Oterisk |
3d6 ⇒ (4, 5, 2) = 11=15
3d6 ⇒ (1, 5, 1) = 7=17
3d6 ⇒ (4, 4, 4) = 12=14
3d6 ⇒ (2, 6, 1) = 9=18
3d6 ⇒ (5, 4, 3) = 12=15
Reroll: 3d6 ⇒ (3, 6, 6) = 15
18,17,16,15,15,14
Dwarf, 15 RP Racial Adjustments
Pop: Greater Spell Resistance +3RP, Greater Defensive Training +4RP, Weakness(+2 Con and Wis, -4 Cha) -1RP
Drop: Specialized -1RP, Defensive Training
Swap: Unstoppable for Hardy, Xenophobic for normal languages, Light Blindness and See in Darkness with Darkvision, Craftsman for Greed
White Haired Witch/ Unchained Monk 1
Traits: Two World Magic: Create Water
Feats, Rogue Talents, Ki Powers:1 Improved Unarmed Strike, Weapon Focus:beard, Improved Grapple, Toughness
Skills: (7) Craft (Jewelry) +7/9, Craft (Ship)+7, Heal +8, Perception +8, Sense Motive+8, Stealth +6, UMD +4
Class Abilities: White Hair (1d4+Int+1.5Str Natural attack), Patron (Strength), Familliar (King Crab, Mauler Archetype), AC Bonus (+4), Bonus Feats: Improved Unarmed Strike, Improved Grapple, Stunning Fist, Flurry of Blows (one extra attack with IUS or Monk weapon)
HP: 10+3+3+1=17
AC: 10+2+4+2
CMB: +5 (+9 grapple)
CMD: 17 (+19 grapple)
Spells: (*= Memorized)
0th: Create Water*, Mending *, Touch of Fatigue*, All Witch Cantrips known
1st: 6 known; Celestial Healing, Cure Light Wounds, Enlarge Person*, Ill Omen, Inflict Light Wounds, Mage Armor*
Ten Thousand years later, nearly to the day, he was discovered by a pretty young pathfinder dwarf by the name of Magnifora, jolting him from his sleep. He was covered with hair that had grown ever so slowly over the time he’d slept and was now thirty feet long. His power had waned over the time as well, leaving him physically and spiritually weak. After a few years being plied questions about the way of life of ten thousand years ago, the Pathfinders got bored of him and he went off into the world to seek a place where he could belong. Bruden is likely the oldest dwarf on golarion, although he doesn’t look it. As long as he could get the hang of how people talk these days, he would do okay.
One of the Unchained Monk’s abilities is Ki Metabolism. It allows the character to put themselves in suspended animation, which is what he did. Even though it’s required for them to be at least level 4 to do it, I figure he could have weakened over the ten thousand years he’s dead to the world. He’s kind of a Captain Dwarfmerica/Chuck Norris.
Personality: Bruden is a stubborn cuss but he has a heart of gold. He’s very proud of his heritage and his people, although he tends to be a bit condescending, even to these “young, aired headed dwarves”, who are among his people’s descendants. He will admit when he’s wrong, but it does take a bit of convincing
Appearance: With light pink eyes and gleaming white beard and hair, this pale dwarf would look a bit strange to some even if it weren’t for the white crab sitting on his head. His beard is braided in such a way that looks like crab legs and wraps around his shoulders like a shawl after the pattern is tied off.
I've got an old Alias I'll re-purpose for this, although I might change the first name depending on what other people have for their names. I hate having names that sound or look alike, it really is annoying.
Ictoo |
Hey, this seems like a fun game to get on. I've played the first 3 levels but it was ages ago.
I'm sorry if I missed this but, How many posts are expected per day? I'm in some slow games now and we hoping for something a little more fast paced (at least once a day)
Also how will you be dealing with maps?
For my dwarf - Thinking of a ranged slayer/brawler and be a switch hitter
Vinsomner |
Hey, this seems like a fun game to get on. I've played the first 3 levels but it was ages ago.
I'm sorry if I missed this but, How many posts are expected per day? I'm in some slow games now and we hoping for something a little more fast paced (at least once a day)
Also how will you be dealing with maps?
For my dwarf - Thinking of a ranged slayer/brawler and be a switch hitter
I use Google Drives (Google Draw) for my maps, its a bit clunky but I make it work, plus its free and nearly everyone can use it. And since its just needed for visual representation we don't need a bunch of built in tools.
We are aiming for at the least, one post per day.
Sir Longears |
3d6 ⇒ (6, 3, 6) = 15 6 + 3 + 6 + 6 = 18
3d6 ⇒ (2, 5, 6) = 13 2 + 5 + 6 + 6 = 17
3d6 ⇒ (1, 1, 2) = 4 1 + 4 + 1 + 6 + 2 + 6 = 16
3d6 ⇒ (2, 2, 3) = 7 2 + 2 + 3 + 6 = 11
3d6 ⇒ (5, 1, 6) = 12 5 + 1 + 3 + 6 + 6 = 17
3d6 ⇒ (6, 6, 5) = 17 6 + 6 + 5 + 6 = 18
Re-rolls: 5d6 ⇒ (4, 6, 1, 1, 3) = 15
18, 17, 16, 11, 17, 18
I'll send you a PM, Vinsomner!
Ulfgar Helmhammer |
I think Ulfgar is fully updated now. If there's anything else you'd like to know/see please let me know. He's good in a fight and has some useful exploration skills (plus magic); in terms of the kingmaker leadership roles, he's well suited for high priest or marshal, or councilor... Or he could also do well as a general or warden.
Ivar Stonewrought |
As fer me, I reckon I could be a fine Magister or Spymaster, and wouldn't be bad as a Marshal if need be. I know all the things, me years've given me a bit of learning on any field of knowledge ye might care for.
Tormak's obviously a gishy character, thanks to generous rolls his strength and constitution aren't bad, but he's still more of a finesse fighter who relies on spells for bursts of damage, and as such won't really really come into his own until until he hits spell recall at 4. Darned prepared casting, I'd rather be able to let loose with anything I know at need. lol
Jolgren Flintbeard |
STAT: 3d6 ⇒ (4, 4, 2) = 10 4+4+6=14
STAT: 3d6 ⇒ (6, 5, 5) = 16 6+5+6=17
STAT: 3d6 ⇒ (4, 1, 1) = 6 4+5+6=15
STAT: 3d6 ⇒ (5, 2, 2) = 9 5+2+6=13
STAT: 3d6 ⇒ (4, 3, 5) = 12 4+5+6=15
STAT: 3d6 ⇒ (3, 3, 3) = 9 3+3+6=12
STAT: 1d6 ⇒ 1
STAT: 1d6 ⇒ 5
STAT: 1d6 ⇒ 1
STAT: 1d6 ⇒ 4
No to bad..working on the Slayer/Rogue
will have it up soon
cuatroespada |
Sticky Rice:
"Damnit, boy! Ye're a Foehammer! Ye'll join the Brunderton Militia like me, my father, me father's father before him, and ye'll like it!" the older dwarf shouts. "And get that blasted mangy mutt out of here before yer cleaning up his piss!" The wolf by the plants in the corner turns, the way pets do when they know they're being talked about, and guiltily slinks over to the fire to curl up.
"I know what I am, and I've already told ye! I'm goin' out to make sumthin' more of me life and that's that, old man!" Flint shouts right back. "Now you know I ain't got nothin' against 'em, but we don't owe the humans anythin'! This is a chance to build a grand dwarven kingdom! A home for our kin to rival the stories ye always told me o' Highhelm!"
"And what's so wrong with yer home here! There's plenty of adventure to be found guardin' the trade car—!"
"THIS ISN'T OUR HOME, DA!" It's a cry of desperate longing to belong and feel free. "Look... Brunderton is great and all, we've lots o' kin here, and the humans treat us good enough, but it's still their home. We live by their rules and their customs," Flint continues, more subdued. "So I'm gonna go. And ye can get upset, and ye can worry ye'll never see me again. Or ye can wish me luck killin' bandits. Come on, Marl! We're leavin'." The wolf stretches lazily and then quickly follows his master out.
The old dwarf stands in the doorway watching his eldest depart. Teary eyed and wearing a smile of unmitigated pride, he whispers, "Good luck, son... may your beard be always wet with ale and your hammer always strike true."
Tempura Crunchies:
Dwarven Fighter (Foehammer) / Ranger 1
NG Medium humanoid (dwarf)
Init +2; Senses Perception +7
DEFENSE
-------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 15 (1d10+5) favored class bonus
Fort +6, Ref +3, Will +5 (+2 vs. poison, spells, and spell-like abilities)
OFFENSE
-------------
Speed 20 ft.
Melee warhammer +7 (1d8+7/x3)
Ranged light crossbow +1 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
STATISTICS
-------------
Str 20, Dex 13, Con 18, Int 13, Wis 17, Cha 13
Base Atk +1; CMB +6; CMD 17 (21 vs. bull rush or trip)
Traits Tracker of the Society
Feats Iron Will, Power Attack
Skills Craft +5, Climb +9, Handle Animal +5, Knowledge (geography) +5, Perception +7, Stealth +5, Survival +7 (+8 tracking)
Languages Common, Dwarven
SQ defensive training (+4 dodge bonus to AC vs. giant subtype); favored enemy: humanoid (human); hardy (+2 to saves vs poison, spells, and spell-like abilities); hatred (+1 attack against humanoid (goblin, orc); slow and steady (speed never modified by armor or encumbrance); stability (+4 to combat maneuver defense vs. bull rush or trip when standing on ground); stonecunning (+2 perception to notice unusual stonework. auto-check within 10 ft.); track (+1 bonus to survival rolls to follow tracks); weapon familiarity (proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon)
Gear breastplate, light crossbow, light hammer, warhammer [41 lbs.]
Wealth 352 gp
SPECIAL ABILITIES
-------------
Favored Enemy (Ex): 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 on 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 (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): 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. 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.
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
-------------
AC 14, touch 12, flat-footed 12 ( +2 Dex, +2 natural)
hp 13/13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
-------------
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Space 5 ft.; Reach 5 ft.
STATISTICS
-------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (perception)
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking)
SQ +4 racial bonus to Survival when tracking by scent, trained for hunting
Gear — [0 lbs.]
SPECIAL ABILITIES
-------------
Trip (Ex)
A wolf can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with its bite attack. If the attempt fails, the wolf is not tripped in return.
-Greed; +Stubborn, Relentless, and Low-light vision
Maybe the seaweed...?
As a Foehammer, Flint comes from a long line of seasoned fighters specializing in combat with hammers of all kinds, and he is no exception, at least, not in that sense. They never could get him to stop disappearing for days anytime he could to hunt and sleep in the woods. The rest of his clan lives a rather spartan lifestyle.
G-unit |
Things are starting to come together, I be submitting Morgrym Deepforge he is a X/Inquisitor (sacred huntmaster archetype). Not sure what the "X" class will be considering Fighter/Slayer/Ranger/Cavalier. Any advice from those who have posted would be welcome.
I originally envisioned him as a boar or bear rider and used this picture as inspiration. I also like the bear because it of ties to house Medvyed (its on the house crest). However, as I did some research they are both too small and will always be too small :(. Upon further research the only mount he could ride at 1st level would be a horse, camel, or sea horse. Now there are some good medium size creatures he could use as a mount with the undersized mount feat. But, because we dwarves are so stout and sturdy (we weigh a lot) most animal would be severely encumbered until 4th level when the get a Str bump. Also, a his deity is Grundinnar whose favored animal is a horse so I could go that route. (But, it just doesn't seem dwarfy do me.) Right now I am going with a large cat but am not very satisfied with it.
Any ideas to help with this would be appreciated.
Here is his personality, appearance, and background. They are also posted in his alias. I will have the crunch done once I settle on the second class.
Morgrym is stoic, but stern, and fiercely determined. As most of his race Morgrym is considered dour but those who are close to him come to appreciate his wry sense of humor. His close relationship with the mountain cat Krag has helped to shape his solitary disposition.
He is a lover of history, the outdoors, and a stout ale, as well as smoking his pipe. He can be meticulous, especially when it comes to the care of animals and his gear, but he is also thoughtful and imaginative, willing to experiment. Morgrym is stubborn, courageous, and dedicated to seeing tasks through to completion. However, he is not fool hardy. Rather he is practical knowing it’s better to live, and fight another day, than to die in a hopeless cause.
He embodies the Medvyed family motto: "Endurance Overcomes All."
Morgrym is squat and well-muscled like most of his dwarven kin; although he is on the short side standing barely 4 feet tall. He has a square block of a head, which sits on a thickly muscled neck. His face is framed by long black hair and a beard the same color, both worn lose and flowing. His tan face appears to be chiseled from stone, with a large crooked nose being the most prominent landmark. Morgrym appears dark and brooding with eyes like coals, sitting beneath dark bushy eyebrows. He is usually adorned in a finely made breastplate worn under serviceable green cloak, with a large hammer and axe sheathed across his back.
Some dwarves look deep underground, or to the high peaks, trying to unleash the earth’s secrets and hidden treasures. While others look to the forge for strength and enlightenment. Morgrym took a different path and looked outward into the forests taking solace in nature’s majesty.
Morgrym grew up in a small settlement, wedged between the Icerime Peaks and the Gronzi Forest, close to the headwaters of the East Sellen River. His father, Holgrym, was a skilled tradesmen in the service to the lord of a minor branch of house Medvyed. As he grew Morgrym spent less time with his father at the forge and more time outdoors. While Holgrym found his sons ways peculiar he also took pride in his son’s steadfast determination and natural aptitude.
Morgrym’s father served Torag and believed the forge was his life and embodied everything a dwarf should be. While Morgrym served Grundinnar and took up the role of protector and peacemaker to his little village. Recently, Morgrym has been aided by large mountain cat named Krag in his patrols around the small community. (will add more detail when I settle on a companion)
*************
It is well before dawn and Morgrym sat at a table in the dimly lit back room of his father’s shop, leaning back in his chair wondering, What could be so important that me father be waking me at this hour?” As he waits for his father, the younger dwarf removed his pipe from a pocket in his green cloak, and filled the pipe bowl with Tabaco. He withdraws a match and strikes it against the heel of his boot, managing to light it on the first try. He lit the pipe, and with a small smile, took a deep pull on the pipe. With satisfaction he leans back again and exhaled a large smoke ring into the air. While the smoke ring wafted toward the ceiling his father entered the room with and assortment of documents cradled in his arms.
His father deposited the items he carried into a heap on an empty chair and rolled out a map onto the oak table. With a satisfied smile and a faraway look Morgrym’s father began, ”Got this letter from me brudder.” He removes a folded parchment from the pile on the chair and hands it to Morgrym.
”Don’t be reading it now, best ye be paying attention to what I be saying,” His father admonishes. He continues, ”It appears your cousins be leaving Brunderton to go on an expedition, you’ll be meeting up with them, the details are in the letter I be giving ye.”
Over the next few hours Morgrym’s father shares a tale of his father’s father and his discovery of gems and gold deep within the stolen lands. With much pleading and cajouling Morgrym is reminded of his obligation to his family and is eventually persuaded to accompany his cousins on this expedition. His father concludes, Best be getting ye things together right quick.”
"This our families chance to improve our lot in life,” his father adds with a wink.
nate lange RPG Superstar 2012 Top 32 |
I like sacred huntmaster inquisitors, but for Grundinnar you might want to consider a paladin/hunter? The stat synergy isn't ideal but it's a good all around combo (full BAB, all good saves, decent skills, 6 level casting). With animal focus increasing strength (and the increased carrying capacity for quadrupeds) you probably could use a bear as an undersized mount; or wolves get big enough if that's a suitable replacement?
Another option would be cavalier/monk [sohei]... That doesn't help with the bear thing but it's a solid combo that results in a fairly potent mount. A hunter/barbarian with the ferocious mount/ally rage powers would be good too but is lacking in the will save and not a good fit with Grundinnar.
Vinsomner |
Remember: If you don't want to waste an alias, an external character sheet will do just fine. I believe I caught everyone in this new update.
OrcNextDoor: I assume your going with your Alias submission? Correct?
NOTE: I will be gone Saturday and Sunday Morning. I should get back on to check on Sunday Evening! In case anyone tries to get a hold of me.
Updated Submission List
Player -> Name - Class / Class
-----------------------------------------------------------
Jereru -> Thomen Rhogdharslagsun - Fighter / Warpriest
Marko -> Montis Ironhide - Barbarian / Druid
Harken Outseeker -> Harken Outseeker - Hunter / ?
Gerald -> Agna Tarnhammer - Deep Earth Sorcerer / Monk
Tharasiph -> Furnok Stoneshoulder - Fighter / Inquisitor of Torag
Tanner Nielsen -> Savarend Whiteroot - Monk / Rogue
Olaf the Holy -> Regdar Greenshield - Magus / Arsenal Chaplain Warpriest
TheOrcnextdoor -> Ivan Bronzebeard - Cleric / Fighter OR Thorin Ironbreaker - Gunslinger / Inquisitor
drbuzzard -> Angweld the Scout - Fighter / Slayer
Mark.Twain007 -> Markus Lifender - Fighter / Unchained Rogue
Gunther Tark -> Gunther Tark - Unbreakable Fighter / Cleric
BC4Realz -> Falaich Atharrachadh - Synthesist / Fighter
nate lange -> Ulfgar Helmhammer - Unchained Monk / Cleric (?)
cuatroespada -> Flint Foehammer - Fighter Foehammer / Ranger
G-unit -> Morgrym Deepforge - ? / Inquisitor
Ouachitonian -> Tormak Book-Fiend - Aldori Swordlord Fighter / Magus
nate lange RPG Superstar 2012 Top 32 |
I don't need a question mark anymore... Ulfgar is ready to go as an unchained monk/cleric [crusader] of Kols.
Also, are we allowed more than one submission? I have another dwarven alias that's not currently in use and I'm recovering from surgery (which means I'm high but have some free time)... Can I make a second option? It looks like there's not currently a serious Cha build... I could make a guy who wants to be ruler?
Morgrim Ironbeard |
It looks like my name and my current profile picture are possibly going to be used by others, but I suppose if you pick this guy and either of those are an issue I could transfer everything over to Ulfgar...
I'm thinking, for a Cha build, a Paladin/Bard... Maybe an archetype on the bard to really limit any overlap with the wizard/bard... Probably Torag or Grundinnar.
Let's see how this goes...
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (6, 3, 2) = 11
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (2, 6, 1) = 9
Edit: ouch. Lol. 5d6 + 1d6 ⇒ (3, 2, 6, 3, 1) + (3) = 18
Hmm... Not great, but weirdly consistent: 11, 15, 16, 15, 15, 15
for my 4 extra points I'll just change stats from standard to advanced to make a dwarflord (+2 all physical, -2 Int, +4 Cha).
Vinsomner |
Thank you Bruden. Sorry about that! And I do the list to be nagged at :) I don't want to miss anyone!
nate lange: Making chars while hopped up on drugs? Sounds like a dwarven thing to do! Hah! And if you want to make a multiple character submission that is fine with me. I don't see any issue with it.
Sometimes consistent rolls are the best rolls.
Updated Submission List
Player -> Name - Class / Class
-----------------------------------------------------------
Jereru -> Thomen Rhogdharslagsun - Fighter / Warpriest
Marko -> Montis Ironhide - Barbarian / Druid
Harken Outseeker -> Harken Outseeker - Hunter / ?
Gerald -> Agna Tarnhammer - Deep Earth Sorcerer / Monk
Tharasiph -> Furnok Stoneshoulder - Fighter / Inquisitor of Torag
Tanner Nielsen -> Savarend Whiteroot - Monk / Rogue
Olaf the Holy -> Regdar Greenshield - Magus / Arsenal Chaplain Warpriest
TheOrcnextdoor -> Ivan Bronzebeard - Cleric / Fighter OR Thorin Ironbreaker - Gunslinger / Inquisitor
drbuzzard -> Angweld the Scout - Fighter / Slayer
Mark.Twain007 -> Markus Lifender - Fighter / Unchained Rogue
Gunther Tark -> Gunther Tark - Unbreakable Fighter / Cleric
BC4Realz -> Falaich Atharrachadh - Synthesist / Fighter
nate lange -> Ulfgar Helmhammer - Unchained Monk / Crusader Cleric OR Morgrim Ironbeard - Paladin / Bard
cuatroespada -> Flint Foehammer - Fighter Foehammer / Ranger
G-unit -> Morgrym Deepforge - ? / Sacred Huntsman Inquisitor
Ouachitonian -> Tormak Book-Fiend - Aldori Swordlord Fighter / Magus
Oterisk -> Broden - Whitehaired Witch / Unchained Monk
G-unit |
@nate lange thanks for responding, I was hoping you would as I have read may of your gestalt advice posts in looking at build ideas over the past few days. I almost PM'd you to ask for your advice. Although it didn't involve gestalt I also found your thread on an all Dwarf partyvery useful in coming up with build ideas.
Anyway, I am not totally set on deity choice and could be flexible. I like the paladin/hunter (fyi he was originally going to be a hunter but I saw someone building one and didn't want to step on anyone's toes :/ I now see he has withdrawn) idea but I see Morgrym as more NG then LG. I agree with your assessment on the barbarian/hunter not being appropriate for Grundinnar. The monk/cavalier is also a solid build but I would miss the spells.
When I chose Grundinnar I took the following into consideration from the Advanced Players Guide (race chapter):
Although not unheard of, dwarves rarely commit treason against their own people. As a result the few dwarves who take up the mantle of inquisitor spend most of their time traveling the world to protect their people from outside threats.
Plus from the Advanced Class Guide (Sacred Huntmaster):
Some inquisitors create a strong bond with an animal companion, and the two of them hunt and punish treats to the faith as an awe-inspiring duo. When they work together as one, there are few that dare to stand in their way.
I thought these meshed pretty well (not a major stretch like a barbarian would be) with Grundinnar less vengeful and more protector focused.
Anyway, if I stay with inquisitor what would you recommend? Also do you have an alternate deity idea? Finally If I went straight hunter I could combine it with a archetype that gets a firearm and go for a switch hitting build. (axe and gun Oh Yea!)
nate lange RPG Superstar 2012 Top 32 |
@g-unit: there's a lot there and (as previously mentioned) I'm currently hopped up on post-surgery drugs so I apologize if I miss anything (or stop making sense). As you know, I'm a proponent of picking combos that give full BAB, all good saves, and at least 4 skill points... For an inquisitor that means looking for something with full BAB and a good Ref: brawler, unchained monk, ranger, slayer, swashbuckler, or gunslinger. You could make good builds out of any of those. In multiclassing I like ranger/inquisitor but in gestalt I think there may be a little too much overlap (6 skill points, track). Gunslinger is a great option if you want to switch hit with a gun. Monk has good stat synergy. Swashbuckler is partly Cha based which can be tough for dwarves but for some reason I'm super amused by the idea of using slashing grace to make a Dex based dwarven war axe guy. Hunter has less options... ideally you want full BAB and good Will- paladin is the only real way to get that... An avenger vigilante does too but then you only get 1d8 HD instead of 1d10, and I'm not sure how the two identities would work with the kingdom building stuff. Alternatively, you could mix hunter with a full BAB class that uses tricks to raise Will but there's still not a ton of options: superstitious barbarian, eldritch guardian fighter...
A beast rider cavalier/zealot vigilante would probably be your best option, sadly it requires two archetypes... The zealot vigilante is a lot like inquisitor but they have good ref instead of fort (and can get a smite). If you're willing to take a horse, cavalier/zealot vigilante may be worth looking at it could have a NG paladin-like feel plus the animal hunting companion...
As a side note- IIRC grit and panache can be used interchangeably... That might sound like a weird thing to blurt out but if you went gunslinger/sacred huntmaster I think you could pick up amateur swashbuckler feat so that you could use grit to bolster your melee some too instead of just your ranged combat. It sounds like gunslinger/sacred huntmaster is probably the best combo for what you're trying to do.
G-unit |
As I was working on the crunch I look back at my stat post and realized I forgot 2 re-rolls, (I think we are re-rolling re-rolled 1's. If not it doesn't change my build at all.)
reroll rerolls: 2d6 ⇒ (3, 6) = 9
That changed a 14 to a 17 so it was worth it.
stats will be:
S: 18 D:15 C:19 (17+2) I:15 W:17 (15+2) Ch:11 (15-4)
Race traits put it all behind a spoiler but in summary:
Got rid of stonecunnig, greed, hatred and standard ability scores.
Replaced with: Giant slayer, craftsman, and rockstepper.
Race builder:
1. -1 RP Ability scores: (weakness +2 con +2 wis, -4 cha) (He is a dwarf not an elf, he is supposed to be charismatic deficient)
2. +2 RP Natural Armor: +1 natural armor bonus. (dwarves are tough!)
3. +2 RP Static bonus feat: Toughness as a bonus feat (dwarves are really tough!)
4. +1 RP Fearless: +2 saves vs. fear. (dwarves ain't afraid of stuff, except running out of ale).
Standard Racial Traits
•
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill pagefor more information about these languages.
Defense Racial Traits
• 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 tripattempt while standing on the ground.
Feat and Skill Racial Traits
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Replaced by Craftsman
• 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. replaced by Rockstepper
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.replaced by giant hunter
• 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.
Alternate Racial Traits
• Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
• 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.
• Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Race Builder Traits (4 points)
• Weakness (–1 RP) Modifiers: Members of this race gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –4 penalty to any other ability score. (+2con, +2wis, -4 cha, dwarves ain’t pretty, he’s not an elf)
• Natural Armor (2 RP), Prerequisites: None. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class. (dwarves are tough)
• Static Bonus Feat (2 RP), Prerequisites: None. Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level. (bonus Feat: Toughness, dwarves are really tough)
• Fearless (1 RP)Prerequisites: None. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait (dwarves ain’t afraid of stuff, except running out of ale)
G-unit |
@nate lange: I agree with you, I like my gestalt builds to have a full BAB, all good saves, and skill points. Plus I like the added versatility of spells. Your build is really nice as it accomplishes all that plus gives 9 levels of divine spell-casting.
Thanks for the options (I never even considered vigilante (zelot) as I don't know much about them). I really appreciate the advice and feedback.
Adrian Grimm |
I'm afraid there are too many submissions for me to throw my hat in at this point. I can't come up with a terribly cool concept that fits the campaign, and the stats I rolled are kinda meh anyway. I wish you all good luck.
That is indeed unfortunate but wish you luck with any potential future games and glad to have you drop by.
Morgrim Ironbeard |
Tonight for dinner I made a giant pot of Mac and cheese loaded with jalapeños and an unreasonable amount of bacon. This thread deserves a fair bit of credit for that. Also, Morgrim the dwarf who would be king is done.
And since you didn't put a cap on me I'm just gonna keep going... Next up is 'the brewmaster' a brewer/distiller who creates all kinds of esoteric brews to augment himself (a mutation warrior fighter/investigator whose alchemy is all alcohol related).
3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (4, 1, 1) = 6
3d6 ⇒ (1, 1, 2) = 4
3d6 ⇒ (6, 2, 6) = 14
7d6 + 1d6 ⇒ (2, 5, 6, 2, 5, 1, 5) + (6) = 32
Edit: ok, so the brewmaster's stats are- 15, 18, 14, 15, 17, 18. I'll get to work on him now :)
Ouachitonian |
Things are starting to come together, I be submitting Morgrym Deepforge he is a X/Inquisitor (sacred huntmaster archetype). Not sure what the "X" class will be considering Fighter/Slayer/Ranger/Cavalier. Any advice from those who have posted would be welcome.
I originally envisioned him as a boar or bear rider and used this picture as inspiration. I also like the bear because it of ties to house Medvyed (its on the house crest). However, as I did some research they are both too small and will always be too small :(. Upon further research the only mount he could ride at 1st level would be a horse, camel, or sea horse. Now there are some good medium size creatures he could use as a mount with the undersized mount feat. But, because we dwarves are so stout and sturdy (we weigh a lot) most animal would be severely encumbered until 4th level when the get a Str bump. Also, a his deity is Grundinnar whose favored animal is a horse so I could go that route. (But, it just doesn't seem dwarfy do me.) Right now I am going with a large cat but am not very satisfied with it.
Any ideas to help with this would be appreciated.
Here is his personality, appearance, and background. They are also posted in his alias. I will have the crunch done once I settle on the second class.
** spoiler omitted **...
Since we're allowed to modify the Dwarves, you could make him small, fluff him as a midget dwarf. :) Or even part halfling or gnome or something. That would open up a whole lot of options.
Tharasiph |
I'm thinking of another if I can get it done is a Paladin sacred shield/ Bard ... defends and sings or tells bawdy ballads maybe.
roll: 3d6 + 6 ⇒ (6, 6, 4) + 6 = 22
roll: 3d6 + 6 ⇒ (5, 1, 2) + 6 = 14
roll: 3d6 + 6 ⇒ (3, 2, 3) + 6 = 14
roll: 3d6 + 6 ⇒ (2, 2, 1) + 6 = 11
roll: 3d6 + 6 ⇒ (1, 6, 5) + 6 = 18
roll: 3d6 + 6 ⇒ (3, 6, 6) + 6 = 21
re-oll 3 ones: 3d6 ⇒ (2, 5, 5) = 12
18, 13, 12, 13, 17, 18 good stuff...
nate lange RPG Superstar 2012 Top 32 |
Well, if you're still looking for a suggestion for another divine character who doesn't step on too many toes (even though geokineticist is out) you could do a swashbuckler on one side and cleric or warpriest on the other... Use slashing grace to make the waraxe your swashbuckler weapon for dwarfiest Dex build ever.
nate lange RPG Superstar 2012 Top 32 |
The Brewmaster
N, Dwarf*, fighter [mutation warrior]/investigator
feats:
Bonus- toughness
1- steel soul
F1- power attack
Skills:
Acrobatics +6 (1 rank +3 class +2 Dex)
Climb +8 (1 rank +3 class +4 Str)
Craft [alchemy] +9 (1 rank +3 class +4 Int +1 comp)
Disable Device +8 (1 rank +3 class +4 Int)
Knowledge [arcana] +8* (1 rank +3 class +4 Int)
Knowledge [nature] +8* (1 rank +3 class +4 Int)
Linguistics +8* (1 rank +3 class +4 Int)
Perception +7 (1 rank +3 class +3 Wis)
Survival +7 (1 rank +3 class +3 Wis)
Swim +8 (1 rank +3 class +4 Str)
* +1d6 inspiration
Background Skills:
Craft [alcohols] +8 (1 rank +3 class +4 Int)
Profession [brewer/distiller] +7 (1 rank +3 class +3 Wis)
Hp: 18 (1d10 +4 Con +3 toughness +1 FCB)
AC: 19 (10 +6 armor +2 Dex +1 natural); touch 12, flat footed 17
Fort +6; Ref +4; Will +5 plus racial bonuses vs poisons/spells/SLAs
I'm too high to do the fluff right now. I'll finish the gear and do fluff later. And I'm gonna draw a line in the sand. This is my last submission. Or maybe second-last, tops.
Ivar Stonewrought |
This is Ouachitonian's second submission, Stonelord Paladin/Warpriest of Trudd. The other was one I'd been thinking about for Kingmaker, shoehorned into a Dwarf chassis. This one is all about being a dwarfy dwarf. I think it'd probably fit a little better here, really. I'll repurpose the Tormak alias for it if chosen, for now just posting it like this.
RP:
Switched from Standard (0RP) to Specialized (-1RP, same adjustments with Charisma taking a -4 instead of -2)
Traded Hardy for Unstoppable
Bought Hardy back (3RP)
Bought a Static Bonus Feat (2RP, Breadth of Experience)
Appearance
Ivar Stonewrought is an unremarkable-looking dwarf. A bit on the large side, perhaps, but of drab countenance, with dark brown eyes, somewhat lighter brown hair, and pale skin, from long periods spent underground.
Fluff
For as long as he can remember, Ivar Stonewrought has felt a kinship to stone. Born to a surface-dwelling clan, he nevertheless spent every chance he could exploring the old tunnels beneath their town. As he grew older, he took every opportunity to travel the upper reaches of the Darklands with merchant expeditions, and spent much of the rest of his time in libraries reading about Dwarven history, especially the olden days before the Quest for Sky. He always felt most at home when treading stone tunnels, or living within stone walls. He taught himself Undercommon to speak with those he encountered on trade journeys, and Celestial to read ancient religious texts which spoke of forgotten wars and lines of extinct kings. Through this reading, he also came to adore Trudd, the youngest son of the great Dwarven deity Torag. He admired Trudd's strength, his devotion to the defense of his family, and the honor shown him despite his youth. Once old enough, Ivar sought to join Trudd's priesthood. By the time he graduated from Seminary, though, Ivar knew that simple ministry was not for him. He wanted to follow in Trudd's footsteps as a defender, a bulwark, standing in the breach between his people and horrors, whether those found above or below. Attending a Paladin's academy that taught the oldest ways, Ivar found his calling. He studied the antique Dorn-Dergar, an ancient weapon largely forgotten, but which he knew well from the chronicles he had studied as a child. He learned to use his helm also as a fearsome weapon, and dreamed of one day wearing a suit of basalt plate, much as the heroes of old had in the tales. Guarding another merchant expedition, he came to the Brevic city of Restov, where he saw an advertisement, looking for people like him. People willing to sacrifice and endure hardship for a greater purpose. He decided to answer that call.
Cruwch
Ivar Stonewrought
Male dwarf paladin (stonelord) 1/gestalt 1/warpriest of Trudd 1
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 19 (1d10+9)
Fort +8, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training-lesser, hardy, stability
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron dwarven dorn-dergar +3 (1d10+3) or
dwarven boulder helmet +4 (1d6+2)
Special Attacks blessings 3/day, hatred (Humanoid-Elf), sacred weapon (1d6, 0), stonestrike
Paladin Spell-Like Abilities (CL 1st; concentration +1)
At will—detect evil
Warpriest Spells Prepared (CL 1st; concentration +5)
1st—divine favor, divine favor
0 (at will)—create water, mending, purify food and drink (DC 14)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 20, Int 14, Wis 18, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Breadth Of Experience, Combat Reflexes, Toughness, Weapon Focus (dwarven boulder helmet)
Traits - Fate's Favored
Skills Acrobatics -1 (-5 to jump), Craft (armor) +6, Craft (stonemasonry) +6, Craft (weapons) +6, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +4, Knowledge (nobility) +8, Knowledge (planes) +4, Knowledge (religion) +8, Perception +5, Profession (soldier) +10, Spellcraft +6; Racial Modifiers craftsman, stonecunning
Languages Celestial, Common, Dwarven, Undercommon
SQ blessings (protection: aura of protection, increased defense, strength: stength of will, strength surge)
Other Gear mwk breastplate, cold iron dwarven dorn-dergar, dwarven boulder helmet, artisan's tools(armor), artisan's tools(stonemasonry), artisan's tools(weapons), bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text, masterwork backpack, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Trudd, 49 gp
--------------------
Special Abilities
--------------------
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Craftsman (Ex) +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training, Lesser (Giant) (Ex) Gain a +4 dodge bonus to AC vs. humanoids of the chosen subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Hardy (Ex) +2 to save vs. poison, spells, and spell like abilities.
Hatred (Humanoid (Elf)) (Ex) +1 bonus to attacks vs. chosen subtype.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Stability (Ex) Gain +4 bonus to CMD vs. bull rush/trip while standing on ground.
Stonecunning (Ex) +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone add to CMD.
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.
Defense is the name of the game for Ivar. The intent is to have high AC and HP, and dare any enemy to try and get by him (with a reach weapon, eventually Lunge and longarm or enlarge person, his reach will be fearsome indeed). If they try to step under its reach, they'll meet a headbutt from his boulder helm. Warpriest casting will further augment himself and the party, and he can serve as a healer as needed, with spontaneous Cure spells, Lay on Hands, Fervor, and Channel Energy all available to him. I'd like to see him filling the Marshal or Warden roles, but he could be a High Priest too, if you don't mind all the peasantry being taught to worship Trudd the Mighty :). He'd fill other roles if he had to.
nate lange RPG Superstar 2012 Top 32 |
Brewmaster's missing bits.
backpack (2g): alchemy crafting kit (25g), portable alchemist's lab (75g), thieves tools (30g), formulae book (0g), alchemist fire x2 (40g), flask of acid (10g); 18g
I'm assuming I can make beers/wines/spirits with my alchemy stuff and some casks for fermentation?
[The brewmaster] was an excellent student and quickly learned to be a skilled brewer. He made his living producing dwarven ales and hard liquors but after having relocated to the surface as a young child he had an inexcapable wonderlust. In his down time he could often be found tinkering and exploring and when the call came to tame new lands he was quick to answer.
I'm really pleased with how he turned out; hope you enjoy.
@cuatro- at the risk of having your entry even more similar to mine (well, to my first submission), I'd suggest cleric with brawler. The action economy works better together than warpriest.
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (4, 6, 1) = 11
3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (1, 1, 2) = 4
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (4, 1, 3) = 8
6d6 + 2d6 ⇒ (6, 2, 1, 6, 5, 1) + (4, 3) = 28
So, that's: 14, 16, 17, 16, 17, 13
Adrian Grimm |
Yes craft alchemy gives the ability to craft brews, but if you want to specifically craft just alcohol you could probably take a craft brews or alcohol or similar specified craft. Much like blacksmithing let's you work with metal, but craft weapon or craft armor would be worlds better and more likely to succeed.
nate lange RPG Superstar 2012 Top 32 |
Warrior of the Old Way
CG, dwarf*, ranger [wild stalker]/druid
[WoOW] was born in one of these tribal enclaves. He grew up loving nature and exploration. He felt a special connection to badgers, bears and other cave dwelling hunters. As a young man he happened upon and saved a group of traveling gnomes. They told him tales of the outside world and offered to pay him to escort them to their destination. He accepted and has spent the last year traveling through Brevoy. When the opportunity arose to continue his exploration south into the unclaimed lands he jumped at the opportunity.
Substitute: lorekeeper for greed
HP: 15 (1d10 +4 Con +1 FCB)
AC: 17 (10 +3 armor +4 Dex); touch 14, flat footed 13
Fort +6, Ref +6, Will +7 (plus racial bonuses)
Feats:
1- steel soul
Skills:
Acrobatics +8 (1 rank +3 class +4 Dex)
Climb +8 (1 rank +3 class +4 Str)
Knowledge [nature] +5 (1 rank +3 class +1 Int)
Perception +10 (1 rank +3 class +5 Wis +1 competence)
Stealth +8 (1 rank +3 class +4 Dex)
Survival +9 (1 rank +3 class +5 Wis)
Swim +8 (1 rank +3 class +4 Str)
Background Skills:
Handle Animal +5 (1 rank +3 class +1 Cha)
Knowledge [history] +5 (1 rank +3 class +1 Int)
longaxe (50g), waraxe (30g)
mighty composite longbow [+3] (400g), 100 arrows (10g)
backpack (2g): 77 gold
I like all of my submissions, but this is one of my favorites (top 3, definitely, lol).
@Adrian- thanks. I actually did take craft[alcohols] and profession[brewer/distiller] as skills, I just wanted to make sure I had suitable equipment to actually make stuff.
Morgrim Ironbeard |
so, i was kind of joking when i said the warrior of the old way was in my top 3 list of my submissions, but then i realized there was a nugget of truth in that... I like all 4 guys I made but I like the pally/bard less than the other 3. He's cool and all, I think I'm just not as excited about a Charismatic dwarf (part of the charm of playing dwarves is getting to be uncharismatic, lol).
i'm not going to withdraw him but i moved him (see below) and transferred the brewmaster's stats into this profile instead. So Morgrim is all set to go again, lol.
I guess at this point I should just give you a list of links for all my submissions...
- Ulfgar Helmhammer- unchained monk/cleric [crusader] of Kols
- Morgrim Ironbeard- fighter [mutation warrior]/investigator (a master brewer who makes magical alcohols extracts and eventually mutagens)
- The Warrior of the Old Way: ranger [wild stalker]/druid (a naturey, sort of totemic warrior who will learn wildshape and rage); if he's selected I'll transfer all his stuff into the Ulfgar alias.
- Charismatic Dwarf: paladin/bard[arcane duelist]; I'll switch Mogrim back if he's selected.
Grimdël Kærroksun |
This is G-units submission, Grimdël Kærroksun.
I created an alias and changed the name because there just can't be 2 Morgrim's. Anyway he is a Slayer/inquisitor (Sacred Huntmaster). Went with slayer because it allow the build more flexibility going forward with the slayer talents. (can go melee or ranged, or focused on stealth/traps or even get a gun!). He has full bab, all good saves, 6+skills/level, and 6 levels of spell casting.
I settled on the horse as an animal companion mainly because it is his deities favored animal and if it is good enough for a dwarven deity then it is good enough for me. (although I still want a bear that carries a keg of beer under its chin like a St. Bernard)
Roles: Front-liner, Skirmisher, secondary healer, face (conversion inquisition gives wisdom for Cha), buffing (limited by spells), Skill Monkey, (at second level can go in several different directions depending on party makeup).
Also, I rebuilt the dwarf race, details are in his alias as well as the spoiler below:
Summary: Dwarves of House Medvyed have lived in the Gronzi Forest for centuries. Dwarves of the forests have taken the aptitude for caves, tunnels, and the forge and focused on their new lands. Medvyed Dwarves have embodied the Medvyed family Motto: "Endurance Overcomes All."
Humanoid (Dwarf) 0 rp
Size
Medium 0 rp
Base Speed
Slow -1 rp
ABILITY SCORE MODIFIERS
Weakness (Con +2, Wis +2, Cha -4) -1 rp
DWARVEN LANGUAGES
Standard (Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.) 0 rp
DEFENSE RACIAL TRAITS
Natural Armor (+1 natural armor bonus) 2 rp
Bond to the Land (+2 dodge bonus to Ac in forests)2rp
FEAT AND SKILL RACIAL TRAITS
Static Bonus Feat (Toughness) 2 rp
Static Bonus Feat (Endurance) 2 rp
Skill training (Knowledge Nature and Handle Animal are class skills) 1 rp
Skill Bonus (+1 to Knowledge Nature and Handle Animal) 2 rp
Camouflage (+4 to stealth in forests) 1 rp
Terrain Stride (nonmagical difficult terrain doesn’t affect movement in forests) 1rp
OFFENSIVE RACIAL TRAITS
Weapon Familiarity ( Axes and dwarven weapons) 1rp
Weapon Familiarity (Hammers and picks) 1rp
SENSES RACIAL TRAITS
Darkvision (60 ft) 2 rp
Total 15rp
nate lange RPG Superstar 2012 Top 32 |