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Scarecrow Golem

Bilbo Bang-Bang's page

Pathfinder Society Member. 1,885 posts (4,810 including aliases). No reviews. No lists. No wishlists. 4 Pathfinder Society characters. 26 aliases.


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Campfire is awful dim these days, huh?

Here is the crunch minus hit points and any gear. Couldn't remember if we rolled for HP or what.


Thirnson Ironfingers
Male Dwarf Monk (Monk of the Sacred Mountain) 8 (Pathfinder RPG Advanced Player's Guide 0)
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +10
AC 20, touch 17, flat-footed 18 (+2 shield, +1 Dex, +1 natural, +1 dodge, +5 untyped)
hp 38 (8d8+30)
Fort +9, Ref +7, Will +9; +2 bonus vs. enchantment spells and effects
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), iron limb defense; Immune disease; SR 13, magic resistant
Speed 40 ft.
Melee unarmed strike +10/+5 (1d10+4)
Special Attacks flurry of blows, +1 on attack rolls against goblinoid and orc humanoids, ki flurry, ki speed, ki strike, cold iron/silver, ki strike, magic, stunning fist (8/day, DC 17)
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
Base Atk +6; CMB +12 (+14 grapple, +14 trip); CMD 29 (33 vs. bull rush, 31 vs. grapple, 35 vs. trip)
Feats Chokehold[UC], Dodge, Earth Child Style[UC], Improved Grapple, Improved Trip, Improved Unarmed Strike, Stunning Fist, Toughness, Twin Thunders[UC], Twin Thunders Flurry[UC]
Traits giant slayer, resilient
Skills Acrobatics +12, Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +9, Escape Artist +5, Intimidate +3, Knowledge (history) +6, Linguistics +2, Perception +10 (+12 to notice unusual stonework), Sense Motive +10, Spellcraft +3, Stealth +8
Languages Common, Dwarven, Giant, Thassilonian
SQ dwarf monk, bastion stance, fast movement, ki defense, ki pool, maneuver training, stunning fist (stun), unarmed strike, wholeness of body
Other Gear 150 gp
Special Abilities
-2 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Chokehold May pin grappled opponent one size category larger than you
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.
Earth Child Style Defensive training AC increases to +6 against giants
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +6/+6/+1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Giant Slayer +1 Bluff, Perception, Sense Motive, attack and damage against giants.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Spell Resistance (13) You have Spell Resistance.
Stunning Fist (8/day, DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue, Sicken) (Ex) Can apply different conditions when using stunning fist feat.
Twin Thunders Substitute disarm, sunder, and trip for any of your attacks vs. giants
Twin Thunders Flurry Trip a giant of up to Huge size, and deal +2 damage against giants
Unarmed Strike (1d10) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.
Wholeness of Body (8 Hp/use) (Su) Use 2 ki as a standard action to heal own wounds.



“Even the largest mountain may be crumbled from below.” So says the grand tome of the Hammer Hands. Not content with proving their martial valor with axes and hammers the members of Torag’s Anvils choose to fight barehanded and with bodies wrought as of iron. An oddity among their kind to be sure as choosing such a path is most certainly not within the traditions of dwarven society, they none the less are highly respected on the field of battle for their ability to handle massive creatures many times their size. Seeing their calling as nothing more than the ultimate extension of dwarven mathematics the members of this society are often quite intelligent applying mathematical principles to topple giants and dragons as other dwarfs would a quarry wall. Training their minds to resist the waves of magic so often employed by evil things of the deep Anvils are often seen wading through magician’s treacheries to restrain the fiend for others to dispatch. While most dwarves do not envy their training, they are honored by their presence on any battlefield.

Thornson Ironfingers is one such Anvil. Ranking well up the chain of authority within his guild, Ironfingers has ventured out of the mountains on word giants were massing in the area. Tasked with verifying this rumor Thornson gathered his meager belongings and prepared his mind and body for a welcomed challenge. Knowing some long time friends to be operating in the area made him all the more eager to be on the road at once. Bidding his clan farewell with promises of war trophies should the rumors be true, Thornson took up a steady gait and a toothy grin. While little is known of their training, a massive cavern which serves as their guildhall entrance is filled almost completely with the teeth of one massive creature or another and adorned with the name of the dwarf who is said to have knocked free from the previous owner’s mouth with a powerful blow of one his steely limbs. Soon his hands would again find their most desired use after far too long at rest.

Appearance and Personality

Stout by even dwarven standards, Ironfingers looks like he was chiseled from a slab of thick granite being nearly a perfect rectangle in build. An extremely dense musculature leaves little doubt to the power within and abilities often attributed to members of his guild. Other than his black knuckles, another testament to the body hardening he has undertaken, Ironfingers resembles most other dwarves in visage and demeanor. Though it is immediately obvious to anyone remotely acquainted with dwarves he is not of the typical breed due to the lack of armor and requisite axe or hammer. To some this cause for concern and has at times resulted in a rather cold shoulder from the uninitiated. Warm as the forge and rather outgoing for a dwarf, Thornson often changes these attitudes fairly quickly.

Think I got something. Will present him in the next day or so for review.

May be cheaper to get a HDMI and monitor, Tark? And a Valium. ;)

Will do. Build level and cash?

Staying within one's edicts is difficult considering the crowd he has run with.

Should I work up a character for review and approval, Zyren?

Maybe someone for Karlan have as moral backup, perhaps? lol

I would ifin' there be a place. What would you guys most value?

Hello, Z.

I looked over the post since I was forced into retreat from all things non-academic and looks like everyone kinda hit a similar run for a time. You guys only have one game getting ready to be rebooted?

1 person marked this as a favorite.

Similar to the "Devil made me do it" defense.

First sergeant said it was good for you, lol.

Haha. Hey there, Shifty. That is a long flight, bub. England in winter sounds like a shock to the system coming from Aussieland in summer.


Hahaha, oops. Misses that in the roll of text. Thanks, man.

Are you using the Player's Option books? I may ask about kits in the Complete Dwarf book if selected as I no longer have that book.

Will build a classic dwarven fighter today. Sweet rolls for swing in roleplaying, haha.

4d6 ⇒ (2, 5, 2, 1) = 10=9
4d6 ⇒ (3, 5, 2, 1) = 11=10
4d6 ⇒ (1, 1, 4, 3) = 9=8
4d6 ⇒ (6, 6, 3, 6) = 21=18/91-99
4d6 ⇒ (1, 4, 4, 3) = 12=11
4d6 ⇒ (6, 6, 1, 3) = 16=15

Percentile roll for strength 1d100 ⇒ 98

Cash = 5d4 ⇒ (4, 1, 3, 2, 4) = 14x10= 140gp

Like it says guys. I am leaning toward ninja or monk given the red fellas past and style. But if you have any suggestions or have seen this done, please chime in.

Gambit wrote:
Bilbo Bang-Bang wrote:
In the military they run commercials on the Armed Forces Network warning about the dangers of speculation. I would have to say that same advice applies here. Why get upset before you even know a single constant? And even more so if you are not a 3PP?
Hercules should've used the special power of attorney.

Hahaha. Indeed! Will need to see legal at the lodge the next time I go on an adventure.

2 people marked this as a favorite.

In the military they run commercials on the Armed Forces Network warning about the dangers of speculation. I would have to say that same advice applies here. Why get upset before you even know a single constant? And even more so if you are not a 3PP?

Hey guys, I am going to need to step aside on this one. My account is still all jacked up and tech support hasn't been able to find the cause yet. Thanks for the chance, but I am not able edit profiles, check PMs, access the better part of my account due to some glitch that won't allow to load. Sorry, but thanks.

Got all the pertinent books and will be making final adjustments today. Looking forward to this.

Cool. Thanks, fellas.


Has anyone played the Savage Worlds "Darwin's World" game? If so, would you buy it again if lost?

I have been feeling like Pathfinder is suffering bloat and all the characters feel like they are being boiled down to railroaded builds in many, not all, cases. I like a lot of the things Pathfinder has done, but at the same time is caters to the "I want to be able to use my two hander everywhere all the time" crowd. Any games out there where as a player I given a solid reason not to Min/Max?

I liked the speed and modifiers. I also liked the fact I had plan as a player not to rely on one weapon.

Too bad, Spaz. Only other person on here I know who likes Warhammer as much as me.



Yeah. The hammer thing has a lot more to do with fluff for me than mechanics. I really liked the imagery and Primarch. Like paladins of 40k.

Thanks, Vittore. Looks like I made some good choices then.

So Int is now 48 and Toughness is 43

Taking Signature Wargear (Force Weapon-Hammer if possible) 500xp
and adding Proven (2) to it.

and Pysniscience for 400xp leaving a balance of 100xp

Here is my submission:


Salamander Librarian

WS 42
BS 42
STR 47
T 38
AG 41
INT 43
PER 45
WIL 48
FEL 40

Armour Mk7
Legends of War ? Does this need a roll
Going with Undefeated vs. Emperor's Finest

Pysker Powers- Avenger, SR Telepathy, Inspire

Need to spend advances.

I have not added the Chapter bonuses as I have not been able to retrieve them yet.


Among the Space Marines there are a group both lauded and despised. These are the Librarians. Keepers of secrets and masters of the Warp. Distrust may follow these psykers like death follows orks, but among the Emperor’s legions none are more powerful… or devoted. This could not be truer of Hephaestus, brother-librarian of the Salamander’s Chapter of Nocturne.
Born of flame and steel, the inhabitants of Nocturne embody these traits in their steely resolve, anvil black skin, and radiant eyes. And if there were one among their number whom most reinforced this visage, it would be Hephaestus. From his birth a connection to the Warp was evident….as was his resemblance in action and word to that of Primarch Vulkan. Sure their child would stand resilient to any test, they sent him to be forged in Scholastica Psykana making sure the Salamanders were aware of this training.
Quickly exceeding his peers in physical and mental ability, it was not long before Chapter masters brought the young Hephaestus to Prometheus allowing him an opportunity to prove himself worthy of becoming a proud Space Marine. Again physical strength and raw control of the Warp served him well. Prove himself he did and what followed would eventually lead to his seconding to the Deathwatch.
Battle after battle, Hephaestus fought at the forefront of every formation inspiring his comrades and striking down stinking greenskins and heretic alike with flame, force weapon, and psychic power. Drawing great inspiration from the stories of his Primarch, Hephaestus always lived up to his master’s standard for standing for all citizens no matter how low their station….a fact that has led to blows with Marines who did not share this sentiment. Yet, not one to hold grudges the Librarian is quick stand shoulder to shoulder with the same Marine in the face of danger and corruption.
The event which would end in his placement with the Deathwatch originated in a supporting action clearing out a Space Hulk of a Tyranid infestation. Marines of the Black Templar Chapter had originally boarded the ship and were seeing early success when they were cut off and nearly consumed by the tide of alien filth. Being the nearest ship in the area, Hephaestus’s’ Chapter responded in force. With flame and hammer the Salamanders fought a pitched battle joining the surviving Templars. What ensued was a furious melee with many losses on all sides. Only when Hephaestus unleashed a great wave of flaming psychic energy did the Xeons retreat enough for his fellow Marines crash forward and stomp out the threat.
Upon seeing the librarian among them, 2 overzealous Templars set upon the Salamander. But, with amazing strength and patience Hephaestus quickly knocked both merely unconscious with powerful hammer. By ensuring no lasting harm had been done to a fellow Marine the Templar Captain was won over by this lexicanum and ensured the favor would one day be returned. Within weeks a summons to the Deatwatch was received in the great archives of Prometheus

Browman, I can't open PMs for some reason. I will have the backstory and sheet up for your consideration tonight.

No worries. The Ruinous Powers are always present.

Can I get the crunch for a Salamander character from someone? And are hammers capable of being Force Weapons?

Wounds 1d5 + 18 ⇒ (4) + 18 = 22
Fate 1d10 ⇒ 1

Librarian it is. I am leaning toward Space Wolves, but will think it out tonight and post a story tomorrow.

Can also roll for my armour? I do not have Rites.

Thinking Apothecary, Techmarine, or Librarian. What tends to be the most useful of the bunch, yet not played all that often? I don't mind filling the less glamorous roles like healer. I only have the core book. Did Chaplains ever become playable?

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Weapon Skill: 2d10 + 30 ⇒ (10, 2) + 30 = 42
Ballistic Skill: 2d10 + 30 ⇒ (3, 7) + 30 = 40
Strength: 2d10 + 30 ⇒ (10, 7) + 30 = 47
Toughness: 2d10 + 30 ⇒ (5, 3) + 30 = 38
Agility: 2d10 + 30 ⇒ (10, 1) + 30 = 41
Intelligence: 2d10 + 30 ⇒ (4, 2) + 30 = 36
Perception: 2d10 + 30 ⇒ (10, 8) + 30 = 48
Willpower: 2d10 + 30 ⇒ (6, 9) + 30 = 45
Fellowship: 2d10 + 30 ⇒ (8, 2) + 30 = 40

Re-roll Intelligence: 2d10 + 30 ⇒ (9, 4) + 30 = 43

Now I will see if I can come up with something suitable.

Any ideas on what direction most have chosen?

Is there open slot for me to toss a hat at?

I'm in. I just watched the first season with again with kids the other day and thought it was weird it and Silverhawks never got a game along with TMNT and Macross.

Okay, cool.

So I am making a couple of adjustments to gear and one or two other things, but for the most part I used the Weapons Specialist Archetype from the 20th Anniversary Ed. as my guide. I will go with what you have given me here and get his back story in line.

Here is a quick synopsis:

Watts "OpenBolt" Olsen
Male Dwarf Weapons Specialist

-Former CSA Marine Corps member
-Lover of all things that go boom
-Embraces classic dwarf stereotypes and plays on them tailoring his gear to these images
-Heavy Weapons lover
-Slightly addicted to Beer and plagued by Bad Luck, but very hardy and resistant to magic
-Very outgoing, but fairly vindictive
-Solid Team Player

I am thinking a heavy weapons favoring fellow. Dwarves are the perfect platform for a gyro mounted heavy or medium machine gun.

What are the party dynamics like? Everyone as close as runner's can be, a little stand offish, or somewhere in between? Will this guy be a known operative to one or more members of the party? I saw that the campaign was likely in Seattle, is this still the case?

Hi Guys,

I have been in contact with a couple of your players about filling the open slot on your team. I have a work order in with Paizo as I cannot access PMs or Alias editing. I have character about wrapped up for your approval, but would like to know if there are any specifics you are in need of skills, gear, or job wise? I have worked up a dwarf Weapons Specialist.

Sounds good, Mister Fixer. If I look like your man, send me a PM.

I don't have fifth ed. yet. but if you guys want to supply me with the stats and hold my hand a bit at first I would love a spot. Played 1st and 4th editions.

I will work something up this weekend. Armor and weapons going to be held to the correct time period as well, yes? How do you feel about a Arabian Cavalier (Emissary Archetype)?

Indeed, Voodoo. Thanks for the fun. I have had a great time.

Retreat and run away are two different things, Mark. As it stands we are going to be put through the grinder if we do not get some tactical advantage. One we do not have standing in the doorway getting hammered by spells and stink-eyes.

And I have been biting my lip for some time, but it seems like you have some un-aired beef we need to set straight. What's the deal? It felt like you took some of Tararr's ball busting to heart early on and instead of seeing it as a "Tango and Cash" relationship took it as something directed at you personally. So let's patch this up, because the snarky sh!t is getting a little old, bub.

Hey Voodoo, I am shutting down all my characters except this one. I, too, have returned to school and with my new job can no longer commit the time to my fantasy life, lol. I look forward to continuing our trek as long as it last.

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