Dagi

Dagi_-_orc
"The strong prevail."
User: Bob
Campaign: The Wounded World
Race: Orc
Gender: Male
Role: Controller
Class/Level: Brawler 2/Cleric (Varisian Pilgrim, Foundation of Faith) 1/Slayer 8/Ulfen Guard 1/Hunter (Feral) 2/=14
Description:
Dagi is a little short for an orc, at two inches under six feet. His broad, muscular body is no less impressively solid for his lack of height, however, and he moves that bulk with surprising ease.

He has an unruly mop of hair that usually looks black, although on the rare occasion one catches him when it's just been washed, one can see that it's actually a very dark brown. It's not that he lets it get horrendously filthy, either; for an orc, he's incredibly cleanly. But orcs have naturally course and oily hair, and his looks darker when the oils haven't just been washed out of it.

His heavy brows, piggish red eyes, upturned nose and tusks are mostly unremarkable. The most noteworthy thing is that he has apparently managed to confine most of his scars and disfigurement, with the exception of the missing end of his left wolf-like ear (which is usually hidden in his hair anyway), so his face is actually mostly symmetrical.

Dagi's skin is greyish green (most people would just call it green), and he has enough green hair for one to be inclined to call it fur on his shoulders, forearms, and calves. His chest and arms have only a few ritual scars and tattoos, due to his youth when he left orc society, but he bears plenty of battle scars. One tattoo, easily the fanciest one he has (although still crude), is a fiery red sun motif on his right shoulder, partly infused with gamal so that in darkvision it instead appears as a burning red moon.

His current typical attire is a peasant's outfit, which he was provided after the monk's clothing he had from the Monastery of the Seven Forms was completely soaked with gore from both him and a beast that nearly killed him. It has a patch sewn onto the left shoulder showing the holy symbol of Kurgess. The right sleeve has been carefully removed at the seam, and the Elven chainmail he wears under it is sleeveless, the better to display his best tattoo. He carries a composite shortbow, a dagger, a short stick called a dan bong, a kunai, an alchemical silver jutte, and a cold iron double-chain kama (the last two of which are Dwarven-craft), although he will often ignore all of them in favor of his own fists and feet. He also carries a longspear on his back which has a habit of looking around whenever it has the opportunity, and he has two bandoliers across his chest and a mithril buckler strapped to his left arm.

When appropriate, he wears a courtier's outfit of a white sleeveless jerkin with white embroidery and gold trim, closed with ivory toggles, and loose-fitting black trousers, an outfit he considers fittingly austere for a monk. Especially with this ensemble, he frequently wears a black deerskin overcloak with white and silver raccoon-fur trim.
Background:
Dagi's history is presented in narrative form here and here.

At the time of this writing, the first part of the story has been told to Rof, Kerreth, and Lydia. I don't believe the second part has been confirmed to have been told to any of them, but Alex knows parts of it.

Here is an OOC explanation of Dagi's religious leanings and personal philosophy.
Details:
Includes the effects of Greater Magic Weapon, Magic Vestment, and the Mouse animal focus.

Dagi Breaktooth
Male orc brawler 2/cleric (foundation of faith, varisian pilgrim) of Kurgess 1/hunter (feral hunter) 2/slayer (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Elemental Master's Handbook 8, Pathfinder RPG Advanced Class Guide 23, 26, 53, 95, Pathfinder RPG Bestiary 222)
NG Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception +23
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Defense
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AC 28, touch 15, flat-footed 25 (+9 armor, +1 deflection, +3 Dex, +1 insight, +2 natural, +2 shield)
hp 143 (14 HD; 3d8+11d10+42) (currently 137)
Fort +21, Ref +18, Will +10; +1 sacred bonus vs. effects created by evil outsiders
Defensive Abilities bastion, evasion, ferocity; DR 10/adamantine (130 points)
Weaknesses light sensitivity
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Offense
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Speed 40 ft.
Melee +1 gauntlet (from armor) +18/+13/+8 (1d3+6) or
. . +1 gauntlet (from armor) flurry of blows +16/+16/+11/+6 (1d3+6) or
. . +2 adamantine darkwood longspear +19/+14/+9 (1d8+9/×3) or
. . unarmed strike +22/+17/+12 (1d6+10) or
. . unarmed strike flurry of blows +20/+20/+15/+10 (1d6+10) or
. . cold iron monk's spade +17/+12/+7 (1d6+7) or
. . cold iron monk's spade flurry of blows +15/+15/+10/+5 (1d6+5) or
. . dagger +17/+12/+7 (1d4+5/19-20) or
. . dan bong +17/+12/+7 (1d3+5/19-20) or
. . dan bong flurry of blows +15/+15/+10/+5 (1d3+5/19-20) or
. . kunai +17/+12/+7 (1d4+5) or
. . silver jutte +17/+12/+7 (1d6+5) or
. . silver jutte flurry of blows +15/+15/+10/+5 (1d6+5)
Ranged +1 composite longbow +16/+11/+6 (1d8+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 adamantine darkwood longspear)
Special Attacks brawler's flurry, caravan bond, martial flexibility 4/day, rage (7 rounds/day), sneak attack +2d6, studied target +2 (2nd, swift action)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—calming touch (1d6+1)
Hunter (Feral Hunter) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—entangle (DC 13), faerie fire, resist energy, summon nature's ally I
. . 0 (at will)—detect magic, grasp, guidance, read magic, stabilize
Cleric (Foundation of Faith, Varisian Pilgrim) Spells Prepared (CL 1st; concentration +3)
. . 1st—alarm[D], ant haul[APG] (DC 13), endure elements
. . 0 (at will)—create water, mending, purify food and drink (DC 12)
. . D Domain spell; Domains Community (Home[APG] subdomain), Travel
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Statistics
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Str 20, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +12; CMB +18 (+20 bull rush, +26 grapple, +22 trip); CMD 35 (37 vs. bull rush, 37 vs. grapple, 37 vs. trip)
Feats Alertness, Binding Throw[UC], Combat Reflexes, Deflect Arrows, Dirty Fighting, Greater Grapple, Greater Trip, Improved Bull Rush, Improved Grapple, Improved Ki Throw[APG], Improved Trip, Improved Unarmed Strike, Ki Throw[APG], Planar Focus, Power Attack, Precise Shot
Traits armor expert, vagabond
Skills Acrobatics +12 (+16 to jump), Appraise +4, Artistry (Tattoos) +4, Bluff +3, Climb +13, Craft (tattoo) +10, Diplomacy +9, Disable Device +2, Disguise +3, Escape Artist +9, Handle Animal +5, Heal +6, Intimidate +10, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +1, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +8, Lore (World's Edge Mountains) +4, Perception +23, Perform (dance) +0, Profession (gambler) +6, Profession (sailor) +7, Profession (soldier) +7, Ride +7, Sense Motive +11, Sleight of Hand +4, Spellcraft +5, Stealth +13, Survival +16 (+18 to avoid becoming lost when using a Mapmaker's Kit as you travel, +18 to avoid becoming lost), Swim +9
Languages Common, Party Sign Language, Dwarven, Gnoll, Kelish, Orc, Skald
SQ agile feet (5/day), animal focus (2 minutes/day), brawler's cunning, chosen ally, combat style (Kurgess), feral focus, guard dedication (deflect arrors), martial training, nature training, slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG], unbalancing trick), stalker, track +4, wild empathy +2
Combat Gear potion of cure light wounds (5), potion of cure moderate wounds (7), potion of cure serious wounds, potion of enlarge person (8), potion of enlarge person, potion of fly (2), potion of invisibility, potion of invisibility, potion of spider climb, wand of cure light wounds, wand of unbreakable heart (50 charges), alchemist's fire (2); Other Gear armor of the strong man, +1 undead-defiant mithral buckler, +1 composite longbow (+4 Str), +2 adamantine darkwood longspear, arrows (70), cold iron monk's spade[UC], dagger, dan bong[UC], kunai, silver jutte[UC], amulet of mighty fists +1 and natural armor +2, belt of physical perfection +2, cloak of resistance +3, cracked magenta prism ioun stone, dark blue rhomboid ioun stone, dusty rose prism ioun stone, ioun spite bracers, knight-inheritor’s ring, pale blue trillian ioun stone, ring of serene contortions, wayfinder[ISWG], bandolier[UE], bandolier[UE], blanket[APG], chalk, collar/license for sesquessa (worth 20 gp), courtier's outfit, hemp rope (200 ft.), little blue wagon (worth 10 gp), livestock-beating stick (worth 5 gp), mapmaker's kit[APG], masterwork backpack[APG], masterwork tattooing tools, smoked goggles[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), 23 broken locks and 3 unmatched keys (worth 0.5 gp, 40 lb), blanket, feed (per day), healer's kit, miner's pick, oar, riding saddle, saddlebags, black deerskin overcloak with white and silver raccoon-fur trim (worth 50 gp, 4.5 lb), gilt steel holy symbol of kurgess (worth 55 gp), necklace with sarenrae's symbol (2), 1,889 gp
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Tracked Resources
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Agile Feet (5/day) (Su) - 0/5
Alchemist's fire - 0/2
Animal Focus (2 minutes/day) (Su) - 0/2
Arrows - 22/70
Bless Weapon (1/day) - 0/1
Calming Touch (1d6+1 nonlethal damage, 5/day) (Sp) - 0/5
Dagger - 0/1
Dan bong - 0/1
Deflect Arrows (1/round) - 0/1
Expeditious (3/day) - 0/3
Ioun spite bracers (3 @ 0 lbs) - 0/3
Kunai - 0/1
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Potion of cure light wounds - 0/5
Potion of cure moderate wounds - 0/7
Potion of cure serious wounds - 0/1
Potion of enlarge person - 2/8
Potion of enlarge person - 0/1
Potion of fly - 0/2
Potion of invisibility - 0/1
Potion of invisibility - 0/1
Potion of spider climb - 0/1
Prestidigitation (clean self only, At will) - 0/0
Rage (7 rounds/day) (Ex) - 0/7
Read Magic (10 minutes, 1/day) - 0/1
Restful (1/day) - 0/1
Stoneskin - 0/130
Studied Target +2 (swift action, 2 at a time) (Ex) - 0/2
True Strike (1/day) - 0/1
Wand of cure light wounds - 8/50
Wand of unbreakable heart (50 charges) - 3/50
Wartrain Mount (1/day) - 0/1
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Special Abilities
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Agile Feet (5/day) (Su) For 1 rd, you ignore difficult terrain.
Air (Su) When assuming this aspect, gain feather fall effect, or levitate at higher levels.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bastion (Ex) Add Constitution bonus to CMD and DC to be Intimidated.
Binding Throw After successful Ki Throw, you may attempt to grapple
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +10/+10/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Calming Touch (1d6+1 nonlethal damage, 5/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Caravan Bond (3 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 3 travelling companions within 30 feet.
Chosen Ally -1/+1 (Ex) When entring rage, pick ally to prot, -1 pen to your AC to grant +1 dodge bonus to theirs.
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Home)
Cleric (Foundation of Faith, Varisian Pilgrim) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cold (1d4 cold) (Su) Creatures that attack you with nat. atks. or melee weaps take cold damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/adamantine [130 points]) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrors (Ex) May use deflect arrow for chosen ally if adjacent.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Earth (Su) Gain burrow speed and +2 enhancement bonus to natural armor.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Feral Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Fire (1d6 fire) (Su) Your natural attacks and melee weapons deal fire damage.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Good (Su) Gain Sacred bonus to AC and saves vs. good outsiders.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Ki Throw Trips can put the target in any square you threaten, even occupied ones (pushing back and knocking prone those already there).
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Throw Trips can put the target in any square you threaten.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Planar Focus By studying other planes, you've learned to take on aspects of outsiders as well as animals.

Prerequisites: Knowledge (planes) 5 ranks, animal focus[ACG] class feature.

Benefit: When you use your animal focus class fe
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shadow (Su) +5 bonus on Stealth and Sleight of Hand checks.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.
Unbalancing Trick (Ex) Gain Improved Trip as bonus feat, can take Greater Trip at 6th level.
Water (Su) You gain a 30-foot swim speed and can breathe water as well as air.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.
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Callistrial 3rd


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