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Lazyclownfish here with my submission for Kra'el Blackscale Dragonborn Paladin of Bahamut. It's pronounced like 'Krah-yel'.

I don't have a lot of post history here, but I check the forums several times a day and I like to put a lot of thought into my character's personality for each of my posts. You could look at my character Savien if you wanted an example of what I mean, though he's a lot different type of character than the dragonborn will be.

I've left some build choices open depending on the group we end up with. Also, I realize this concept is a bit grey area as far as paladins go but neither Kra'el nor I are afraid of him falling and would deal with that if it happened. That said, if it was too much of a stretch or if the group comp needed it, I could pretty easily rework him as an Inquisitor. He just feels like a paladin to me or I would've started there anyway.

Thank you for your consideration.


leaving a gap to improve formatting

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Player - Character - Race - Class
Grumbaki - Godwyn Blaecwulf - Changeling - Enlightened Philosopher Lunar Oracle
Kamaloo - Aelion Kinandev - Elf - Unchained Monk (Zen Archer)
Doomed Hero - Aerin - Elf - Wizard (Exploiter)
DBH - Jathal - Elf - Slayer
ExiledMimic - Javos Kincade - Human - Cavalier (sister in arms)
Chapel36 - Dinvirte Babriote - Tiefling - Arcanist
Slade77 - Aria Dros - Elf - Magus (Eldritch Archer)
Helikon - Bastien de Navarre - Human - Fighter
Lazyclownfish - Kra'el Blackscale - Dragonborn - Paladin


So many great submissions and it hasn't even been a full week! I feel spoiled for choice already and I know there are at least a few more exciting character submissions on the way soon...

This is going to be tough, thank you all for putting in such an amazing effort so far!


I'm working on an unchained scaled deciple.

I'll put together more on my day off- a lot in my head, not a lot of time to write yet.


Just can’t believe there are no dwarves yet.


Harakani and Critzible may be submitting dwarves soon I believe...


Jumping on the Dwarf train for a Female Warpriest (Forgepriest) of Kord.

I immediately liked Kord because you can say Oh My Kord and I think that's funny.

Her name is Ingra Stormbeard, her family trait is that they have dark grey hair naturally, the elderly having salt and pepper here and there.

She's a big big admirer of Lord Damon Gunter, and he is the main reason she's a lot of what she is, even if their personalities are very different.


Oh My Kord! That's a great idea!

lol I had to try it out. Sounds pretty interesting to me!

Grand Lodge

crunch:
Rhona Copperhair
Neutral Good
Dwarf female Age:58 Hgt:4’2” Wgt:176lb. Hair: Copper red Eyes: Green Deity: Sehanine
Ranger(Trapper)1st.
Init:+2 Perception +6(+7 traps, +9 stonework traps)
Defense:
AC:18(10+2(dex)+4(armor)+2(shield))
HP: 13
Fort: +5[+2+3]Reflex:+4[+2+2] Will:+2[+0+2]+2 v.Poisons and Spells
Speed:20ft
Statistics:
Str:14 Dex 14 Con 16 Int 14 Wis 15 Cha10
BAB: +1
CMB: +3[+1+2]
CMD:[10+1+2+2]+4 v Bull Rush and Trip
Melee:+3
Ranged:+3
Weapons:
Throwing Axes(4)(32gp)+3 1d6+2 crit x2 10ft 2lbs Slashing
“Hew Goblin Cleaver”Dwaven Waraxe (30gp*)+5 1d10+2 crit x3 8lbs. Slashing
Warhammer (12gp)+3 1d8+2 crit x3 5lbs. Bludgeoning
Heavy Pick (8gp)+3 1d8+2 crit x4 6lbs. Piercing
Cestus(5gp) +3 1d4+2 crit 19-20/x2 1lb Bludgeoning
Dagger(x2)(4gp)+3 1d4+2 19-20/x2 10ft 1lb Piercing
Feat: Weapon Focus(Dwarven War Axe)

Skills: 8 (6+2)
Acrobatics +7[1+2+3+1]
Appraise
Bluff+1(w/Axe)
Climb* +6[1+2+3]
Craft*(Trapmaking) +8[1+2+3+2]
Diplomacy
Disable Device*+6(+7) [1+2+3+1*]
Handle Animal* +4(1+0+3)
Heal*
Intimidate*+1(w/Axe)
Knowledge(Dungeoneering)*
Knowledge(Geography)*
Knowledge(Nature)*+6[ 1+2+3]
Perception* +5(+6)[1+2+2+1*]
Profession*
Ride*
Spellcraft*
Stealth*+6[ 1+2+3]
Survival*+5(+6)[1+2+2+1*]
Swim+6[1+2+3]
Languages:Dwarven, Common,Elven,Goblin
Traits:
Reckless: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.
Signature Moves: Your starting equipment includes a single masterwork item worth less than 900 gp(Dwarven Waraxe), and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.
Special Abilities:
Dwarf:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Ranger(Trapper)
Weapons and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy: (Goblinoids +2)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated in the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Equipment
Ranger’s Kit: 9gp,28lbs. A Backpack, Bedroll, Belt Pouch, Flint and Steel, iron pot, Mess Kit, rope, Torches(10), Trail Rations(5 days), waterskin.
Armored Coat:(50gp)+4[ Max Dex +3,Penalty -2, 20% spell failure, Speed 20ft.,20lbs)
Heavy Wooden Shield(7gp)+2{-2,15%,10lbs)
Explorer’s Outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
2 Bandoliers: 1gp Two belts to hold his Throwing Axes.
Survival Kit:5gp, 4lbs. A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
Grooming Kit:1gp,2lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Gear Maintenance Kit:5gp,2lb.This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Thieve’s Tools Common: 30gp,1lb, This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

pp-
Gp- 7
sp-
cp-


Background:

Step 1: Write at least 5 background and concept elements that you feel are important to the image of your character. These can be a concept overview, a list of important life events, a physical description, a personality profile etc.
1.It was chaos, utter and total chaos. Her parents who had come to set up a simple shop selling well-made earthenware. The former Hammerfist Dwarves fell defending their newly adopted home leaving a barely adult daughter behind. Rhona Copperhair fought too. Her face and hands staining with the blood of the goblinoid trash that not only slew her parents but threatened to take her. She fought learning exactly how to fight. It was during this short ordeal that Rhona learned to use her father's’ once formidable Axe. Hew Goblin Cleaver her Axe once her fathers was born.In this blur of fighting and bloody mess was the vivid flashes of gleaming pristine steel. Steel that belonged to the Elven hero and Swordmaster Katar Swordstar
2.Rhona never one to shy from fighting goblins sought out one of the fiercest fighters in the Area of Brindol. She found herself in the Marth Forest seeking an Elf named Katar Swordstar an accomplished Ranger who was stuck inside Brindol with a small contingent of elves. She observed him and his deadly dance of blades against the hordes. Seeing that Rhona went to the forest and trudged blindly into the woods until she grew weak. When she awoke she was in the midst of three Elves who spoke with her. After learning her intentions, Rhona was taken to the lesser Blademaster Katar and after deeming her worth began to teach her how to fight.
3. Rhona while with the Elven people learned to speak and dance. Here she found a bit of peace, but nothing like the rush she had when fighting against the very creatures that slew her parents. The years here amongst the elves was one she would cherish. She met a friend there a young Priestess named Syrune Duskmere, whom she shared time with. It was this priestess to showed her the softer side of the heart and taught her in the ways of the Sehanine. She became blessed with a special braid of silver and black gifted to her by Syrune. One she cherishes deeply.
4. After a few years with the Elves Rhona left, seeking to test herself in battle. Armed with unusual weapons at least according to her teacher she joined with one of the merchant wagons. She hated the long treks as the food was often subpar, the conversations rough and sparse. It was a bit of a bore. On one long trek from the Hammerfist Holds to Drellins Ferry, THe caravan she was on was attacked. Rhona and her fellow mercenaries went into action. Her first real battle since Brindol and she fought. She took a dangerous and deep wound from a goblin. The spear piercing her right side right underneath her ribs. She thought she would die, in her battle haze, she continued to fight on, while she thought back on her life seeing her Family, her teacher and her friend she held on. Eventually, she passed out. When she awoke she was in Brindol. But she carries the scar and memory of the battle forever.
5. Her last and most recent impacting memory was in Brindol. Having become a staple among the Prospector caravans coming in and out of Brindol and the Hammerfist Holds, she was brought into the Guild house. There she met Lord Damon Gunter. Vaguely she remembered this man when but a lass and listened to him and his offer. She would become an official member of the Prospectors. She was excited and would sit down and write a letter to Syrune. It was one of her first letters since she had left the Elven settlement. Things were vastly changing and thankfully the dwarven lass was finding some sense of peace again. What made this special was the fact Lord Gunter was friends to her father. During her initial training and subsequent admission into the guild proper, Gunter presented Rhona with a recast Axe. Her precious heirloom, had become a beautiful masterpiece, woven with symbols of Moradin and Sehanine amongst the sigils for the Hammerfists and Prospectors her stout Axe had truly become a sight to behold. Enough of one that whenever she held it, others would show her the respect due to her station. Rhona Copper Hair was becoming something of a well known and reliable caravan guard, especially when “Hew Goblin Cleaver” was drawn!
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another could be one that you, as a player, want to see developed over the course of the game.
Rhona at the moment seeks to continue her training, however, her master Katar Swordstar told her she must get more actual combat experience before he can teach her the more advanced forms of his martial dance. To do this she has thrown herself into guarding caravans fighting a few goblin and bandit ilk. Still, she practices every day, and works on her other woodlore, including trap detection and dismantling. Eventually, she wishes to become a master of the “Elven War Dance”(Ie Two-Weapon Fighting) and continue to fight against Goblinoids and another ilk(eventually orcs, Giants, Lizardfolk?) in the Vale. In the End, she hopes to once more grace the Elven city to stay and be one of the first Dwarves to live there.
As for me, I would love to see her become a very well known ranger. One that hunts down evil, defends others and seeks to look towards the ultimate goal of earning not only a spot in the Elven settlement but to live out her days there. Want to see her grow not only as a warrior but an interesting RP character who is eager to learn to defend and avenge those she loves and cares about. Would be cool to make her have to wear an eye patch too. Cause eyepatches are cool. Mostly See Rhona as a Wilderness Warrior who will weld Two Dwarven Waraxes or possibly Axe and Hammer, or Axe and Pick! Fearsome yet gentle, a warrior who is more than just her race and class but one that others will want to interact with!
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

But secrets don’t make friends...Oh well
Rhona hides the fact that her parents were secretly rogues who specialized in traps and locks. Her fear is a valid one as her father under another name left the Hammerfist Holds due to one settlement seeking an ore thief.
Rhona doesn’t know that while in the Elven Settlement in Marth, Syrune and Her went through a Soulbond ritual. This meant that they were forever together in heart and soul. The Silver and Black silk braid is the physical representation of this, Rhona cherishes it but doesn’t know that is what it means.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Feel free to use characters mentioned in the Player’s Guide.
1.Lord Damon Gunter is like a strange but distant adoptive father to her. A friend of her father Damon, gifted Rhona a reforged waraxe. He is blunt with her as he is with everyone else but he often will smile and dote on her like a real father. Granted he had very little to do with her upbringing he sees Rhona as a child. Rhona is very courteous to Damon and respects him. She will argue and talk back at him at times but in the end accepts most of his terms.
2. In Brindol her sparring partner and former fellow student of Katar Swordstar is Ilimtier Wyspwood an Elven Ranger and runner. A cheerful fellow with flare for the dramatic, is a stylish warrior who fights with a longsword and a short sword. He is often at Ilyas’ Cardhouse between runs. He is one of the few messengers who actually deliver messages to and from Methas Forest.
3. Rhona has a few rivals in town, but none as Bad as Stagnar Stones. A bastard son from a widow farm wife the Half-Orc was never well liked. Rhona not a fan of the more “savage”species began her time around the man trying to see past his physical appearance. She stumbled a bit, but Stagnar didn’t see her attempts as a genuine and basically challenged her. She fought him and put him on his butt. Stagnar, did not like that and has begun to train in styles that can smash hers. Since that initial meeting Stagnar and Rhona have sparred with Rhona having a slight edge every time. Still he is willing to go to great lengths to try and humble the dwarven woman.
4. Swordmaster Katar Swordstar is Rhonas’ teacher. She seeks to learn how to fight like him, but not forsake her heritage. So The Blademaster has learned to adapt his style with her weapons. He is a dutiful teacher, teacher her more than weapons, but also woodlore and strengthening her already impressive skills with traps. Granted he had to pull in help to help refine her skill with Traps, but in the end it was all for the better. Katar waits for his strange but adaptive pupil to return from her first journey to delve deeper into his reservoir of knowledge that will set her on her path to becoming a true Elven Blademaster.
5.Rhona’s true friend and confidant is Syrune Duskmere. The alabaster-skinned, raven-haired beauty and sworn priestess to Sehanine. The woman is devoted to her ‘uruite melar’ a deep true friend that she has given a powerful and lasting bond to her. Syrune prays for Rhona often and is anxious to get any word from her little “Naur Findl”.
6. Unfortunately for Rhona a half-elf named Jax a man with a strange set of skills. Known to poke and prod in places and areas he is not supposed to. In doing so the man has amassed a skill set unique in many circles. Jax was brought in to help teach Rhona how to hone her skills with traps. The Half-Elf sneered and scoffed through the training until Rhona put him in his place. In doing so Jax sought to kill the dwarven woman. However Katar and Syrune figured out the plot and had the supposed Archaeologist exiled from Marth. In doing so Jax, has sought to take revenge on Rhona. He has sought the ancient holds and dark places in the Vale and outside it. Since then he has only met Rhona two times inside Brindol He knows she is aware of his treachery but she seems not to bring it up.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

-Rhona carries with her a length of braided silver and black cord on her person. She currently wears it as a necklace with a simple clasp. She often runs her fingers around it while in thought and kisses it now and then.

-The fight was fierce and unexpected, Goblins poured from their hiding spots and advanced on us all, crudes weapons and armor they carried as our trusted gear was the first squawking goblin came forward with a crude sickle, I cut out in a feint luring him forward, I shifted bringing the weight of my father's’ Axe, now dubbed Hew Goblin Cleaver down hard, it’s steel biting into the exposed shoulder of the smaller lesser thing. Its’ blood spewed forth painting my weapon and face. What I had forgotten is the simple fact that goblins believed in a numbers game. Numbers I forgot in my eager lust for combat. In hindsight I would hate to err this way again, For this mistake cost me a lot as the goblin had his friend step in, for in a second after I raised my axe out of the felled one's neck the hidden goblin sprang forward it's to grubby hands thrusting the crude iron spear into my side.Pain welled in my lower chest growling through it I brought Hew down over and over, not really thinking in that moment as The spear tip burned and my lifeblood poured. I thought of My parents, their faces fuzzy names mere whispers, Then I thought of my “Uruite Melar”, My friend Syrona, and my Teacher Katar. I thought of the Elves and their home. In the end, I wound up spinning before I hit the ground. Later I would be told my almost dying rage sent many goblins to a well-deserved grave. In the end, the twisted scar below my right breast and lover ribs is a reminder of my hubris in battle. It shall be a badge of failure, a forever reminder to adapt and learn.

-Rhona is very self-conscious about her traps and lockpicking talents. It's not that she doesn’t excel at it, more than her father and mother ingrained in her that such talents were best hidden as other did not understand. Despite her subsequent teachers telling her otherwise. So when having to ply this part of her trade she prefers others to look away so she can perform her task, otherwise, she gets nervous and clams up.

Okay So here is my submission Rhona Copperhair Ranger(Trapper)


What's the go on feat taxes?


/Player - Character - Race - Class
Grumbaki - Godwyn Blaecwulf - Changeling - Enlightened Philosopher Lunar Oracle
Kamaloo - Aelion Kinandev - Elf - Unchained Monk (Zen Archer)
Doomed Hero - Aerin - Elf - Wizard (Exploiter)
DBH - Jathal - Elf - Slayer
ExiledMimic - Javos Kincade - Human - Cavalier (sister in arms)
Chapel36 - Dinvirte Babriote - Tiefling - Arcanist
Slade77 - Aria Dros - Elf - Magus (Eldritch Archer)
Helikon - Bastien de Navarre - Human - Fighter
Lazyclownfish - Kra'el Blackscale - Dragonborn - Paladin
Critzible - Rhona Copperhair - Dwarf - Ranger (Trapper)


TheoreticallyYours wrote:
What's the go on feat taxes?

Honestly, I hadn't put much consideration into them. I've never GM'd a game using anything other than the rules as written but having now played in a game that house-rules them out I can see the appeal.

If there's enough interest we could get rid of them, I guess as per the rules here.

(If we were to do that, I wouldn't consider applications written while the rules were in place as being 'unfinished', you would get a chance to update your feats after recruitment closed.)


I've started using these in the games I run and so far I like them. Haven't been using them long enough to run into problems yet though.

It is cool that people sometimes use drag and bull rush when I literally never run into those otherwise.

Grand Lodge

Loving this campaign idea


Hey guys, it's Harm's Way here piping in with my submission. Rune is a bloodrager with ties to the Shadowfell.


Player - Character - Race - Class
Grumbaki - Godwyn Blaecwulf - Changeling - Enlightened Philosopher Lunar Oracle
Kamaloo - Aelion Kinandev - Elf - Unchained Monk (Zen Archer)
Doomed Hero - Aerin - Elf - Wizard (Exploiter)
DBH - Jathal - Elf - Slayer
ExiledMimic - Javos Kincade - Human - Cavalier (sister in arms)
Chapel36 - Dinvirte Babriote - Tiefling - Arcanist
Slade77 - Aria Dros - Elf - Magus (Eldritch Archer)
Helikon - Bastien de Navarre - Human - Fighter
Lazyclownfish - Kra'el Blackscale - Dragonborn - Paladin
Critzible - Rhona Copperhair - Dwarf - Ranger (Trapper)
Harm's Way - Rune Hyrrfel - Human - Bloodrager (Shadow)


Hey Kaavek. Just wanted to ask if there was anything important I should know about the old caretaker for the museum (the one about the war with the Red Hand and the Diamond League). I was considering having my character being friends with him, but there aren't really any details in the Player Guide.

If there's nothing really about him, I can just make stuff up. I thought I should ask first, though. :)


I'm going to withdraw myself. The more I thought about it, I don't think this one is for me. Good luck to everyone else.

Grand Lodge

I might submit a cleric or other healing based class.


Apologies for how long this is taking.


You have more than a full week left. I feel like it's better to take your time on something like this, so I wouldn't stress on it. I'm guessing the GM doesn't mind being patient since she set the deadline more than 2 weeks away from the recruitment post, and the game start for a week later than that.

Submit something good and we'll all forgive you ;)

Sovereign Court

I agree. Sometimes ideas/characters just take a little time. Especially when you get 90% done and find some interesting thing that causes you to go back to formula.


Below is my submission for Giblin Maru, the halfling dirty fighter.

Giblin Maru:
Giblin Maru Male Halfling (Cad) Fighter 1 (FCB: +1 Skill Point)
Init +4; Senses Perception +3;

Resources:
HP: 12/12
==DEFENSE==
AC 19, touch 15, flat-footed 15 (+4 armor, +4 dex, +1 size)
hp 12 (1d10+2)
Fort +6, Ref +5, Will +2

Special Defense Fearless (+2 vs fear)

==OFFENSE==
Spd 15 ft
Melee Ranseur +3 (1d6+1) 20/x3 (disarm, reach)
Guisarme +3 (1d6+1) 20/x3 (trip, reach)
Short Sword +3 (1d4+1) 19-20/x2
Dagger +3 (1d3+1) 19-20/x2

Ranged Longbow +6 (1d6) 20/x3

==STATISTICS==
Str 12 (14-2), Dex 18 (16+2), Con 14 (12+2), Int 14, Wis 12, Cha 10 (8+2)
BAB +1, CMB +4, CMD 15
Feats Agile Manuevers, combat expertise

Skills

Spoiler:
5 points total 2 points Background
Class Skills: Acrobatics, Bluff, Climb, Craft, Escape Artist, Handle Animal, Knowledge (Dungeoneering), Knowledge(Engineering), Profession, Sleight of Hand, Stealth, Survival, Swim

Acrobatics +9 (4 dex, +1 rank, +3 cs, +2 racial, -1 ACP)
Appraise +2
Climb +6 (1 Str, +1 rank, +3 cs, +2 racial, -1 ACP)
Knowledge (engineering) +6 (+2 Int, +1 rank, +3 cs)
Perception +3 (1 Wis, 2 racial)
Profession (Soldier) +5 (1 wis, 1 rank, +3 cs)
Sleight of Hand +7 (4 dex, 1 rank, +3 cs, -1 acp)
Stealth +11 (4 dex, +1 rank, +3 cs, +4 size, -1 ACP)
Swim +4 (1 str, +1 rank, +3 cs, -1 ACP)

==SPECIAL ABILITIES==

Feats:

Agile Maneuvers: Use dex vs str for cmb

Combat Expertise: When making an attackwith a melee weapon, you may subtract 1 point from attack rolls and combat maneuver checks and add the same as a dodge bonus to AC until your next turn.

Traits:
Armor Expert (combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0

Life of toil (Social): +1 fort save

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Drawback: Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive

checks involving that creature until the creature apologizes to you.

Racial Abilities

Spoiler:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size

bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Languages Common, Halfling, Elven, Goblin

Carrying capacity: Light Load: 32.5lbs, Med load: 64.5, Heavy Load: 97.5
Lift overhead: 98lbs; Lift Off ground: 195lbs; Push/Drag:488lbs

Equipment: Chain Shirt (+4 Armor bonus, +4 max dex bonus, -1 ACP, 20ft speed, 12.5 lbs) 100 gp
Short Sword 1 lb 10 gp
Dagger x4 2 lb 8gp
Guisarme 6 lbs 9 gp
Ranseur 6 lbs 10 gp
Longbow 1.5 lbs 75gp
20 arrows 1.5 lbs 1gp

Fighter's Kit: Backpack, Bedroll, Belt pouch, flint and steel, iron pot, mess kit, rope (50 ft hemp), soap, torches (10), trail rations (5 days), water skin 14.5 lbs 9gp
Caltrops x2 1 2b 2gp
Scrivener's Kit: Ink Vial, ink pen, spare pen nibs, pigment container for making ink, tiny knige for gutting quills into pens, a blotter, and a small ruler. .5 lb 10 gp
Wrist sheath .5 lbs 1 gp

Alchemist's Fire x2 2 lbs 40 gp
TOTAL: 49 lbs (Armor and shield: 31 lbs)

Coins: 25GP

Background

Spoiler:

Giblin's family wasn't very much out of the ordinary for the river folk. They fished the rivers and crafted small items to sell whenever they made it into towns. Giblin always helped when he could but he got distracted easily. He was curious about how things worked or what different creatures were. One day he was sent to collect materials to effect repairs on one of the boats when he was distracted by a flying insect. He followed the insect, trying to catch it, but it was just to quick for him. Before he knew it he was lost and couldn't find his way back. Just when he was about to give up hope, he heard one of the guardians of the clan searching for him. He ran towards the sound but found a wolf between the guard and himself. As the wolf turns on him he cried out for help. In a flash of steel the guard cut down the wolf, saving Giblin's life. This inspired him to join the guards and attempt to be like the person that saved him. During training he was always picked on about being weaker than the older trainees and told he would never acheave his ideals. Realising they were right he learned to fight in a way that would work for him. While the other trainees were learning how to take hits and move around in heavier armor, he was training to avoid the blows altogether. When they learned to swing harder to break past defenses, he learned to strike in different ways to work around his opponents. Unfortunately, his unorthadox training methods earned him the ire of his commander and fellow trainees. Somehow he always got the hard duties for his daily tasks. Eventually he grew tired of always having to do all the hard work and started looking for an opportunity to get out of his situation. During one of the excursions into Brindol he slipped away from his clan to make his way in the city. Eventually he sees that the Golden Lions are going to put on a two week training camp so he sets off to attempt to join despite the jabs that he can't match up to a human.

Goals: 1) Prove that he can fight just as well as the tall folk and show his clan that his method of fighting works.
2) Once he finds out about his clan, avenge them.

Secrets: 1) He doesn't know it but his clan was all killed off.
2) Avandra smiled upon him for striking out on his own.

NPCs: 1) Golden Lion lieutenant Herkle has a soft spot for the scrappy halfling and has sponsored his entry into the militia training camp.
2) River Guild manager Merric Thorngage keeps trying to recruit him as a guard.
3) Lord Warden Harrik Orenna doesn't like the image of a halfling in the fighting men and is trying to pull strings to get him out.

Memories, Mannerisms, quirks: 1) He is always happy go lucky but is quick to anger at anyone underestimating him.
2) He keeps the memory of the soldier that saved him in the field as the pinacle of what he could be.
3) On his off time he likes to observe how things are made.



I submit Taurs 'Bull' Scipio


Bale Fire wrote:

Hey Kaavek. Just wanted to ask if there was anything important I should know about the old caretaker for the museum (the one about the war with the Red Hand and the Diamond League). I was considering having my character being friends with him, but there aren't really any details in the Player Guide.

If there's nothing really about him, I can just make stuff up. I thought I should ask first, though. :)

Thanks for asking! The caretaker's name is Sertanian. He was a soldier in the War of the Red Hand and set up the museum, The Hall of Great Valor, in memory of his fallen comrades as well as in honour of the great deeds performed by the Diamond League and other heroes of the Vale. You're welcome to flesh him out some more but I hope that helps.


Ai, I'm having some troubles putting together a would-be venture captain with the unchained rogue as its chasis. I'm going to change the focus from sellsword to 'acquisitor' of 'cultural artifacts and symbols of heritage'. He's totally an archaeologist.

Hope to have his crunch and fluff done later today, otherwise I'll post it tomorrow.


DM Kaavek wrote:
Thanks for asking! The caretaker's name is Sertanian. He was a soldier in the War of the Red Hand and set up the museum, The Hall of Great Valor, in memory of his fallen comrades as well as in honour of the great deeds performed by the Diamond League and other heroes of the Vale. You're welcome to flesh him out some more but I hope that helps.

Thanks Kaavek. That was exactly what I needed. :)

Sovereign Court

Solicitor wrote:

Ai, I'm having some troubles putting together a would-be venture captain with the unchained rogue as its chasis. I'm going to change the focus from sellsword to 'acquisitor' of 'cultural artifacts and symbols of heritage'. He's totally an archaeologist.

Hope to have his crunch and fluff done later today, otherwise I'll post it tomorrow.

"It belongs in a museum!.....that I own.....and no one else can enter..... except for private buyers."

Sovereign Court

Bump for subs.


Okay - I've broken people up by what I guessed their role was.
Happy to characterise in other ways if it is helpful.
.
.
.
.
.

Role - Character - Player - Race - Class
Arcane - Aerin - Doomed Hero - Elf - Wizard (Exploiter)
Arcane - Dinvirte Babriote - Chapel36 - Tiefling - Arcanist
Divine - Godwyn Blaecwulf - Grumbaki - Changeling - Enlightened Philosopher Lunar Oracle
Melee - Javos Kincade - ExiledMimic - Human - Cavalier (sister in arms)
Melee - Bastien de Navarre - Helikon - Human - Fighter
Melee - Kra'el Blackscale - Lazyclownfish - Dragonborn - Paladin
Melee - Rhona Copperhair - Critzible - Dwarf - Ranger (Trapper)
Melee - Rune Hyrrfel - Harm's Way - Human - Bloodrager (Shadow)
Melee - Giblin Maru - natloz - Halfling - Fighter (Cad)
Melee - Taurs Scipio - Daleyn Levanthus - Human - Fighter (2 handed)
Ranged - Aelion Kinandev - Kamaloo - Elf - Unchained Monk (Zen Archer)
Skill - Jathal - DBH - Elf - Slayer


Yikes...

Seeing all that melee makes me wonder if I should go a different direction.


icehawk333 wrote:

Yikes...

Seeing all that melee makes me wonder if I should go a different direction.

Melee type isn't all someone brings. DBH, for instance, is a skill monkey archer who plans to do trap finding. My submission isn't a great damage dealer, but a buffer/melee. So catagories can be deceiving.

Do what you like. Because the only classes that have almost 0 change is the Gunslinger/Swashbuckler. Everything else can fit completely different roles and still beat someone with a pointy stick real good.


I am currently trying to decide between a Halfling Witch who is a professional gambler (uses Fortune/Misfortune hexes to his advantage), or a Dragonborn Sorcerer or Bloodrager (Draconic bloodlines).

Without spoilers, it would be a great help if I knew whether there is Dragon tie-ins to the main plot of the adventures. If i'm going to play something so, well, Dragon-y I'd prefer it to have some relevance.

Thanks.


The monk I had in mind was quite melee/melee, once it comes online. (Crossbow until it comes online, though.)

More or less it just gets better at combat- harder to hit, more attacks, more damage.

While I would argue that's fine if it's needed, the scaling damage aspect seems covered.


HeftyUpTop wrote:

I am currently trying to decide between a Halfling Witch who is a professional gambler (uses Fortune/Misfortune hexes to his advantage), or a Dragonborn Sorcerer or Bloodrager (Draconic bloodlines).

Without spoilers, it would be a great help if I knew whether there is Dragon tie-ins to the main plot of the adventures. If i'm going to play something so, well, Dragon-y I'd prefer it to have some relevance.

Thanks.

Both of those characters sound interesting, so feel free to submit either. Since you asked though, without giving too much away, I have a feeling you will meet more draconic speakers than avid gamblers.


I'd move Rhona down to skill as well since she has trapfinding.

The rest of the melee are probably all similar enough to keep grouped.

Definitely looks like we need casters.

A bard would be swell.

HeftyUpTop wrote:
dragon tie-ins

I made a dragonborn paladin of Bahamut. I asked the GM before doing so if that was a safe character to play, in terms of connection to the story, and she said yeah. Also the campaign has the word Scales in the name. Sounds dragon-y to me!

That said, I don't actually know anything about the story.


realizes there are literally no bards, and bard works just fine for the personality they have in mind.


Makes me realize that I’ll need to have plenty of healing spells prepared, if I get in.

Grand Lodge

Yeah mode Rhona more skill based. Almost took Hunter but didn't want an Animal companion.


Ísmet Background:

(Scarred, Tribal, Burdened, Driven, Cursed)
They did not think much of the newcomer, but word got around. The dark-skinned Calishite of mixed parentage, the one with the scars that made it seem as if a demon was riding her; that one... "Those scars covered their entire body!" Or, "I hear they were ritually carved, that they've got runes on their bones!" No one really believed it, so they did not know how right they were. She was chosen, groomed for the role, so that when she came of age, her Master died, and passed it on to her.

Abiandym. "Anger of the Broken Eclipse". A pompous name for a spirit that had been trapped and contained in their tribe as long as they had history and probably before. The dreams it sometimes gave when too much of her was let in gave her glimpses of a plain, where offerings were made in battle, and two figures stood at the head of dark armies. They fought, and she always awoke before it lost, overwhelmed by impotent rage at a past long gone and nearly forgotten.

While it was contained, it was being cleansed, and in time it would be destroyed. So she had to do as much good as was possible, so when it was passed on, the burden would be that much less for her successor. Difficult to do in the tribe itself, so she had to travel wider, whether they wanted her to or not. She would return before her time to pass on the burden of containing it.
(Goal: Survive long enough to pass it on while cleansing it as much as she could)

She does not know about the cult that persists in searching for its Master. They were thought to be wiped out. She does know that she should not have left her tribe, but this creature is a danger to them, and a moving target is harder to hit.

In Brindol, she somehow has the favor of Lady Ariane Sanja, which is doing her no favors in the realm of public opinion, but just the same, her favor is there. Likewise for Lord Eshan Jarmaan, because of her name, of all things. She knows that nothing good will likely come of his interest, but she favors the attention. Contrast that with the actively hostile regard of Dania, priestess of the Raven Queen in Brindol. Whatever her reasons, those under her influence do make things difficult for her whenever they can, trusting in their position to keep them safe.

One of the memories that she can't escape is the ritual that bound Abiandym to her. It was the same ritual that gave her the scars that she carries, and culminated in the death of her master. She still wakes up from reliving the event from time to time. Due to the influence of what she contains, she does crave meat more than is normal. To combat this, she does try to keep a good supply of jerky, and is almost always chewing on a strip. Having to deal with it has left her with a slight scowl, having been forced to hear its running commentary as well as feeling its irritation at being contained.

Ísmet Crunch:

STR: 13 DEX: 14 CON: 14 INT: 12 WIS: 13 CHA: 17
Traits:Flame-Touched, Demoralizing Presence, Broken Mind, Tainted Spirit(D)
Feats: Spirit Sense, Third Eye

CG Human Female Medium(Fiend Keeper)
HP: 10
AC:
BAB: +0
Saves: +2/+2/+3
Special: /Hero Point 1/ Knacks, Evil Spirit, Spirit Bonus +1, Spirit Power(lesser), Spirit Surge 1d6
Skills:
A: Bluff +7, Intimidate +7, K.(Planes) +5, K.(Religion) +5, Sense Motive +5
B: Craft(clothing) +5, Linguistics +5
Languages: Common, Abyssal, Celestial

Spells Known:
0th: haunted fey(fiend) aspect, resistance

Equipment:(240g)


Alright, got this out for the first pass. Role-wise, the class seems pretty flexible in regards to what it can cover.


This may be a bit early, but how do we feel about multi-classing and variant multi-classing?

Crunch:

Ingra Stormstone
Female Dwarf Warpriest (Forgepriest) (Kord) 1
CN Medium Humanoid (dwarf)
Init 0; Senses Perception +4, Dark-vision 60ft.

--------------------
DEFENSE
--------------------

AC 16 (20), touch 10, flat-footed 16 (+6 Armor, +0 Dex, +4 Dodge against giant subtype, +0 Sacred)
HP 13 (1d8 + feat + CON)
Fort +5 Ref +0, Will +6
Resist

--------------------
OFFENSE
--------------------

Spd 20ft. can’t be modified by armor or encumbrance
Melee Sacred Weapon DMG 1d6; Greatsword +2 (2d6 + 3);

--------------------
STATISTICS
--------------------

STR 14 (+2) | DEX 10 (+0) | CON 15 (+2) | Int 14 (+2)| Wis 17 (+3) | Cha 12 (+1)

Aura Faint/Chaotic Neutral

BAB +0; CMB 0; CMD 12 (+4 racial Stability)

Feats:
[BONUS] Weapon Focus (Warhammer)
[BONUS] Toughness
1st Fight On

Traits:
Secret Knowledge - +2 to one knowledge skill and that becomes a class skill. (Dungeoneering)

Mountain Guide - +1 to knowledge (geography) and Survival checks when in mountainous areas. Knowledge (geography) is always a class skill for you.

Storm-Touched - You gain DR 1/— against creatures and attacks with the electricity type.

Impatient (drawback) - You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

--------------------
Skills
--------------------

Class Skills: 2 + INT + 2 BG + 1 favoured class
Italics means the skill can't be used untrained.
Bold is a class skill.

Adventuring Acrobatics +0, Bluff +0, Climb +2, Diplomacy +0, Disable Device +0, Disguise +0, Escape Artist +0, Fly +0, Heal +4, Intimidate +0, K.Arcana +0, K.Dungeoneering (1) +8, K.Local +0, K.Nature +0, K.Religion (1) +6, Perception +4 (+2 racial Stonecunning), Ride +0, Sense Motive (1) +8, Spellcraft (1) +6, Survival (1) +8, Swim +2, Use Magic Device +0

Background Appraise +0, Artistry +2, Craft (armor) (1) +6, Handle Animal +0, K.Engineering (1) +6, K.Geograhpy +0 (+1), K.History +0, K.Nobility +0, Linguistics +0, Lore +0, Sleight of Hand +0

Languages:
Common, Dwarven, Goblin, Orc

Trackable Abilities

Blessing
(Weather) Storm Strike minor At 1st level, you can touch one weapon and grant it a blessing of stormy weather. For 1 minute, this weapon glows with blue or yellow sparks and deals an additional 1d4 points of electricity damage with each hit. This additional damage doesn’t stack with the additional damage from the shock or shocking burst weapon special abilities.

--------------------
ADVANCEMENT
--------------------
1st level - [BONUS] Weapon Focus (Warhammer), [BONUS] Toughness, [1st] Fight On OR Skill Focus (K.Nature) if pursuing Eldritch Heritage (Stormborn).

2nd level – Forge Mastery (Ex), access to Power Attack via Feat Tax

3rd level – [BONUS] Craft Magic Arms and Armor, [2nd] Cleave

4th level – Creator’s Bond (Su), Cha +1 (if getting Eldritch Heritage) OR Wis +1

5th level – [3rd] Cleaving Finish OR Eldritch Hertiage

6th level – Heat of the Forge (Su)

7th level – Sacred Armor (Su) +1, [4th] Furious Focus

8th level – Str +1

9th level – [BONUS] Create Wondrous Item, [5th] Great Cleave

10th level – Sacred Armor (Su) +2,

11th level – [6th] Create Reliquary Arms and Shields

12th level – [BONUS] Cleave Through

13th level – Sacred Armor (Su) +3, [7th] Improved Cleaving Finish

14th level –

15th level - [BONUS] Hammer the Gap , [8th] Pushing Assault (str 15)

16th level - Sacred Armor (Su) +4,

17th level – [9th] Deadly Finish

18th level – [BONUS] Powerful Manoeuvres

19th level – Sacred Armor (Su) +5, [10th]

20th level – Aspect of War (Su)

May deviate into Sorcerer for the Stormborn Bloodline somewhere. Not sure for how long, it would depend on where she goes as a character and how much that part of her background gets used.

Also would change if VMC is allowed.

--------------------
Equipment
--------------------
Remaining coin – 5gp 5sp

Greatsword – 50gp | 2d6 | 19-20/x2 | - | 8lbs | S | -
Breastplate – 150gp | +6 | +3 | -4 | 25% | 20ft. | 30lbs
Dagger – 2gp

Cleric’s Kit – 16gp | 32lbs


  • Backpack, common
  • Bedroll
  • Belt pouch
  • Candles (10)
  • Cheap Holy Text (Moradin)
  • Flint and Steel
  • Iron Pot
  • Mess Kit
  • Rope
  • Soap
  • Spell component pouch
  • Torches (10)
  • Trail Rations (5 days)
  • Waterskin
  • Wooden Holy Symbol

Grooming Kit – 1gp | 2lbs
Gear Maintenance Kit – 5gp | 2lbs
Leather Holy Text (Kord) – 25gp | 2lbs
Holy Symbol Silver, Flask (Kord) – 35gp | 1lbs (Storm Stout [Dwarven stout of the Stormstone’s] 2cp)
MW Artisan’s Tools (Armor smith) – 55gp | 5lbs
Dwarven Trail Rations (5) – 10gp | 7.5lbs [Smoked sausages, salted meat, hard biscuits, dried veggies]


Racial Traits:

Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Feat and Skill Racial Traits
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
b]Stonecunning:[/b] Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Archetype - Forgepriest:

Armorers of exquisite skill, forgepriests take inspiration from their deity to produce the most perfect weapons and armor they can, the better to equip the armies of the faithful.

Blessings
A forgepriest selects only one blessing.

This ability alters the blessings class feature.

Smith’s Spells
A forgepriest adds the following spells to his spell list: 1st—jury rig, shield; 2nd—heat metal, shatter; 3rd—keen edge, quench, versatile weapon; 4th—wreath of blades; 5th—fabricate, major creation; 6th—mage’s sword.

Forge Mastery (Ex)
A 2nd level, the forgepriest adds a bonus equal to half his level to all Craft checks to make metal items, armor, and weapons. (This benefit is gained from the altered version of blessings, above.)

Bonus Feats
A forgepriest can select item creation feats in addition to combat feats when he gains a bonus feat.

This ability alters bonus feats.

Craft Magic Arms and Armor
At 3rd level, a forgepriest gains Craft Magic Arms and Armor as a bonus feat.

This ability replaces the bonus feat gained at 3rd level.

Creator’s Bond (Su)
At 4th level, when a forgepriest uses his sacred weapon ability with an item he created personally, he can expend two uses of his fervor ability to increase the bonus granted by 1. Once the forgepriest has the sacred armor ability, he can also use this ability in conjunction with that.

This ability replaces channel energy.

Heat of the Forge (Su)
At 6th level, a forgepriest gains fire resistance 5. At 13th level, this resistance increases to 10.

This ability replaces the bonus feat gained at 6th level.

About Ingra:

1. Character Insights

  • Ingra runs the risk of coming across kind of gnomish in that she isn’t as stoic and serious as people view dwarves. Mostly because dwarves aren’t like that around other dwarves, they have a certain sense of humor and she just never really bothered to learn to surpass it around outsiders. Took too much concentration away from what she wanted to focus on, whether that was a piece of armor or a bit of information. She is an all-in kind of character. Whatever she is doing, whatever aspect of her life, she never does anything half-heartedly. Her view of life can be seen in her fighting style, she follows through in all situations (Advancement plans follow the Cleave feat tree)

  • Ingra is very confident and optimistic, one could say. She is always moving forward, even if she fails, she never dwells or doubts herself, just swears colourfully in dwarvish, while mulling over what went wrong so she can fix it. Problems are meant to be fixed, not dwelt on. If they can’t be fixed, then really what’s the use of them? She is very much enough elbow grease and a little know how can solve most problems.

  • Ingra is just tall enough to wield her greatsword with little issue, standing at a decent 4’8”, taller than a lot of female dwarves. She has a great pride in her appearance, almost as much in her abilities. She has grown her dark grey hair, a trademark of her clan, down to her hips, wearing it in a thick assortment of braids (think like Rapunzel from Tangled).

  • She has modelled her life around 2 core figures: Kord and Lord Damon Gunter. She was a young adult when the siege on Brindol took place, and absorbed the stories that reached her home in the Hammerfist Holds like a sponge. Just like that her whole life changed. Her family knew of Kord, their name often being mistaken for followers of his, but like most dwarves they mostly worship Moradin. To honour her family’s, and homelands, patron god, she learnt to use the Warhammer along with her Greatsword, Weapon Focus (Warhammer) and pays respects to both.

  • Key memories: When she first saw lightning (she was awe struck), her brother taking her down into the mines for the first time, hearing about Lord Gunter and the siege on Brindol, beginning her training as a Warpriest, seeing how her friend, Toby McCally had age when she hadn’t, learning about the existence of Storm Giants, forging her first piece of armor, her brother’s wedding, the birth of niece, her first fight with Korn about her worship of Kord, receiving her Greatsword (Tempest) after her initial Warpriest training had finished, arriving in Brindol for the first time.

2. Goals and Ambitions


  • As a heavy influence in her life, she wants to meet Lord Gunter, but because of her own merits, not just on request. To that end she has ventured to Brindol to seek out success and renown worthy of notice to her mentor.

  • She wants to craft a set of armor inspired by the God of Storms, one that any warrior *cough*or cleric *cough* would be proud and honoured to wear into battle. She has many sketches and ideas, but currently lacks the abilities. (Her feats and skills will go towards this goal, in some part)

  • Over the course of the game I want to see Ingra achieve her goal of meeting Lord Gunter by becoming a powerhouse on the battlefield and a master smith. I’d like her to see some of the old dwarven ruins, and pull motivation and inspiration from that. Having her interact with non-dwarven races will be great for her growth to, I’d like her to be able to go back to Hammerfist Hold claiming a friend in many races, because currently she’s very naïve when it comes to them.

3. Secrets


  • Despite growing up surrounded by dwarves that hate giants, after researching for her holy armor of Kord that she aims to make, she stumbled upon a verse that shook her to her core:

    Eldest children of sea and sky, storm giants are benevolent colossi who tower over almost all other giants in size, strength, and glory. They garb themselves in armaments that match their imperial beauty, and are masters of all they survey. Wind and water thrum in harmony with the thunderous beating of storm giants’ hearts, and their atonement to the natural world is so strong that the goliaths’ moods are often reflected in their very surroundings, the calm winds and raging tempests that follow them indicative of their fickle manner.

    From that moment, she has been in awe of Storm giants, and wants to witness them in real life. It’s almost a worship that rivals that of Kord, for these creatures must been strongly tied to her god if what she has read is true.

    Of course, if anyone found out she had such reverence for a type of giant, she worries how they would react, so she keeps it to herself while dreaming of these untameable manifestations of lightning and thunder.

  • While her family’s name doesn’t tie to Kord, it does tie to Storm Giants. It must have occurred as far back as when the lost dwarven kingdom existed for the stigma of such a thing to have been forgotten in the dwarven community, but the dark grey hair and occasional manifestation of elemental resistance against electricity are the ever-present sign of that relation.

    Whether it is in the blood from a conception or magic is up to DM because I have the Tolkien idea that a Dwarf can’t have babies with anyone other than another dwarf, but I like the idea of having that link. Can come up with other secret if I need to. Not even sure Storm Giants exist in this universe.

4. Relationships


  • Orgin Stormstone – Ingra’s older brother. He is like her, but more. Very dwarf. Very closed-minded. Loves his family and little sister to pieces and has a habit of bringing up embarrassing stories from when she was younger, normally involving him trying to teach her something. He is 15 years older than Ingra, so they are close for dwarf siblings. He is a miner at Hammerfist Hold, and advises her on metals and other prospecting and appraisal tasks. He has a 10 year old daughter, Kotri, who, much to his hidden dismay, idolises her aunt far more than her would like., particularly since one of the young dwarf’s favourite terms has become ‘Oh my Kord!’. His wife, Yessa, thinks it’s hilarious, but never shows it.

  • Toby McCally – a human merchant that travels between Brindol and Hammerfist Hold trading supplies and buying ore and wares. Probably Ingra’s only connection to the outside world, which is why he got stuck escorting her to Brindol in the first place. It was with him that she had her first racial shock. They met just before the siege on Brindol, both young, she was 24 and he was 25. Now she looks at her friend and can see age, he is still only a year old, and yet she can see the signs of human aging she has heard about, wrinkles, grey hairs, slower movement. She is in her prime, still young by dwarven standards. She doesn’t really know how to process this information yet, that her effective childhood friend, at least it was her childhood, will be gone before she reaches her mid-life.

  • Korn Bronzebeard – Hailing from one of the oldest houses in Hammerfist Hold, Korn finds Ingra’s habit of being less than traditional as something that endangers the whole community, and has made it his personal vendetta to either change her ways, or make the rest of the community see how much of a threat she is.
    They grew up together, but he never understood her way of thinking. She was a dwarf, and surely should think and act like a dwarf. Both from influential families, she was a perspective partner for him, and her actions threw him off so badly that it was a personal affront to him and his family, at least in his mind. He sees her going to Brindol as the perfect opportunity to sow his ideals.
    He isn’t a bad person (dwarf) it’s just, deep down, as a traditionalist, her way of life is frightening and threatening to all that he loves, and all that he believes his family, her family, and the dwarven community should represent. To him she is the bad guy, and needs to be dealt with.

5. Quirks, Mannerisms, or Memories


  • Ingra carries a small, metal ball, about the size of ping-pong ball, around with her everywhere. Whenever she gets nervous, or needs to think, she polishes it, or rolls it around in her fingers. It was a baby toy her brother made her, too big for her to choke on, and made from ore he dug up himself. She’s adapted it, so she can wear it in her hair securely, so it’s easy to access, and she also sees it as a way of displaying where she is from. She gazes into it sometimes, thinking of her family, her future, or maybe her holy armor.

  • Ingra chews the inside of her mouth when she’s getting impatient. Needless to say, she chews her mouth a lot. It starts with her just biting her lip, which many see as meaning something else, be it interest or uncertainty, she’s just getting fed up with whatever is, or isn’t, happening. This leads to her habit of interrupting people on a regular basis, or just leaving.

  • Being a dwarf from a dwarven community, she has a lot of misconceptions about the workmanship of other races. As such she tests most things before using them; rattling a chair, examining cutlery, rocking a table. Then she’ll exclaim her findings as if they were complimentary, or helpful advice. She’ll be amazed with ‘human ingenuity’ and be genuine in a way that almost always gets seen as insulting.


Would you allow the sylph race?


After a long delay I would like to present Morgrym Dolgringrun.


The Forgepriest and the Forgemaster submitted in the same day! The dwarf drought is truly over now.

TheoreticallyYours wrote:
This may be a bit early, but how do we feel about multi-classing and variant multi-classing?

I prefer the multi-classing rules but this is another area where the preference simply stems from a lack of exposure to the variant rules. I'm open to being convinced.

Kamakani wrote:
Would you allow the sylph race?

I'm not sure a slyph would fit, sorry.


DM Kaavek:

The idea is that Ingra would be a Warpriest whose Storm Giant link gets more prominent the more she tries to be connected to Kord. She'd be a Sorcerer VMC for the Stormborn bloodline.

With VMC rules, she'd get a bloodline ability at 3rd, 7th, 11th, and 15th level instead of a feat, but no spells or any other Sorcerer ability (bummer). She'd advance in Warpriest normally though, not missing out on any features or whatever.

I can see how this might be a bit compromising if applied to other characters, but I think it suits her because she isn't training to be a sorcerer, her bloodline is just manifesting itself. So not getting spells and that is fine, because she wouldn't know about them anyway.

She'll initially see these new powers as blessings from Kord, having never really met any true worshipers of Kord before she'll think it normal, but as she progresses she'll find out that it's only her.

I'll need to move her feats around a bit, but they'll still be focused on the Cleave and Crafting trees.

So just throwing it out there.

I was super stoked that they even had a storm orientated bloodline.


@TheoreticallyYours After reading through your backstory and looking at what you plan to use VMC for, I think it makes a lot of sense, and will help create a really unique character. Assuming you're selected, I'd be happy for you to use VMC to represent Ingra's Stormborn bloodline manifesting itself.


So, a quick question- has a decsion been made on the feat tax rules?

It has a decent impact on the charecter design i'm working on and the direction i can go with it.

I'm fine either way, but i'd like to know before i finish the concept.


icehawk333 wrote:

So, a quick question- has a decsion been made on the feat tax rules?

It has a decent impact on the charecter design i'm working on and the direction i can go with it.

I'm fine either way, but i'd like to know before i finish the concept.

I was thinking I'd wait until I'd selected a party to discuss it with them before making a final call but if it's going to have a strong impact on your character I'd say at this stage I'm leaning towards using the house rules.


Alrighty.

If i'm slected, i can adapt to either side, just was intrested in knowing for the start.

Thanks again.

Hope the number of questions i ask isn't too annoying.


The feat tax rules help enemies too. Now your goblins can take Deft Maneuvers instead of Weapon Finesse and throw dirt in our eyes and steal our weapons and stuff.

Definitely take advantage of them on that side of the GM screen :P

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