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Delahk Bloodbeard
Dwarf - Tultipet, male, Rog1/Ftr1
Author: metalprep6969
PC in: Discovering Onara
Race: Dwarf
Level: 2
Game System: D&D (3.5)
Is Public?: Yes
Is Visible?: Yes
Description
Now that I think about it, he looks at little like Kerry King from Slayer.
Description:Delahk is very dexterous and agile, philosophical and wise, yet slightly frail due to his thinner stature. He is a good speaker but is often taken less seriously because of his tattooed appearance. He’s a tumbling jumper. He’s the freaking Tasmanian devil. He also likes to shoot shit. He speaks in Dwarven most of the time, particularly if he’s mumbling, and may be irritated if he has to translate everything he says to someone that doesn’t understand his native language.
LanguagesDwarven/Giant, Low Coryani, High Coryani, Low Khitan, Old Altharin
Feats:Streetwise, Dodge
Dwarf (Tultipetan) traits:+2 Wis/-2 Con, Darkvision 60 ft., +2 save vs. spells/poison, +4 Craft, +2 stonecunning (search @ 10 ft.), +4 vs. bullrush/trip, Waraxes/urgoshes martial, Weight of the Curse, +1 attack/+4 dodge vs. Voei, Augury 1/day.
Class Traits:Sneak Attack 1d6, Trapfinding, Martial/Simple/Rogue weapons (+ Sabre), all armor and shields
Equipment:Reaver Sword, Longbow, Arrows (40), Daggers, Chain Shirt, Buckler, Dagger Bandoleer, Potion Bandoleer, Backpack, Wrist holster, Belt pouches, Monk’s outfit, MW Thief’s tools, MW Healer’s kit (herbs and plants), Tattooing needle, ashen ink
| Appraise | 2/4 (dwarf) | Strength | 12 | +1 | Armor Class | 18 + dodge |
|---|---|---|---|---|---|---|
| Balance | 5 | Dexterity | 16 | +3 | Fortitude | +1 |
| Black Market | 6 | Constitution | 8 | -1 | Reflex | +5 |
| Bluff | 3 | Intelligence | 15 | +2 | Will | +2 |
| Craft (Tattoo) | 7 | Wisdom | 16 | +3 | Melee Attack | +2 |
| Craft (Poison) | 7 | Charisma | 10 | 0 | Ranged Attack | +4 |
| Gather Info | 3 | |||||
| Heal | 7 | Hit Points | 10 | |||
| Hide | 7 | |||||
| Intimidate | 1 | |||||
| Jump | 6 | |||||
| Listen | 5 | |||||
| Move Silently | 7 | |||||
| Open Lock | 7 | |||||
| Profession (Herbalist) | 4 | |||||
| Research | 4 | |||||
| Search | 4/6 (dwarf) | |||||
| Sense Motive | 7 | |||||
| Sleight of Hand | 5 | |||||
| Spot | 5 | |||||
| Tumble | 9 |
Possible future development:
Third Level:
Rogue (Balance/Jump synergies from Tumble), Feat: Scholar (ranks in Knowledge: nobility, Knowledge: Nature, and take new languages), BAB +1, Reflex +1, Evasion
Fourth Level:
Fighter, Feat: Point Blank Shot, BAB +1, Fortitude +1
Feats:
- Acrobatic (Jump/Tumble)
- Alertness (Listen/Spot)/Improved Init/Uncanny Reaction (Roll Init twice)
- Combat Expertise (Trade attack bonus for AC)
- Combat Reflexes (extra AOOs)
- Improved Critical (double threat-range)
- Investigator (Gather Info/Search)
- Leadership (probably Dwarven wizard cohort)
- Negotiator (Diplomacy/Sense Motive)
- Persuasive (Bluff/Intimidate)
- Point Blank Shot (attack/damage)/Rapid Shot/Far Shot/Precise Shot (into melee) [probably that order]
- Scholar (knowledge skills become class skills)
- Skill Focus
- Stealthy (Hide/Move Silently)
- Studious (1 extra skill point per level)
- Versatile (any two CC skills become class skills)
- Wary (Spot/Initiative)
- Weapon Focus/Weapon Specialization
- Combat Intuition: +1 attack engaged against in previous round
- Death Blow: Coup de Grace as standard action
- Deft Strike: Ignore armor and natural armor
- Dive for Cover: retry one failed reflex save but end up prone
- Improved Diversion: Use bluff to create diversion, then hide as move action.
- Acrobatic Strike: +6 on next attack against opponent tumbled past
- Combat Tactician: +2 damage against opponent approached and attacked
- Deadeye Shot: Opponent denied dex bonus against ranged attack if just attacked in melee.
- Intimidating Strike: Make Intimidate check to shake opponent.
Classes/Prestige Classes:
Assassin, Bowman, Deepwood Sniper, Monk, Obsidian Sniper, Ranger, Shadow Dancer, Twilight Warrior
Bio
Personality:
driven, tight-lipped, prophetic, proverbial, occassionally pompous, distrusting
- Delahk is actually proud to be a dwarf. He hates that other dwarves have bought into the ‘curse’ so heavily. The more autonomously dwarves act, the less power the gods have over them. Why should they treat themselves as weaker and less important than humans when they are just as powerful?
- He generally dislikes the gods, particularly Illiir for his bullshit curse. He likes some of the characteristics of Saluwe (nature [for health, lack of materialism, and fighting the system which advocates perverting nature] and equality [a personal offshoot from her feminism]), Hurrian (fighting for people at the bottom logically means fighting against the people at the top), Sarish (truth and the virtue of oaths), and Anshar (sacrificing personal comfort for the greater good – ties into equality).
- To fight the system, Delahk advocates personal action and less reliance on governance. He’s pretty good at killing people and sneaking around, so he figures that’s how he can contribute. He’s also a bit full of himself, which means he often wants to make the decisions like who should be killed, why, and what good will come of it.
- He fights for equality, taking power from despots and politicians to bring everyone down to the same level (of misery as much as happiness). He does this more for himself than for the greater good. Delahk wants his own empowerment, but he realizes that the best path is not for him to ascend to the level of a ruler or politician, as he would become just as corrupt and selfish as they are. He instead wants to lower the bar of power by removing corruption and greed from the top-down and not having it replaced. He is not particularly interested in helping the lower class as a whole, unless there’s something in it for him. This aspect of his psyche is almost entirely selfishly driven.
- He is immaterialistic, recognizing that materialism and possession lead to classism. Delahk wants to break down classifications of people and bring everyone to the same level. He recognizes no way of preventing corruption from taking away his own empowerment while still supporting differing degrees of possession dividing society. He is very careful to use what he has efficiently, and has no problem trading or selling everything else away. Much of his gear has been reclaimed from fallen enemies instead of purchased or made (and he appreciates the stories behind each piece). He has little qualm about taking things from others if he can justify his own need for them or for the good that can result from depriving specific people of specific possessions.
- He loves the custom of tattooing native to his people and has taken up the practice of doing it to make his meager living as he travels. He chooses tattoos for himself based almost solely from his visions that he finds most moving.
History:
- Delahk was born in Tultipet, and as such grew up among oracles and sages that taught him the power and pride of their intrinsic visions. From his enclave’s monks he learned the power of quickness and agility and the wisdom found throughout the people and nature all around him.
- Despite learning many things from his peers and mentors at home, Delahk was a bit of a social outcast there because of his political and social beliefs. He left his enclave when he had a vision in which an animated olive tree veiled in shadow topples a brilliant pillar of white light, encasing the world in darkness, seeing this as a possible opportunity for him to bring social change. He joined a merchant caravan as a tattoo artist as a means of traveling the world in search of the opportunity.
For further information, consult his journal here:
