Arabreg Oakheart
"The Wandering Merchant"
s p e c i e s Dwarf
a g e 127
h e i g h t / w e i g h t 4'3" / 128 lbs.
g e n d e r Male
s t a t s - Strength - 17
- Agility - 8
- Endurance - 14
- Will - 12
- Intelligence - 12
- Charisma - 9
s k i l l s - Dwarven Forge Master - As a Dwarven Forge Master, there is very little Arabreg CAN'T forge given the time and resources. Whatever you can imagine, whether it's a simple dagger or a magic sword made of Dwarven Steel. The only exception however comes to Maker artifacts. Arabreg can make good imitations but hasn't learned the secret of Maker steel. Not yet anyway...
- Runesmith - Arabreg has studied in the esoteric art of runesmithing. A skill that he regularly applies to his work. He uses this art to enchant and strengthen his weapons. However, runesmithing is a fickle art, and the slightest mistake can cause a rune to backfire. That is why only those trained in the use of runes are ever able to use them properly, and not just anyone with a bottle of ink and a quill or a hammer and chisel in the dwarf's case. The more complicated or intricate the rune, the more time and possibly material required
w e a p o n s- Blacksmith Hammer "Anduril" (x1) - Anduril is Arabreg's trusty hammer. An enchanted hammer that is chained to his arm, the hammer itself is completely indestructible in the dwarf's hand AND increases his strength if he becomes enraged
a r m o r - Head - None
- Chest - Cotton Tunic w/ Leather Apron
- Left Arm - None
- Right Arm - None
- Left Leg - Cotton Pants w/ Leather Boots
- Right Leg - Cotton Pants w/ Leather Boots
e q u i p m e n t - Enchanted Chisel - Arabreg's chisel is a family heirloom. When someone with Oakheart blood wields the chisel, the chisel's tip will glow red hot at their command and allow the user to carve into an object without the need to heat the object in question
- Soulwood Arm - Arabreg's arm is made out of a mystical material from the homelands known as 'Soulwood.' Left unchecked, it merely grows like bamboo. When given a few drops of blood however, the wood bonds to the person the blood originated from and becomes hard like iron. The wood becomes psychically linked to the person in question and can be controlled even if the arm is not directly attached.
- 'The Bureau of Fate' - In Arabreg's travels, the dwarf came across a mystical artifact known as the Bureau of Fate. Simply put, the Bureau produces an enchanted item at random based on the person who opens it. In Arabreg's case, it gave him Anduril
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