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Ramoska Arkminos

Axolotl's page

Pathfinder Society Member. 413 posts (6,154 including aliases). No reviews. No lists. No wishlists. 7 Pathfinder Society characters. 18 aliases.


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I can vouch for Paladin of Baha-Who? as a great player.


Less mopey Khizgir fluff--let's assume Janderhoff has some good resources for orphans:

Khizgir:

Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is careful and contemplative. His beard is neatly beaded, and he wears a meditation necklace of dark stone, with one purple topaz bead, wrapped around the wrist of his bow arm. His initial sorrow at most of his family’s extermination has been replaced by great serenity and concern for fellow dwarves, and he is known as “Cousin” to many within Janderhoff, or “Uncle” to small gaggles of young dwarves who want to learn his skill in archery. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to build a monastery around the torii of his mentor—after driving the local frost giants back, of course. He does not hold back from speaking the truth, despite the cost, and will speak up in the faces of liars and the impetuous, knowing first hand how deadly haste can be. His greatest struggle is to not defeat his foes (particularly) giants in anger, but in solemnity, lest he make his own anger an enemy to himself. His skill as a bowman and retained knowledge of mining has made him a welcome addition to many an expedition.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and build a monastery around her shrine, in honor of his family and his adopted teacher/parent.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I think it's that Orphaned By Giants trait that leads to the "oh noes I am a loner" background; that being said, I'm gonna take the opportunity to tweak the fluff to make a happier, more social Janderhoffian Khizgir.


No tweak here, just that I posted the revision without the correct BBcode.

Khizgir:

Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 10, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Ok, Khizgir is now less cheesy (but also a bit more squishy.)

Khizgir:

'''Khizgir Marrowstone'''<br/>
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)<br/>
LG Medium humanoid (dwarf)<br/>
'''Init '''+3; '''Senses '''darkvision 60 ft.; Perception +8<br/>
----
'''Defense'''<br/>
----
'''AC '''17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)<br/>
'''hp '''9 (1d8+1)<br/>
'''Fort '''+2, '''Ref '''+5, '''Will '''+6; +2 vs. poison, spells, and spell-like abilities<br/>
'''Defensive Abilities '''defensive training<br/>
----
'''Offense'''<br/>
----
'''Speed '''20 ft.<br/>
'''Melee '''unarmed strike +1 (1d6+1)<br/>
'''Ranged ''' or<br/>
:longbow flurry of blows +2/+2 (1d8/×3) or<br/>
:longbow +3 (1d8/×3)<br/>
'''Special Attacks '''flurry of blows<br/>
----
'''Statistics'''<br/>
----
'''Str '''12, '''Dex '''16, '''Con '''10, '''Int '''10, '''Wis '''18, '''Cha '''8<br/>
'''Base Atk '''+0; '''CMB '''+1; '''CMD '''18<br/>
'''Feats '''Improved Unarmed Strike, Perfect Strike<sup>APG</sup>, Point-blank Shot, Precise Shot<br/>
'''Traits '''highlander (hills or mountains), orphaned by giants<br/>
'''Skills '''Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype);''' Racial Modifiers '''+2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)<br/>
'''Languages '''Common, Dwarven<br/>
'''SQ '''giant hunter, mountaineer, rock stepper<br/>
'''Combat Gear '''weapon blanch (cold iron), weapon blanch (silver); '''Other Gear '''arrows (40), blunt arrows (20), longbow, silk rope (50 ft.), waterskin, 35 gp<br/>
----
'''Special Abilities'''<br/>
----
'''Darkvision (60 feet)''' You can see in the dark (black and white vision only).<br/>
'''Defensive Training +4''' Gain a dodge bonus to AC vs monsters of the Giant subtype.<br/>
'''Flurry of Blows -1/-1 (Ex)''' As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.<br/>
'''Giant Hunter +1 to attack/+2 to tracking''' Gain a bonus to attack and tracking vs. Giants.<br/>
'''Greed''' +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.<br/>
'''Highlander (hills or mountains)''' +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.<br/>
'''Improved Unarmed Strike''' Unarmed strikes don't cause attacks of opportunity, and can be lethal.<br/>
'''Mountaineer''' Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.<br/>
'''Orphaned by Giants''' +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.<br/>
'''Perfect Strike (2d20, 1/day)''' With certain weapons, roll twice, higher is attack, lower is confirmation roll.<br/>
'''Point-Blank Shot''' +1 to attack and damage rolls with ranged weapons at up to 30 feet.<br/>
'''Precise Shot''' You don't get -4 to hit when shooting or throwing into melee.<br/>
'''Rock Stepper''' Ignore rubble, broken ground, or steep stairs when taking 5 ft step.<br/>
----
Description and Personality<br/>
<br/>
Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice. <br/>
<br/>
Background<br/>
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.<br/>
<br/>
Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping. <br/>
<br/>
The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.<br/>
<br/>
He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.<br/>
<br/>
The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.<br/>
<br/>
Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.” <br/>
<br/>
In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location. <br/>
<br/>

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Yeah, I saw that! Sorry, I'll de-minmax Khizgir; he'll suddenly become a little more sociable.


Here's Khizgir Marrowstone, a Zen Archer dwarf with an appropriate backstory!

Khizgir:

[Khizgir Marrowstone
Male dwarf monk (qinggong monk, zen archer) 1 (Pathfinder RPG Advanced Player's Guide 115, Pathfinder RPG Ultimate Magic 51)
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 9 (1d8+1)
Fort +2, Ref +5, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +1 (1d6+1)
Ranged or
. . longbow flurry of blows +2/+2 (1d8/×3) or
. . longbow +3 (1d8/×3)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 11, Int 10, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 18
Feats Improved Unarmed Strike, Perfect Strike[APG], Point-blank Shot, Precise Shot
Traits highlander (hills or mountains), orphaned by giants
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Perception +8, Sense Motive +8, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains)
Languages Common, Dwarven
SQ giant hunter, mountaineer, rock stepper
Combat Gear weapon blanch (cold iron), weapon blanch (silver); Other Gear arrows (40), blunt arrows (20), longbow, 46 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Perfect Strike (2d20, 1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
--------------------
Description and Personality

Khizgir is not a boisterous dwarf. His tanned face shows pale scars from his fall and frostbite as a youth, and he is quiet and contemplative. His time spent in training with a zuishin kami has set him apart from dwarf society; although he has returned, and friends of his family took him in, he will always feel like an outsider. He values family, although with none to call his own, one can see a longing and sorrow when among other happy dwarves. His greatest joy is to be in high places, with an arrow nocked, in search of his quarry, with his heartbeat and breath synchronized to not disturb the bowstring, and he has vowed to return to the Kodar Mountains to move the torii of his mentor. Though shy, he does not hold back from speaking the truth, and hates liars and injustice with a passion. He has sought an opportunity to leave Janderhoff and has found it in protecting miners out of Skelt; any chance to slay a giant that threatens them is always welcomed, although his mentor has cautioned him to not slay them in anger, but in solemn justice.

Background
The Marrowstones were a venturesome and ambitious extended family of miners who traveled far from Janderhoff in search of rare gems. Khizgir and other young dwarves happily went along; his father, mother, aunts and uncles always led them to spectacular finds in the high reaches of the world, or in its dark depths. His elders had heard of spectacular minerals and ore to be found in the Kodar Mountains—a lead on a rich area, with veins of mithral and clusters of unique topaz and emerald. Eager to get there before the summer thaw, the Marrowstones pressed over Storval to the Kodars in spring and indeed, found their prize deep in the snow packed mountains. They would be wealthy beyond measure! The two dozen or so family members set to work, digging and exploring.

Khizgir had wandered off alone after a jocular communal dinner around a roaring fire to gaze at the full moon, when he heard the horrible sound of screaming, and the rumble of snow crashing down…and then nothing. He ran back to camp to find it buried entirely, unrecognizable after an enormous avalanche. He ran to find anything, a rock, to dig out survivors, but then stood petrified as frost giants began to file down the mountain, laughing evilly to each other. He watched as his family, some still alive, were pulled out of the snow, stripped of possessions…and then…he sank to his knees, weeping.

The noise caused the giants to turn their heads and point. Several broke off from their pillaging to lope towards him, their feet easily striding over the soft snow. His paralysis broken, Khizgir ran with all his might, tumbling and stumbling, with the giants gaining on him inexorably. In his pell mell flight, he did not realize he was running to a cliff edge until he was over it; then, he plummeted, the sound of angry giants ringing in his ears.

He awoke in a snowbank perhaps a thousand feet below, in a vertiginously steep valley. If the giants could not climb down, neither could he climb up…and his leg felt broken. Gashes covered his face, and he began to shiver with shock and hypothermia. He crawled towards a strange arch of rock and fell asleep, certain that it would be his last moments alive.

The rock arch glowed softly, revealing itself to be a weathered, but exquisitely carved gate of Tian origin. After some time, a figure resembling a small person in a suit of armor appeared, knelt at the huddled figure of the young dwarf, and then dragged him into an extradimensional space beyond the gate.

Khizgir awoke to find his leg splinted and his face poulticed. A female warrior in Tian armor was healing him, by placing an arrowhead to his wounds! His eyes widened and he tried to move, but the warrior merely smiled and raised a finger to her lips. “I am Mado, the guardian of this torii,” she said, “you are safe, but you were sorely injured and frostbitten. Rest.”

In the weeks that followed, Khizgir healed with the aid his rescuer; she was a kami of the bow, left over from an ancient Tian settlement. Once summer came and he was able to walk, he insisted on climbing up the ridge (with help) to bury what was left of his family. Mado took pity on Khizgir and offered to teach him the way of the bow, and how to focus his internal energies. For three years, he lived with the kami, and even hunted for giants in the mountains. But both Mado and Khizgir knew that a life of training has to end, and so, after three summers, Khizgir bade farewell to his teacher, promising to return and retrieve her shrine in order to place it in a more hospitable location.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Dotting. Mountain druid with Caves domain? Or an Exarch Inquisitor? I can't decide yet.


I tried this; the GM houseruled it to be ok, but it ain't RAW. (but it IS awesome)


Yours is mined wrote:
Luna Shiratori wrote:
I saw a referral post from a red skull calling himself Nebten ...

** spoiler omitted **

Welcome! If you post in-character in Gameplay and check out the GM sign-up lists at the top of the page, hopefully you will find something that interests you.

If you haven’t already, reading this gives you the basics on how to Play by Post. Good luck!

Full agreement...if you want a well run, hard mode game, try GM Nebten. Hoo boy!


He knew the Black Speech of the Ring BY HEART.

He sang symphonic metal about crushing the Saxons.

It just goes on and on with that amazing man.

Let us all try to be so mighty.


I got some messages using Chrome 43, but I was able to turn them off. I can't update Safari at work (ahem, yes, I'm at work) as we use Hackintoshes (ahem) to run older versions of Pro Tools. None of that is your concern. :) Chrome is fine.


I recall playing a war game against someone at a Con a billion years ago. That dude flipped his dice in a way that they flew through the air and landed generally on 5 and 6 (6 sided dice). No tumbling, more like holding them between finger and thumb and flipping them. A trick. A cheat. It really soured me.

This is why dice need to bump up against a surface in Vegas type dice games. Best if everyone uses a little dice cup--the same for everyone--or a dice tower. Or even a dice program as long as everyone sees it.


I have two characters who could jump into The Confirmation! Lemme know, Simon.


Perc: 1d20 + 8 ⇒ (6) + 8 = 14


Hey, I had to balance the compounds.


Vegetarian here, so I'd go for Selenium Iodide, Tantalum Nitrate.


"Nate"?

I'm erbium iodide carbide, then, or something.


Why am I suddenly reminded of "Will It Blend?"


Calistria--you'd think Lamashtu would be the one chiming in.


I'm an atheist, and I do find polytheism, animism, and fantasy settings with a bunch of fallible, not omnipotent gods to be quite fun.

I also like C.S. Lewis and J.R.R. Tolkien, as their protagonists don't hit the God/Eru Iluvatar auto-win button too much (Eagles notwithstanding). :)

Lord of Light--what an amazing, amazing book.

I usually play faithful characters in Pathfinder. Why not? The gods exist in that setting.


Hey all, give me a little bit to finalize that conjurer and get him on the boards. :) -waves-


"Ooh," says Xoricon, picking up the whip. He picks up the arrows as well.

"Ekkie, who were they?" he says to the bulge in the backpack.


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And a raccoon once startled me by peering at me upside down, inches from my face, while hanging off my roof.

I may have yelled. Not really a war cry.


You may have to work, but you can have dinner with friends. Go out after work and be social, even if it's just tea/coffee.


Sounds like another game from another company, which I don't play. (hint: involves cards)

No thanks.


I started with First Ed. AD&D (eff D&D!), but then I took a…oh, 22 year break after high school.
I was never at a table with any sort of game mastery. We were kids! (this would be from about age 7 to 17.)

I'm just glad that friends pointed me towards Pathfinder.

I don't count myself as a grognard in any way, as my thinking has never been set in stone, nor did I have any truly rad mechanical game experience from my youth (see above) (yes, used the word 'rad')…so I feel like I finally learned how to play by the rules just a few years ago.

But I do have Dragon #48! 1st Edition Gamma World! Old Ral Partha figurines!


Sorcerers are totally fun; don't let the talk of wizards being supreme get you down. There are non-melee oracle options as well. Cha is great for PFS, as you'll be using Diplomacy aplenty.


Arachnofiend wrote:
At least in a place like the Worldwound the people you couldn't trust yesterday are going to be the same people tomorrow.

Isn't there a risk they would be all…demonically warped, or something?


bottom of the Pit of Gormuz.

I'd totally go to Nidal. Pangolais sounds nice. All quiet and dark. Well, maybe the occasional sound of someone being flayed alive.


Interesting. I would agree with Nefreet, but the fact that Color Spray has no limit on the number of creatures it can affect, I'm not so sure.


Funny, the only groups I can think of that practice polygamy and pedophilia are extremely fundamentalist religious groups, e.g., the FLDS. If you can't see that the slippery slope argument is specious and obnoxious, I am sorry.

Anyhow, religious rights end where the civil rights of others begin. Full stop. You can't beat a child or shoot a person in the head and go "hey, it's my religious right to do so!" Laws are limited in scope by the purview of other laws.


I am not a lawyer (not even a rules lawyer). Well, then I suppose a TST shop could prevent heterosexuals from patronage…but that's enough theorycraft for today.


Huh--I have a 0 XP Cleric of Erastil, one that can de-fatigue rager types and give ranged attacks a boost (and can do ranged attacks decently herself). Count me as interested.


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Oh, speaking of Baphomet, I'm wondering if The Satanic Temple* will create a storefront in Indiana now, and only allow gays and nonreligious folk to patronize.

TOZ--pinky swear promise. I took a picture of Graboid leavings in my front yard. I mean, it could have been ants or earthworms, but really, Graboids make the most sense.

*-not really Satanists, but hilarious nonetheless.


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Before this story broke, I was so out of it, I thought GenCon was still in Lake Geneva, WI.

Graboids have moved to California, by the way.


Did Divinitus just tell us to synthesize our own drugs? o.0

Who's worked in a lab here? -raises hand-

Even making pharmaceutical grade aspirin to the proper dose isn't trivial. I don't have the lab equipment laying about. The common citizen certainly doesn't. Great smoking FSM. Cannot tell if trolling…Poe's Law in full effect.


Well, there is the governor's track record:

Mike Pence Against Gay Marriage

And the fact that he seeks to change this on the state level and then supports this bill…that isn't too hard, dot-connecting-wise.


GM Fuzzfoot wrote:

For instance, I am ready to open a new game(s), so I have a signup sheet here: Click here

I am going to run 2 games for the Wounded Wisp (levels 1-5), one Core and one Original Play. Feel free to sign up on whichever you prefer. First 6 spots will get in, and there are two Waitlist spots in case someone becomes unavailable between now and when we start (which won't be for a week or so). Some others do large lists and then lottery for who gets in. I thought I would try this approach first.

Hey GM Fuzzfoot, any chance you can get your sign-up listed up at the top with the rest of the GMs? I don't know which gods you have to appease in order to do that, but it could be helpful.


The trait Rough & Ready plus Profession (Chef), and you have yourself a Flynn Rider-bashing frying pan.


Ha, I added Young Monster. :D Fixing it.


bah, I blame Hero Lab. I may have to build a custom race...


Yes, I adjusted those, I think, but STR for Young is still -4. Kwellin is a Rock Gnome.


Ah, I need to add one more trait! Decisions, decisions...


Ok, not much of a backstory, but I have my weakling Gnome Expert who will become a Dirge Bard after leveling up. Young + Gnome = Weak! I took Seeker of Knowledge and need to make Darkvision show up somehow.

Kwellin Glimmershade:

Kwellin Glimmershade
Male young gnome expert 1 (Pathfinder RPG Bestiary)
NG Tiny humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+1 armor, +2 Dex, +2 size)
hp 8 (1d8)
Fort +0, Ref +2, Will +2; +2 vs. illusions
--------------------
Offense
--------------------
Speed 20 ft.
Melee light mace +4 (1d3-2)
Ranged heavy crossbow +4 (1d6/19-20)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 6, Dex 14, Con 11, Int 12, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 8
Feats Prodigy[UM], Weapon Finesse
Traits - custom trait -
Skills Acrobatics +2 (-2 to jump), Bluff +9, Diplomacy +9, Knowledge (religion) +9, Linguistics +7, Perception +6, Perform (keyboard instruments) +10, Perform (percussion instruments) +10; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Gnome, Infernal, Sylvan
Other Gear leather armor, crossbow bolts (20), heavy crossbow, light mace, Percussion, 21 gp, 5 sp
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prodigy (Perform [keyboard instruments], Perform [percussion instruments]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
--------------------
DescriptionKwellin possesses unsettling red eyes in a flecked gray face topped with a shock of green and black hair. He is usually poring over a book of Draconic lore, fidgeting with his spirit bells, or fussing over a scrap of parchment related to the gods and the undead. When not nose-deep in a book, he is usually pestering Carlissa Nozzledazzle for more lessons—and then running off to ask Hugnir about the hungry dead.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


So that would mean starting as an Expert, I reckon?


Thinking more about a Gnome Dirge Bard with Fell Magic. Duergars are all grim and stuff! :D


I still need some time to think about a character. I know it will be a face character as I like Cha characters, but… Sylvan Sorcerer, Heavens Oracle, Vanilla Summoner, or Dirge Bard…lots to think about. I'm also open to ideas!


I may be totally alone in this, but I would like to see a d6 9 level bard. I've never really believed the bard performance mechanic, and miss the concept of bards from legends as being great healers and enchanters--not melee'ers.

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