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Here is the crunch minus hit points and any gear. Couldn't remember if we rolled for HP or what.
“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.
Will build a classic dwarven fighter today. Sweet rolls for swing in roleplaying, haha.
4d6 ⇒ (2, 5, 2, 1) = 10=9
Percentile roll for strength 1d100 ⇒ 98
Cash = 5d4 ⇒ (4, 1, 3, 2, 4) = 14x10= 140gp
Hahaha. Indeed! Will need to see legal at the lodge the next time I go on an adventure.
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.
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?
Here is my submission:
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
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?
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
-Former CSA Marine Corps member
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?
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.
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.