Darr, Son of Baddon Jon Holston Neutral Good Moradin (bitterly) 0 Click for Bio
CHARACTER NAME PLAYER ALIGNMENT DEITY POINTS
Fighter1 0 Dwarf M 4' 4" 214 lbs. Darkvision (60'), Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
1 1000 103 Male Dark gray, almost black Black, but with premature streaks of gray, Long & tied back, with a long beard
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
18 +4 18 +4
DEX
Dexterity
14 +2 14 +2
CON
Constitution
19 +4 19 +4
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
11 +0 11 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
14




  
Walk 20'
AC
Armour Class
18 : 16 : 12 = 10 + 4 + 2 + 2 + 0 + 0 + 0
40 -6 +3 0  
TOTAL FLAT TOUCH BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
MISC
BONUS
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
INITIATIVE
Modifier
+6 = +2 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+1

SKILLS MAX
RANKS
4/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT 2 = 2
+ 0.0
+ 0
u   Balance DEX -4 = 2
+ 0.0
+ -6
u   Bluff CHA 0 = 0
+ 0.0
+ 0
u   Climb STR -2 = 4
+ 0.0
+ -6
u   Concentration CON 4 = 4
+ 0.0
+ 0
u   Craft (Jewelry) INT 4 = 2
+ 2.0
+ 0
u   Diplomacy CHA 0 = 0
+ 0.0
+ 0
u   Disguise CHA 0 = 0
+ 0.0
+ 0
u   Escape Artist DEX -4 = 2
+ 0.0
+ -6
u   Forgery INT 2 = 2
+ 0.0
+ 0
u   Gather Information CHA 0 = 0
+ 0.0
+ 0
  Handle Animal CHA 1 = 0
+ 1.0
+ 0
u   Heal WIS 0 = 0
+ 0.0
+ 0
u   Hide DEX -4 = 2
+ 0.0
+ -6
u   Intimidate CHA 0 = 0
+ 0.0
+ 0
u   Jump STR -8 = 4
+ 0.0
+ -12
  Knowledge (Dungeoneering) INT 4 = 2
+ 2.0
+ 0
  Knowledge (Local - Shaar) INT 2 = 2
+ 0.5
+ 0
u   Listen WIS 0 = 0
+ 0.0
+ 0
u   Move Silently DEX -4 = 2
+ 0.0
+ -6
  Profession (Miner) WIS 2 = 0
+ 2.0
+ 0
u   Ride DEX -3 = 2
+ 0.0
+ -5
u   Search INT 2 = 2
+ 0.0
+ 0
u   Sense Motive WIS 0 = 0
+ 0.0
+ 0
u   Spot WIS 2 = 0
+ 2.0
+ 0
u   Survival WIS 0 = 0
+ 0.0
+ 0
u   Swim STR -8 = 4
+ 0.0
+ -12
u   Use Rope DEX 2 = 2
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+6 = +2 + +4 + +0
+ +0
+ +0
+
Reflex
Dexterity
+2 = +0 + +2 + +0
+ +0
+ +0
+
Will
Wisdom
+0 = +0 + +0 + +0
+ +0
+ +0
+
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+5 = +1
+ +4 + +0
+ +0
+ +0
+
RANGED
ATTACK BONUS
+3 = +1
+ +2 + +0
+ +0
+ +0
+
GRAPPLE
ATTACK BONUS
+5 = +1
+ +4 + +0
+ +0
+ +0
+
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+5
1d3+4
20/x2

*Shield, Heavy
HAND TYPE SIZE CRITICAL
Equipped
B
M
20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +1
-3
+1
-5
-3
-9
 Dam 1d4+4
1d4+2
1d4+6
1d4+4
1d4+4
1d4+2
 Special Properties  

*Waraxe (Dwarven) - 8lb
HAND TYPE SIZE CRITICAL
Primary
S
M
20/x3
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +6
+2
+5
+0
+2
-4
 Dam 1d10+4
N/A
1d10+6
1d10+4
1d10+4
N/A
 Special Properties  (Waraxe (Dwarven))

Shortbow
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30''
60''
120''
180''
240''
 Hit +3
+3
+1
-1
-3
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Scale Mail
TYPEARMOR BONUSMAX DEX BONUS
Medium
+4
+3
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
-4
25


EQUIPMENT
ITEM LOCATION QTY WT. COST
 Scale Mail
Equipped
1
30
50
 Shield, Heavy
Equipped
1
10
7
 Waraxe (Dwarven) - 8lb
((Waraxe (Dwarven)))
Equipped
1
8
30
 Shortbow
Carried
1
2
30
 Arrows (20)
Carried
1
3
1
 Axe, Throwing
Carried
1
2
8
 Backpack
Carried
1
2
2
 Sack
Backpack
1
0.5
0.1
 Pouch (Belt)
Carried
1
0.5
1
 Pouch (Belt)
Carried
1
0.5
1
 Bedroll
Backpack
1
5
0.1
 Waterskin
Carried
1
4
1
ITEM LOCATION QTY WT. COST
 Flint and Steel
Pouch (Belt)
1
0
1
 Whetstone
Backpack
1
1
0.02
 Explorer's Outfit
Equipped
1
8
0
 Rations (Trail/Per Day)
Backpack
7
1
0.5
 Caltrops
Pouch (Belt)
2
2
1
 Chalk (1 piece)
Pouch (Belt)
2
0
0.01
 Flask
Backpack
1
1.5
0.03
 Signal Whistle
Pouch (Belt)
1
0
0.8
 Fishhook
Backpack
3
0
0.1
 Line, FIshing
((FIshing Line))
Backpack
1
0
0
 Sewing Needle
Backpack
3
0
0.5
 Torch
Backpack
5
1
0.01
TOTAL WEIGHT CARRIED/VALUE   86.36 lbs. 190 gp
WEIGHT ALLOWANCE
Light 100.0 Medium 200.0 Heavy 300.0

MONEY
Coin (Gold): 1
Coin (Silver): 15
Coin (Copper): 2


Axe, Throwing
HAND TYPE SIZE CRITICAL
Carried
S
M
20/x2
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +5
+1
+5
-1
+1
-3
 Dam 1d6+4
1d6+2
1d6+4
1d6+4
1d6+4
1d6+2
  Range 10''
20''
30''
40''
50''
 Hit +3
+1
-1
-3
-5
 Dam 1d6+4 1d6+4 1d6+4 1d6+4 1d6+4
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

LANGUAGES
Common, Dwarven, Orc, Undercommon, Dupari
PROFICIENCIES
Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Mind-blade, Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Sling, Spear, Spells(Energy Missile), Spells(Ray), Spells(Touch), Spiked Armor, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Urgrosh (Dwarven), Waraxe (Dwarven/Exotic), Waraxe (Dwarven/Martial), Warhammer
SPECIAL ABILITIES
, +1 racial bonus on attack rolls against orcs and goblinoids, +2 racial bonus on Appraise and Craft checks that are related to stone or metal., +2 racial bonus on saving throws against poison., +2 racial bonus on saving throws against spells and spell-like effects., +4 Dodge bonus to Armor Class against monsters of the giant type., Stability, Stonecunning
FEATS
NAME DESCRIPTION
Armor Proficiency (Heavy) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Armor Proficiency (Medium) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks.
Improved Initiative You get a +4 bonus on initiative checks.
Martial Weapon Proficiency Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Shield Proficiency You can use a shield and take only the standard penalties.
Simple Weapon Proficiency You make attack rolls with simple weapons normally.
Tower Shield Proficiency You can use a tower shield and suffer only the standard penalties.
Weapon Focus (Waraxe (Dwarven/Exotic)) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Darr, Son of Baddon
Darr, Son of Baddon's portrait
Dwarf
RACE
103
AGE
4' 4"
HEIGHT
214 lbs.
WEIGHT
Dark gray, almost black
EYE COLOR
Deep tan, almost brown
SKIN COLOR
Black, but with premature streaks of gray
HAIR COLOR
Long & tied back, with a long beard
HAIR LENGTH
Water
PHOBIAS

PERSONALITY TRAITS

INTERESTS
What devilry is this?!
SPOKEN STYLE
Description
Large for a Dwarf, and powerfully built, Darr stands almost 4-1/2 feet tall yet weighs well over 200 pounds. Wearing armor, sturdy leather clothing, bristling with weapons, and leading a packmule loaded with gear, he appears prepared for almost anything. However, his prematurely graying hair, the strange mix of sadness and anger within his dark eyes, and an apathetic demeanor hint at a depth of history beyond the typical adventurer out seeking fame and fortune.
Home
The mountain range called by men: "The North Wall," near Shaar, Faerun
Biography
Darr was raised an only child in a fair-sized and established underground Dwarven community within the mountain range called "North Wall," near Shaar. His father, Baddon, was a prominent political leader within the community who, at least during the majority of his career, was considered wise and just and was generally well liked by many. It is no surprise then that Darr's early education focused on politics. His father's wishes, and Darr's own early interests, were that Darr be groomed to eventually assume a prominent place within the community as had his father before him. However, to his father's disappointment, it eventually became obvious that Darr simply did not possess his father's natural political skills and public charisma.

In the hope that Darr could still find a place in a leadership role after all, and with the lad having grown larger and stronger than most Dwarves his young age, Darr was pushed into (the mandatory) military service at an earlier age than usual. There, due to his size and native intelligence, the martial and weapons training seemed to come to him almost naturally. With seemingly little effort on his part, he began to excel both in his formal military training and the casual, but often painful(!), mock duels and wrestling matches common among the military cadets. It is useful to note here that these may have been even more challenging than usual due to the jealousy with which his older peers viewed Darr; preferring to think of his successes more as "privileges granted" him for his young age and father's political power than the earned victories they truly were. Needless to say, Darr's continued success in his early military training, combined with his abnormally young age at the time, served more to alienate Darr from the rest of his cadet class than to form any lasting bonds with them.

Upon completion of formal training, his first "strike team" was, as tradition dictated, filled with grizzled veteran military "lifers." Somehow, the unusual combination of career military Dwarf and too-young "privileged shortbeard," as they liked to call Darr, worked. Career military, after years of dwelling at the farthest fringes of the community's "established" underground territory, was commonly considered by society as being somewhat "uncouth," and often seemed closest in philosophy to the orcs, goblins, and other creatures that they regularly fought. It was in this remote and insulated little community that Darr formed the strongest personal connections of his young life and perhaps should have found his permanent home and life's work. However, the surfacing of an important factor prevented this. Although his fighting talent was apparent, especially after the practiced veterans had "un-learned" him of the "useless book learning" taught in his formal training, Darr actually found the constant killing distateful. The regular actions of his fellow team members, who had a very practical outlook on this particular topic due to "the nature of their jobs," often found odds with Darr's personal moral philosophy. The older Dwarves didn't question the need for what they did; they simply acted. Darr on the other hand was often accused of "thinking too much" when he brought this topic up. And he learned to keep it to himself.

During Darr's military service, trouble arose back home involving his father's career. A rival council member, who seemed most often to hold an opinion exactly contrary to Baddon's, gained in power. Eventually, to both disgrace Baddon and to rid himself of a second potentially troublesome rival, this evil Dwarf conspired to the murder of a fellow council member and managed to frame Darr's father with the heinous crime. After a long and painful process, during which Baddon was imprisoned and disgraced and his wife beset by mean-spirited hecklers, the Dwarven community decided the worst fate for Baddon possible: he would be stripped of his good Dwarven name and exiled from the community for which he had given his life's work. Facing what was to him an obviously unacceptable fate, Baddon chose death instead and took his life by his own hand. Darr's mother followed her husband to the grave shortly thereafter when her health gave way to her grief, and Dwarves who had been close family friends for many years turned their backs on her.

Because of Darr's isolation from the main Dwarven society while with his strike team, he escaped much of the pain of disgrace during this period. However, once his mandatory military service was over (having decided that a life of killing did not suit him) Darr tried to return to his place in regular society. As if the grief and pain at the loss of both parents was not enough, as well as the confusion surrounding his father's involvement in a murder, he found himself being shunned by his fellow Dwarves. His former military classmates were particularly cruel to him as he tried to find his way within the suddenly callous Dwarven society. Try as he might, Darr found himself unable to advance into a career or ultimately even to support himself as no opportunities were provided to him.

The only positive thing to happen to Darr during this painful period was Diesa. They had known each other from an early age and had maintained casual contact through the years, even writing each other occasionally during the extended absences of Darr's military service. Upon his discharge, Diesa grew increasingly angry as she witnessed their society treat Darr with undeserved callousness. The couple grew closer and eventually decided to put the Dwarven community behind them. Finding an understanding cleric, they married and left the community they had called home for their entire lives.

Once into the "outland" (i.e. above ground), they settled into a frosty mountain outpost far from anyone, where Darr took up mining while enlarging a small natural cave. It was a harsh existence at first, but Darr was able to unearth enough precious metal, iron, and gemstones to trade for necessities during his regular supply trips to a nearby human village. They lived this way for many years in relative happiness, growing to enjoy the solitude and beauty of the high mountain passes and crystal ponds of their home. Diesa even gave birth to a little girl during these years, Dagna (called "Little Nugget" by Darr), who became the joy of Darr's existence. At first to please Dagna, but later as a way to increase his trading power among the humans, Darr began to experiment with forming the metals and gems he discovered into jewelry, and he became quite adept at it considering he was untrained. After living many peaceful years in this manner, disaster struck. The mine collapsed, killing Diesa and Dagna both, who were bringing Darr his lunch at precisely the wrong time. Darr managed to escape by slowly and painstakingly digging himself out through the collapsed exit, but he now feels solely responsible for the accident and resulting deaths of his wife and daughter (as it was his ceiling supports that failed during the cave-in).

Bitter at the deaths of his loved ones, he now feels himself a failure on all fronts: first at the possibility of any political career when he was very young, then when he walked away from the military path his father had set for him, next when he could not even fit into normal Dwarven society, and finally as a miner, a husband, and a father. Bordering on pious his whole life, even at his very worst being careful to show nothing but respect for the Great Dwarffather, Moradin, Darr has now even forsaken his faith as he himself feels forsaken and alone. After unearthing the corpses for proper burial, Darr says goodbye to the only place that he had ever been truly happy, a place that would never be "home" again. Vowing never to form anything of beauty again with his hands and destroying his jeweler's trade tools, he sets out with his packmule Beelee to pursue the only thing he feels he may have ever excelled at: killing. But perhaps it's his own death, and the resulting end to a lifetime filled with ill fit and pain, that he desires more than anything . . .