Hellknight

Line's page

104 posts. Alias of Cutlass.


Full Name

Line

Race

Golemnoid

Classes/Levels

Fighter/2

Gender

HP 20/20 | AC 24, T 11, FF 23 | Init +4 | F +5, R +2, W +1 | Darkvision 60 ft, Perception +1

Size

Medium

Age

30

Alignment

Lawful Good

Languages

Common

Occupation

Caravan Guard

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Line

Golemnoid Race:

Outsider (Native, Construct). Has ties to positive energy plane.

+2 Constitution, +2 Wisdom, -2 Charisma These things are built tough. Ties to the positive energy plane help them be more aware and intuitive. With an immobile mask for a face, a flat "synthetic" voice that does not convey emotion very well and something of an alien mindset they have problems relating to other races.

Medium: Golemnoids are Medium creatures and have no bonuses or penalties due to their size. (There are Small size golemnoids, but this character is not one of them.)

Normal Speed: Golemnoids have a base speed of 30 feet.

Darkvision: Golemnoids can see in the dark up to 60 feet.

Half Construct:

* +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

* Can not be raised or resurrected.

* Does not breathe, eat or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half - construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the half-construct to survive and stay in good health.

Lifebound: Members of this race get a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Natural Armor: +1 natural armor bonus to AC.

Natural Attack: Slam (1d4)

Gifted Linguist: gets a +4 bonus on Linguistics checks and gets an extra language when he gains a rank in Linguistics.

Elemental Vulnerability - acid: takes 50% more damage from acid.

Physical Description: Golemnoids look like giant wooden puppets. There is very little metal used in their construction, usually just a little bit of reinforcement around joints. They have relatively thin darkwood plates that cover the outside of their bodies, and various sorts of vines can be seen running under those plates substituting for muscles and performing various circulatory functions. Their faces are solid darkwood masks that do not move, thus they have no facial expressions. If one looks deeply into a golemnoid's eyes so they can see what passes for the Golemnoid's retinas they will detect a very faint purple glow. The eyeballs appear to be small spheres carved out of darkwood that are free to move in the eye sockets of the Golemnoid's head in a manner similar to other races.

Golemnoids can be individually identified and told apart from one another when one gets to know them just like members of other races. There are minor differences in the face masks from one Golemnoid to another. The grain pattern of the darkwood used in their construction varies from Golemnoid to golemnoid. There are also minor differences in their voices.

Total "Race points" 15


Initiative +4 (+2 DEX, +2 trait)
Senses Darkvision 60 feet, Perception +1

Defense:

AC 24, touch 11, flat footed 23
9 (armor) + 2 (shield) +1 (shield focus) +1 (Natural armor) + 1 (dex)
HP 20

Fort +5 Ref +2 Will +1

+2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

+2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Fighter Bravery class feature +1 bonus on Will saves against fear.

Offense:

Spd 30 feet base, 20 feet in armor, run×3

Ranged CI Chakram +4 (1d8+3/×2) 30 ft. S
Ranged MW CI Trident +5 (1d8+3/×2) 10 ft. P

Melee MW CI Dwarven waraxe +6 (1d10+3*/×3) S
Melee MW Silvered Warhammer +6 (1d8+3*/×3) B
Melee MW CI Gladius +6 (1d6+3/19-20/×2) P or S
Melee MW CI Trident +6 (1d8+3*/×2) P, brace
Melee HVY steel shield +5 (1d4+3/x2) B
Melee Slam +5 (1d4+4/x2) B
Melee Sap +5 (1d6+3/x2) B, nonlethal

* +4 damage if used two handed

Base attack: +2; CMB: +5; CMD: 17

Fighter Class Features:

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light and medium) and shields (including tower shields).

Bonus Feats: At first level and at every even level thereafter a fighter gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be selected from those listed as combat feats.

Bravery (EX): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Feats:

Power Attack: Can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half if you are making an attack with ... a one handed weapon using two hands.

Exotic Weapon Proficiency (Dwarven Waraxe):This enables the weapon to be used in one hand. Otherwise it would have to be used in two hands as a martial weapon (unless the wielder is a dwarf).

Shield Focus: Increases the AC bonus granted by any shield you are using by 1.

Traits:

Basic Trait - Combat - Reactionary: +2 trait bonus on initiative checks.

Basic Trait - Faith - Sacred Touch: As a standard action may automatically stabilize a dying creature merely by touching it.

Trained Skills:

Climb (STR*) +2
Handle Animal (CHA) +5
Intimidate (CHA) +5

* indicates armor check penalty applies. Current ACP is -6. (-7 with shield, but he wouldn't be using his shield while climbing.)

Line's physical description:

Note: See also the "physical description" section of the "Golemnoid Race" spoiler

Line is wearing full plate armor so one really can't see that much of him. What one can see would look somewhat bizarre to most people. Where one would normally expect to see only flesh, they would instead see areas of a dark wood, and possibly some vines. If one were to look directly into his visor to try to see his face, they would notice two faint purple glows where his eyes would be.

Line stands 5 feet 7 inches tall and weighs in at 131 lbs. If Line is not expecting any trouble his shield will be slung over his back. He carries his Dwarven Waraxe on his right hand side and his warhammer on his left hand side set up for a cross draw. It should be obvious that the warhammer has been silvered, and likely noticeable that the waraxe is cold iron. Both are masterwork weapons. He carries his gladius thrust through the waist belt of his harness arrangement in a center front carry set up for a right hand draw. He carries a specialized container that holds 10 chakrams attached to his harness on the right side of his chest. He carries his sap attached to his harness on the left side of his chest. The trident (a masterwork cold iron weapon) is slung over his right shoulder on his harness. His voice sounds somewhat flat and "synthetic".

While Line is not exactly graceful, he nevertheless moves more easily in his armor than someone might think he could.

Line's Backstory:

Line's "real name" would be "Unit 357 of the 1st Golemnoid Heavy Infantry Shield Wall Brigade". That would be too long even for other Golemnoids in his unit so when he was with them he usually just went by "357". The brigade that he served with was known unofficially as "The Line."

The Kingdom of Centralia that had made Line to serve in their fighting forces had been locked in a war of succession for who would sit on the throne of an Empire for over 100 years. They were bled white and desperately needed more manpower. They ended up turning to their finest golemancers, wizards, sages, theurges and other knowledgeable professionals. The golemnoids were the result of that. Not as "heavy" in some respects as actual golemns, they were nevertheless quite capable of thinking on their own and did not require constant direction.

One of the other kingdoms involved in the war was Calistan. Calistan was Centralia's most bitter enemy. The government of Calistan chose to address their manpower shortage by relying on summoned demons to do more and more of their fighting for them. That worked reasonably well until the demons took over. As the golemnoid units were mostly assigned to the Calistan front they were equipped with a lot of Cold Iron weaponry.

Eventually the "demonocracy" of Calistan was defeated. While the golemnoids had fought very well, it proved to be incredibly expensive to replace their losses in battle. This became more of a problem once their vulnerability to acid based attacks was noted by their enemies. So the golemnoids were moved back from combat duties and used as caravan drivers and guards. As there were still 4 more kingdoms involved in the war it looked like it was going to be a long time before a conclusion was reached.

Line is 30 years old and had served in the shield wall brigade for 20 years before it was disbanded and he became a caravan guard/driver. About a year ago the caravan that Line was in got attacked by an overwhelming force, broken up and scattered. Line found himself lost and alone. While trying to make it back home Line stumbled across the ruins of an ancient city. There he found a dimensional gate that still occasionally functioned. Not knowing exactly what it was, Line went through it. Then he found that he could not get back. He was stuck wherever "here" is for the campaign.

Line knew that he was on a different world because there was a different number of moons in the sky and the star patterns were different. When he eventually made contact with people here he found that he could speak to them. For lack of anything better to do initially Line worked as a caravan guard. He got his current name because he was fond of using his unit's battle cry when he was in a fight, "The line holds!"

Lately Line has been thinking more and more about trying to get back home. He knows that he will need top notch magical help to do that and such help will not come cheap. So Line has been seriously considering taking up adventuring when his current job as a caravan guard is over. Line has also been taking time occasionally to try to understand more about the flesh and blood people that he is dealing with.

Although Line was made and trained to fight as well as being darned good at it, he usually prefers not to do so unless he has a good reason for it. Granted that could be as simple as somebody attacking him or posing an obvious threat to a caravan he's guarding, but he doesn't go around looking for fights. He will also pretty much go along with any rules or customs that aren't too horribly outrageous. A demon worshiper sacrificing chickens would probably be ignored. A demon worshiper sacrificing people could have a serious problem.

Equipment:

Encumbrance:

Light Load: < 77 lbs, Medium Load: < 154 lbs, Heavy Load: < 230 lbs

on person

Golemnoid Harness and pouch arrangement (free) 4 lbs
Full Plate Armor 1500 gp 50 lbs (ACP -6)
MW HVY steel shield 170 gp 15 lbs (ACP -1)
MW Cold Iron Dwarven Waraxe 360 gp 8 lbs
Silvered MW Warhammer 402 gp 5 lbs
MW CI Gladius 330 gp. 3 lbs
MW CI Trident 330 gp. 4 lbs
10 CI chakrams 20 gp, 10 lbs
Sap 1 gp. 2 lbs
2 potions of cure light wounds* 150 gp -
1 potion of Expeditious Retreat^ 50 gp -

Total Cost: 3313 gp, 37 gp left over (.7 lbs)
Weight carried: 101.7 lbs

* Restores 1d8+3 hit points
^Increases Line's base speed to 60 feet per round and his speed while in armor to 40 feet per round.