arrow. Can be picked up to be reused, or else he has to buy or craft some more.
Battle axe: A fully metal battle axe Dogrim carries this leaning against his shoulder as he walks around. The blade he currently carries is all metal including the shaft, with a double sided head at the top. This weapon can break, but it’s not likely to.
Dwarven Armor: This was described up in the description section, but I'll fill you in on it’s defensive properties. The way the armor is designed, the plate its great at absorbing maces or hammers of clubs, things that are more of bashing instruments. However, because it’s plate is pretty easily pierced by blades or an axe. It will hold up ok against arrow, but if shot from close enough, or with a strong enough bow, the arrow will easily pierce the armor. Decent defense, but easily repaired.
Beneath the armor he has his Mithril mail. This is more for preventing piercing motions, like powerful arrows, or sword tips. This Mithril is a lot harder to break and as a result harder to find the materials to repair.
Exceptions:
So because this is very all encompassing let me just give some weaknesses. Enchanted weapons to start with, have a higher chance of piercing the armor both plate and mail depending on the sort of weapon they are. However this wont guarantee a break in his defenses, it’ll be more of a higher chance.
For those of you who don’t know how the different armor types work, heres a few weaknesses of them.
Plate: Is very weak to piercing weapons, as I said above. So a rapier, a solid arrow shot, or best yet a lance would pierce the armor pretty easily. Hence why the British archer kicked the shit out of the French Knights, arrows and spears.
However, blunt weapons, not to effective because plate it meant to absorb things like that.
Mail: Is weaker to crushing blows. Attacks from hammers or maces, things of that nature wont necessarily break the mail itself, but mail doesn’t absorb like plate so it’ll crush the wearer. However piercing things like arrows or rapiers, have a hard time breaking through because of the nature of mail. So if you break through the plate, hit him with something heavy, not pointy.
Also, to be fair, since I’ve been told I need to demonstrate some weak spots.
For these spots, pointy works best. These weak spots would be, the throat, eyes, or groin. The back of the neck works also.
Helmet Spike: A simple Dwarven steel spike in the center of the topside of his helmet. Used for well, stabbing stuff. Much more of an in your face weapon.
Dyrnwyn: Because it is a tool he could use it as a regular hammer to smash things, but using it as a weapon it has no magical qualities since it will not work on Organic things. Has roughly the same force behind it as if he hit you with a regular hammer, it’s just heavily weighted so it’ll hurt.
Tier 3:
Dyrnwyn: His enchanted hammer. It’s essentially a smithing hammer in appearance, about a foot long with a heavy head rectangle shaped head with flat sides. The Hammer has a dark red tint to it, a characteristic of Ragnor metal. The shaft of the Hammer is wrapped in a black leather to keep the grip comfortable while the head of it is engraved with one rune on each flat surface which were required to give the Hammer it’s magic qualities. The corners of each surface are also engraved with some Dwarven symbols and characters, although they are to small to notice unless you sit right in front of the thing.
The Hammer has two magical qualities which allow Dogrin to do some pretty interesting things.
The first is that the hammer will allow Dogrin to change whatever Non-Organic substance he hits into another of his choosing. For example, he hits an Iron brick, he could if he wills it so, to turn it into a steel brick, or even a Mithril brick if he wanted.
The second part of this happens on the second strike. Once he hits the object a second time, the object will then take the shape of whatever is in his mind. For example.
Take that brick of Iron again, if he hits it once, it turns to steel, he hits it twice immediately on the second hit there is a brief flash and the brick would turn into whatever he wants, say another throwing axe.
Example
Let me give a brief explanation of what I mean by Non-Organic and Organic. An example of Non-Organic would be a chunk of metal, or a rock or anything like that. Organic would include characters, trees, flowers, wood, anything that was at one point alive.
A particular situation would be as follows. Dogrim would be able to hit a regular bolder and do his thing. However if a jerk wizard came along and decided, because he’s a jerk, to change rock into a Golum of some kind, Dogrim would not be able to change that because the creature is now alive and infused with Magic which is a living thing.
An opposite of this example would be a sentient weapon or armor. Say a sentient sword came into Dogrims possession and this sword had a will and mind of its own. Dorgrim would still be able to work his thing because the sword itself is comprised of an Non-Organic thing.
He also cannot change any of these Non-Organic substances into anything that isn’t naturally occurring in nature. So, he couldn’t turn Iron into Ragnor metal.
Exceptions: This does not work on Players enchanted armor or weapons without the characters possession. In order for it to be able to change shape or make up, the owner of the enchanted weapon has to willing hand over whatever magic item is being changed before Dogrim can change it in anyway.
Bum Rush: When all else fails, Dogrim relies on his head. Essentially dropping his head with his helmet on, he charges as fast as he can at his opponent. The further away he does it from the more force is behind him when he actually hits his opponent.
Tier 4:
Epic Smash: This move is far less complicated than the hammer itself. This move can only be used once a day. Dogrim takes Dyrnwyn in both hands and yells out,
“For Clan Bloodaxe, Dyrnwyn!” Without these words the move will not trigger, so if he yells that phrase, get the hell out of there. What the spell does is from the point where he hits the ground, in an area of 15 feet all around him in a circular shape, the ground will explode upwards leaving a crate all around him. The move leaves him just enough space to stand on. However if he hits something not at his feet, say a boulder in the way or a giant door, the area is from where his hammer meets the surface.