Jack Daniels |
Ok, the Giantslayer AP (recalls the Against the Giants series!) screams out to me: all dwarven-band of adventurers! I love dwarves so that is what I am looking for: 4-5 dwarf characters hailing from Janderhoff ready to take on this AP!
Character creation rules:
• 1st level
• No evil alignments (must be able to play nice with group)
• 20 point buy (maximum 18 and minimum 8 after racial adjustment – no more than one stat under 10)
• Classes: Any published Paizo class or archetype (nothing from the current playtest, no psionics, no guns).
• 2 Traits, one of which must be campaign. No rich parents trait and no drawbacks.
• 150 gp to start
• HP: Max at 1st level; ½+1 per level after
• Looking for players who can post regularly and consistently.
Character application:
No need to create separate alias, if you do not want. Looking for:
Visual description of character, mannerisms, etc. – if I can picture your character, that is a plus for you
2 things you love most; 2 things you hate
What made you want to adventure and volunteer to leave the Sky Citadel; what makes you special
Brief history of your character – incorporate your traits, background, any other detail to make your character come alive to me.
Your posting habits and experience with PbP.
About me:
I have over 15 years of gaming under my belt and I am excited about this idea for this AP. I have GMed two prior PbP games that ended prematurely due to RL issues. I am free enough now to dedicate the sufficient time to this game.
Any questions, let me know.
Janek "Trap-Tinker" Frarrson |
I'd like to submit Janek the trap tinker. An emypereal sorcerer with seeker archetype. Brings magic and trap finding.
Information in profile. I am online most of the and able to post quite often. I am in one other PbP which is my first one and thus I am still somewhat new, but having playing RPGs a long time and I know PF pretty well.
Black Dow |
Dotting for interest.
Will also be submitting a bloodrager (apologies Xan Nes) - will work on the crunch over the next few days but here's a flavour of his background:
Amongst the proud dwarves o' Janderhoff, there are a small number of warriors known as the “heitr blóð” (lit:“hot bloods” in Dwarven) ... This caste are berserkers whose very souls are afire, burning with a heat and fury to rival a forge-smith's own furnace. The heitr blóð are a mixed blessing against the traditional foes of the dwarven folk: whilst their volcanic blood can imbue igneous qualities to weapon and the hand that wields, their fiery tempers and impulsive natures make them difficult to control in the heat of battle.
Wee question for GM JD: Is additional traits feat allowed?
Urre Burdina |
I just tried to get into a Giantslayer game with this guy, to no avail. I think he is built pretty close to your requirements, but I will verify and make some tweaks to his background and description over the next day or so.
I've got just over a year's experience with PbP, and am currently in one long running campaign and several shorter games. I typically check the board about twice a day, but write up longer posts for the evening.
Paladin of Baha-who? |
Don't suppose there's room for a "tallest dwarf in the world" i.e. a human orphan raised by dwarves, ala Captain Carrot from Terry Pratchett's Discworld novels? I'd take the Racial Heritage (Dwarf) feat at first level or the Adoptive Parentage alternate racial trait (replaces human bonus feat with adoptive language and weapon familiarity). I'd be doing it mostly for humor, honestly.
The Dragon |
I really want to make a Dwarven Bard but it's just such an uphill battle.
If Varric can do it, surely so can you!
Stat buy proposal:
Str 10
Dex 16(10)
Con 15(3)
Int 12(2)
Wis 10(-2)
Cha 13(7)
No-one said it had to be pretty. Go for archery. You could probably reverse wis and int, or dump one point of con and two int to get 14 starting cha.
Name of the game here is buffing, as you can't rely on cha to boost dcs. But bards never needed that much charisma anyway. The trait that gives extra music is good, though.
Gargazon |
This is my second time applying for a PbP on these boards, hopefully I've got everything in order here.
Also apologies if the backstory is somewhat long :S
Duran Copperhelm
The hunt was not entirely abnormal - the red dragon, who had been pestering local farmers by eating their livestock and burning their barns, was followed to his mountain lair where the family of slayers dispatched him with little issue beyond Uncle Greyern having his beard burnt off and Duran's sister Sascha suffering a nasty claw slash. Little did the family know as they climbed down the mountain with the dragon's loot stowed on their mules that this particular red dragon had a rather uncharacteristically strong bond with his twin sister, who often visited her brother to compare hoards and trade valuables. When she visited the evening of the hunt she was dismayed to find her brother's headless corpse and, perhaps worse, entire hoard missing. Furious with rage but unwilling to directly confront a group apparently proficient in her kind's slaying, she used her magic to charm the leader of a nearby hill giant tribe, located her brother's murderers, and plotted.
The dwarves had spent three days descending the mountain when the rock slide happened. While none of their number were badly hurt, their path down had been blocked. Unwilling to take a potentially dangerous detour to return to the base of the mountain, the copperhelm family set about shifting the large rocks, establishing a small camp. Towards the end of the second day, when it seemed they had almost made the route safe to travel, the Hill Giants attacked. Not strangers to an ambush, the dwarves reacted quickly and, though they took many injuries, felt like they were winning the fight.
And then the dragon came.
Having waited for her moment to strike, the great beast arrived to the scene with a volley of fireballs and enchantments, both burning and befuddling her prey. Duran watched in horror as Uncle Greyern was pulled into the air by the dragon and thrown down the cliff face, his sister Sascha laid low by a giant's club as she tried to avoid blasts of arcane fire. The dragon's rage was fierce, slaughtering dwarf without care to whether she also murdered her giant companions. As the fight seemed lost, Duran's father shouted at him to flee. Duran spat curses at his father for suggesting such a thing, but then a gout of dragonflame caught them both off-guard. Duran stumbled backwards off the cliff-face, ablaze, as his father became ashes before his very eyes. He rolled down the mountain side, bashing off rocks and branches until he came to a rest, smoking still, and passed out. The last thing he remembered as he fell was the cackling of the dragon and the light of the fires that burned his clan.
Duran came to in the morning with his entire body aching, yet miraculously he had suffered no broken bones. Not far from where he had come to rest he found his Uncle's far less fortunate form. Relieving him of his climbing tools and offering him a quiet prayer, he scaled the cliff back to where the camp had been, his pain dulled by his determination to ascertain if any of his family still lived. Alas, at the top of his climb he found nothing but ashes and corpses - giant, dwarf and mule. He gave what parts of his family he could still identify a burial on that
mountainside, took the supplies and small sack of dragon's gold that had been overlooked by the victors, picked up his fathers blackened battleaxe, and walked.
Duran walked for many days, sleeping little as his dreams were full of fire and cackling, his pace sometimes quickening as his fatigue made him imagine the sounds of great wings flapping or a distant, draconic chortling. When he eventually reached civilisation he walked straight to the nearest tavern, set a gem upon the bar and demanded all the drink he could handle.
For the next few years (the exact number something Duran was in no state to remember) Duran walked and drank and walked and drank. Many were the establishments he was ejected from for starting barfights or simply passing out from drinking literally all of the ale. The substantial amount of coin he had managed to salvage from the mountain dwindled slowly on alcohol, despite him overpaying the barkeep more often than not. How he managed to get on a merchant caravan to the town of Trunau is a mystery even to himself, and his first night saw him ejected from the local, the 'Killin' Ground' after his umpteenth drink. His last fuzzy memory of that night is stumbling towards the city gate with a tankard still in hand.
So it was much to his confusion the next morning when he awoke in the wilderness, a pair of broken shackles on his legs, his hands coated in blood and orc brains, slumped against a tree with a one-eyed, silver-haired wolf sitting before him, clutching a flask with the symbol of Cayden Cailean emblazoned on it between its jaws. His baffling situation became more concerning when he realised his tree was next to what appeared to be a burnt-down orcish camp, a pair of orcish corpses lying at the centre with caved-in skulls surrounded by atleast a dozen other broken shackles. Duran took the flask holy symbol from the wolf, which gave a happy yelp as he did so, gave its interior an inspection, closed the lid, and vomited on the ground beside himself.
The wolf followed as he stumbled back to Tranau, the town guards wordlessly opening the gate and exchanged confused glances, muttering something about 'rescued slaves' and a 'drunken dwarven god of fists' as he passed. It followed still as he stumbled into the inn. It sat outside his room, tail wagging, as he changed into something with less red on it, and continued to follow as he walked into the local, the 'Killin' Ground', ignored the filthy look the barkeep shot him, and stopped. He looked at the drinks on display, then to the flask he was still carrying, then to the wolf still shadowing him.
"Eh... maybe I'll have one later," he murmured, as he closed his eyes and fell backwards, and had the best sleep he'd had in years.
Duran has stayed in Tranau for quite some time now, frequently a visitor to the Killin' Ground, or 'his church' as he now calls it. He often goes on patrols with his wolf sidekick he jokingly named 'Sobriety' but feels there could be something more he could be doing. He has grown quite fond of Tranau's inhabitants and them of him, though his frequent drunken hi-jinks have more than one cleric of Iomedae annoyed. He is still a drinker, but he is no longer a slave to it. This is probably a good thing, as his dragon's gold is almost all dried up. It certainly seems he has pulled himself out of his rut.
But still he sometimes wakes at night from visions of fire, and hopes the echoing cackle is all in his head.
Duran has grown restless in the town of Tranau, and despite enjoying his role as a protector of the people there, wishes he could perhaps be part of something greater.
Defying his shaggy, damaged appearance Duran is upbeat and social, always quick to crack a terrible joke and always keen to drink with his friends after a hard day's work. However, he is a very free spirit, and is unlikely to heed the counsel of anyone unless they have gained his respect. In battle he is focused, fearless and sometimes a little too reckless. He will not back down if innocents are in danger.
Sobriety in many ways mimics his chosen master. The silver-furred wolf is covered in scars and burns, most likely from being abused by orcs. His left eye is missing, so Duran bought the wolf an eye-patch. Since then, Duran has many a time tried to convince fellow drunks the wolf is a former privateer. The wolf is playful and affectionate, but if anyone seems to threaten his master Sobriety will quickly turn protective, though rarely attacks without permission from Duran.
The second of Duran's great loves are arm-wrestling contests. Duran likes to think he has left quite the reputation behind him as a travelling arm wrestler, though anger at his losses are what most likely caused half the bar fights he took part in - his wins probably contributed a few brawls as well.
The scarred dwarf cannot abide slavery. At all. He was once slave to substance, and in his brief time at Tranau has seen slaves to orckind, a much worse fate. He believes that no one should dictate another's actions, to the point where he will frown on the use of enchantment magic to alter the thoughts and perceptions of even his enemies.
Duran hates, above all things, fire. Being near it is uncomfortable to him, though he tries his best to hide it. Even torches put him on edge, and he especially hates them being anywhere near his head. When festivals call for a bonfire he can usually be found as far as possible, drinking but watchful. He will be the first to the water buckets should anything go awry.
CG Medium Humanoid (Dwarf)
Init +2; Senses darkvision 60ft., Perception +5
----
AC 16, touch 12, flat-footed 14 (+1 vs Dragons, +4 vs Giants)
hp 14
Fort +5, Ref +4 (+6 vs Dragon Breath Weapons), Will +1; +2 vs Poison, Fear; +4 vs Spells and Spell-like abilities.
----
Speed 20ft.
Melee +4 Unarmed Strike (1d6 +3) or +4 Battleaxe (1d8+3/x3)
Ranged +3 Light Crossbow (1d8/19-20)
Special Attacks: Dwarven Hatred
----
Str 16, Dex 14, Con 16, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 16 (+4 vs Trip and Bull Rush when standing on ground)
Feats: Steel Soul
Skills Intimidate +4, Knowledge (arcana) +0, Perception +5
Traits: Courageous, Dragonfoe
Languages Common, Dwarven
SQ: Brawler's Cunning, Dwarf Traits, Martial Flexibility (4/day), Martial Training, Unarmed Strike.
Gear: Battleaxe, Lamellar (leather) armour, Light Crossbow with 20 bolts, Explorer's Outfit, Iron Flask Holy Symbol of Cayden Cailean filled with mugworth of ale, backpack, bedroll, belt pouch, flint and steel, rope, torches (10), trail rations (5 days), one severely underused waterskin, 18gp, 9sp, 6cp.
Sobriety (Wolf Animal Companion)
N Medium Animal
Init +2; Senses low-light vision, scent, Perception +5
----
AC 14, touch 12, flat-footed 12
hp 13
Fort +5, Ref +5, Will +1
----
Speed 50ft.
Melee Bite +3 (1d6 +1 plus trip)
Space 5 ft; Reach 5 ft.
----
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats: Weapon Focus(Bite)
Skills: Perception +5, Stealth +6
SQ: Link, Share Spells
Tricks Known: Attack
I was in quite a few PbP games quite a while ago, and am looking to get back into the swing of things. I am online nearly every day so can post daily. I live in Scotland so my posting hours will probably be about afternoon EST time.
rorek55 |
I'd like to have him "crafted" his armor and or weapons at the start for backstory purposes, only on items he could take "10" on. It also fits his character. He is a more melee oriented cleric, and I may change him based on some aspects.
another thing, channel positive energy, I have a -3 modifier, so would you rule that I get 0 channels? 1 channel? 3 channels?
Statistics
Cleric (Crusader/Forgemaster)
Dwarf Alternate racials: Craftsman,
Traits: Glory of Old, Roll with if (Giantslayer)
Str: 16
Dex: 12
Con: 14
Int: 14
Wis: 16
Cha: 05
Vitals:
HP: 10
AC 18/20 T:11 FF:17/19
Saves:
Fort: +4 (+9 vs poisons, spells, spell like abilities)
Ref: +1 (+6 vs poisons, spells, spell like abilities)
Will: +5 (+10 vs poisons, spells, spell like abilities)
Feats:
1- steel soul, Heavy Armor proficiency
Skills:
Craft: Armor: 1 (+8)
Know. History: 1 (+6)
Perception: 1 (+7)
Sense Motive: 1 (+7)
Climb: 1 (+4)
Arms and Armor:
Banded Mail (crafted) 83g
Heavy Shield (crafted) 7g
War Hammer 12g
[Misc. Gear:
Back pack, waterskin, hammer, holy symbol, rations (20), hemp rope (100ft), belt pouch, Mug,
spells per day: total: 2
Axolotl |
Here's Khizgir Marrowstone, a Zen Archer dwarf with an appropriate backstory!
[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.
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.
Xynen |
Given all he'd been through, this well respected Dwarf maintained his air of superiority. Few bore him ill will, and those that did sulked cautiously in the shadows, too afraid to cause a confrontation. Yes, quite so, Odryk was still a model citizen, handsome, smart, a proper gentleman! Not to mention the best drinking companion in town. He was determined not to let his family hold him back.
(From the Manuscript of Odryk Brukdn's Autobiography)
Odryk is typically working, as a member of the guard he takes his duties protecting the citadel very seriously, from threats inside and out. Work was his first love, his second is healthy debate. If it can be argued, he'll argue it until he's blue in the face. It's a touch burden, always being right.
As far as what he dislikes, leisure time may as well be a sentencing for the stubborn Dwarf. He can't stand having free time, his schedule must be structured, and executed to the letter. Anyone distracting from that may as well add themselves to the list of things Odryk hates.
Odryk doesn't want to leave the Sky Citadel, but feels he must to make penance.
No one blames Odryk. He's spent decades raising ranks through the guard and has become known as a small time hero, his attention to detail and dedication to the job praised by all. It was Odryk himself who turned his father in after a four day search. It was no surprise when the powers above exiled Killigan. What did shock the community was Odryk appearing at the city gates with his father, beardless, announcing his resignation.
The Brukdn clan was pardoned from the cultural ostracizing that typically comes with exiling a family member, but even so Odryk added -slagsun to his name and declared to everyone present that he would make amends by any means necessary. The latest rumors say he's going to fight giants...
=====================================================================
I'm completely new to PbP, I've mostly been posting in recruitment threads that haven't panned out yet. However I have a pretty long history of both forum roleplaying and table top gaming. I can post everyday though not always at the same time as my work hours fluctuate.
And here's the
Male Dwarf Investigator 1
LG Medium humanoid (Dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +3 Armor +1 Shield)
Hp 10 (1d8+2)
Fort +2, Ref +3, Will +2; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed 20 ft.
Melee 1d20+2
Short Sword 1d6+2 19-20/x2
Morningstar 1d8+2
Longspear 1d8+2 x3 Brace; Reach
Ranged Attack: 1d20+1
Short Bow 1d6 (x3 60ft)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 12, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 13
Feats: Improved Initiative
Traits: Student of Giantkind, Influence
Skills: Craft: Alchemy +8, Diplomacy +3 (+1 against Giants), Disable Device +5, Knowledge: Geography +7, Knowledge: Arcana +7, Knowledge Local +1 (for giant subtype), Perception +4, Sense Motive +8, Spellcraft +7, Use Magic Device +3.
Languages Common, Dwarven, Giant, Orc, Undercommon, Goblin
Inspiration Points: 3/rest
+1d6 on Skill checks (Knowledge, Spellcraft, Linguistics do not expend inspiration points, saving throws and attack rolls cost 2 points)
--------------------
Special Abilities
--------------------
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 trip attempt while standing on the ground.
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 looking.
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.
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.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Trapfinding: 1/2 Investigator level (Min.1) to perception checks to find traps.
--------------------
Extracts
--------------------
1 (2/day) - Enlarge Person,Cure Light Wounds, Long Arm, Heightened Awareness, Endure Elements
--------------------
Gear
--------------------
Short Sword 1d6 19-20/x2 S
Morningstar 1d8 B&P
Longspear 1d8 P x3 Brace; Reach
Short Bow (10 Arrows) 1d6 x3 60ft
Studded Leather Armor: +3AC -1Ap
Buckler +1AC -1AP
Silk Rope 50ft
Glass Bottle x 5
Back Pack
Bedroll 5lbs
Flint and Steel
Manacles x2
Waterskin
Weight 65 lbs.
Carry Capacity: L:58 lbs. or less M: 59–116 lbs. H: 117–175 lbs
11gp 9sp
Cuàn |
If the Occult material is allowed I'd be looking at making a Dwarven Occultist. He or she would be a historian who is in search of as much information on the glorious past of the Dwarf as he/she is able to find. The character would be about finding the truth though, so while finding things that would bring shame on him/her kin saddens her he/she'd catalogue it nonetheless, perhaps the current generations can learn from the mistakes of the past.
Jack Daniels |
I am happy for the interest.
Responses to questions:
1. Black Dow, yes you can take additional traits feat
2. Cuan, will have to see the final version when it comes out to make that call
3. Paladin Baha, no, strictly dwarves.
4. Rorek, there will definitely be downtime. Please adhere to lowest stat of 8 character creation rule.
Varren Durensen |
Crunch and fluff updated on profile and posting it here too.
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0
—————
Defense
—————
AC 19, touch 11, flat-footed 18 (+5 armor, +1 Dex, +3 shield)
hp 13 (1d10+3)
Fort +5, Ref +1, Will +1 (+2 bonus vs. spells and spell-like abilities of the enchantment (charm) school,
+2 bonus vs. spells and spell-like abilities of the enchantment (compulsion) school)
Defensive Abilities defensive training; Resist stubborn
—————
Offense
—————
Speed 20 ft.
Melee dwarven waraxe +5 (1d10+4/×3) or
warhammer +5 (1d8+4/×3)
Special Attacks stonestrike
Paladin Spell-Like Abilities (CL 0th; concentration +0)
At will—detect evil
—————
Statistics
—————
Str 18, Dex 12, Con 16, Int 8, Wis 9, Cha 10
Base Atk +1; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Shield Focus
Traits armor expert, orphaned by giants
Skills Acrobatics -4 (-8 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Perception
+0, Sense Motive +3, Survival -1 (+1 to track vs. humanoids of the Giant subtype); Racial Modifiers +2
Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ giant hunter, rock stepper
Other Gear scale mail, heavy wooden shield, dwarven waraxe, warhammer, backpack, bedroll, belt
pouch, flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, soap, trail rations (5), waterskin,
wooden holy symbol of Torag, 40 gp, 1 sp
—————
Special Abilities
—————
Armor Expert -1 Armor check penalty.
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.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
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.
Orphaned by Giants +1 trait bonus on atk rolls and +2 trait bonus to confirm criticals vs giants.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Shield Focus +1 Shield AC
Stonestrike +1 (1 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 2 hardness & if on earth/stone
add to CMD.
Stubborn +2 Gain bonus to save vs. Charm/Compulsion spells, resave next rd if you fail.
Backstory:
Varren had a happy childhood. His father was a well-known blacksmith and his mother was a cleric at the town’s temple. There town was in the foothills of a mountain and was very prosperous. He had many friends that he would play with and reenact great battles of old with. Then when he was 15 everything changed.
The attack came with almost no warning. Just before noon the watch tower started to chime an attack warning. His parents dropped everything and grabbed their armor, telling Varren to run to the temple. They then ran to see to the towns defense. As Varren ran to the temple he saw his parents running side by side and thought nothing could stand up to them.
When the attack was over Varren went back to his house to find it and much of the town in ruins. His father’s forge barely stood but Varren darted in to save his father’s prize hammer. He struggled to carry it as he searched for his parents. He never found them. At first he hoped that they would return having driven the giants off but as days passed he began to lose hope.
The temple took him in and a few years later when he showed great promise as a fighter they sent him to train as a Paladin and that’s where he discovered the powers of a stonelord. Many years of training passed until he was ready to take up the duties of a Paladin of Torag. As he travels from place to place in his duties he keeps an ear out for some closure on what happened to his parents or for word of Giant aggression. For he will stand against them until he stands no more.
Discription:
At 4ft 6in Varren is tall for a dwarf. His dark hair and beard dont make him stand out but his solid build does even for a dwarf. Like most dwarves he his quick to laugh and enjoys the company of friends. But he is more pensive than most and when Giants are mentioned his mood gets black quickly.
Alex Mack |
Here'*s the fluff for my submission Berek Steinhart. Not exactly your average Dwarf and he'll likely end up being a Rogue and as you might gauge from the background he will have the Giantslayer Scion trait.
Beer: It’s not so much the sweet meady taste, but the feeling of freedom and relaxation that comes with a good ale or two, or three. However Berek has begun to realize that his thirst for beer has gotten a bit out of hand and actually isn’t giving him the freedom he always wanted…
Varisian women: Those long skinny legs, that black curly hair… admittedly it was an odd preference for a Dwarf but during his time in Korvosa Dwarven wenches had been hard to come by and Berek had come to realize rather quickly that it made little difference once you were in bed. However his appetite for a particular long legged lady was what had cost him the favor of Ionacu Karela.
Toil: Standing in a dark room all day hammering or scraping a small piece of metal in order to amass even more gold than his family already possessed had always seemed odd to Berek. And as he grew older the idea of working night and day to amass a fortune seemed even less appealing to Berek. He had always been drawn more to tales of adventure, particular to tales of Krangdamir the Bold. However that his disdain for real work has lead him to a life of crime and gotten him into plenty of trouble has not passed him by easily.
Traditions: It was hard to be a young Dwarf, because you had to do this and that, and do it that way because great great uncle Grandgralf had done it that way and because Torrag had told Dwarves how Dwarves had to be. The feeling of being locked into a golden cave had long been in Berek’s mind but only when he had discovered the world outside the great halls, a world that was supposedly oh so dangerous for Dwarves, had he discovered that there was something more out there, something not confined by moral codes, laws and rules.
Born in Janderhoff to Torragfried and Bolka Steinhart two pious and laborious jewelers as their only son Berek had always been a disappointment. While once upon a very long time ago his ancestor Krangdamir Steinhart had been a renowned adventurer and feared Giantslayer, one of whom songs are sung to this day, most of his family had merely used his shiny name to make a fortune as jewelers and businessmen. However this walk of life had never appealed to Berek. Seeing he lacked talent and in particular dedication to the craft it was soon decided that Berek should contribute to the logistic side of the family business and aid his uncle in making the dangerous trips from Janderhoff to the human settlements near the coast. While this duty appealed to Berek’s sense of adventure and occasionally aided him in honing his skill in single combat it was the cities of men that fascinated the young Dwarf.
One day when his uncle had planned to return home from Korvosa Berek hadn’t returned from a binge and a lengthy enquiry did not turn up the young Dwarf only stories of a drunk Dwarf who had drowned in the harbor. Saddened to death his uncle returned to the Mindspin with bad news while Berek who had plotted his rumored demise was busy sprawling his coin on whores and hard liquor. However his coin only lasted him about a month and now Berek had to look into making more. As honest work was not an option he fell in line with a Szarni Lieutentant by the name of Ionacu Karela for whom he fulfilled a number of shady dealings mainly as a bouncer and strong-arm. After a time in Ionacu’s employ he trusted Berek with the guard duty in one of his brothel’s under the misguided assumption the Dwarf would not be attracted by his female employees. The contrary was the case however and unfortunately Berek began an affair with Ioancu’s favorite girl. When Ioancu found out Korvosa was no longer a safe place and after two years Berek was forced to return to the Mindspin. However from the first day he returned to the halls Berek felt miserable and resorted to boozing for lack of anything better to do. However not long after heroes were sought to deal with Giant issues arising up north and the proud Krangdamir the Bold was more than happy to answer the call and his family was equally happy that he might finally be good for something…
Berek is fairly tall for a Dwarf and rather skinny with a physiognomy more reminiscent of a human or half-orc. His skin is pale and stands in stark contrast to his raven black hair a trademark of the Steinhardts. While he tends to wear his long hair open his beard is fairly short but well combed. His most defining feature however are his eyes, outlined by deep dark circles, they are pitch black and unmoving, always watching and oddly menacing.
Berek prefers a simple but fashionable leather garb in black and earthen tones and tends to carry a number knives and axes on his body both for defense and in order to add to his unnerving aura.
Axolotl |
Ok, Khizgir is now less cheesy (but also a bit more squishy.)
'''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.
Rampageofsouls |
Background and fluffies (still in progress)
Thurgheim Spinesnapper, Dwarvish Half-giant (fluff only)
Aye lad, most souls have their reasons for a' hate'in Giants. But let me tell you I got some right special reasons for HATE'IN em.... The foam on top o this tall glass o bitter is... Hate'in comes second only to gold in ma clan....
Flavor: Scarred warrior
Possible classes: Slayer (if allowed)
Barbarian/Fighter
miteke |
Dindae, along with his twin brother Warpac (a Warpriest), is a fey foundling Dwarf brought up in the northern part of the Five King Mountains near the border with Kyonin. His otherworldliness has caused him to be quite different from most Dwarves with a sever case of Wanderlust and a dislike for steady occupations like forging. His chaotic temperament along with a wandering spirit just did not make him a ‘suitable’ dwarf, doomed (in his mind) to hours of designing and crafting things. A few weeks of that sort of thing he can handle, but some Dwarves literally work on the same project for YEARS (*shudder*)! His wanderings broght him to Janderhoff but that itch is growing tiresome and he desperately needs some outside entertainment. That fey streak in him also gives him a love for the outdoors. Though his brother prefers the Dwarven Waraxe, he likes the satsifaction his longhammer gives him when it makes that meaty thud and he enjoys choking up on the handle and smacking it into his hand to puchtuate a sentence. Blond haired (rare in a dwarf) with black streaks, double braided beard, and comfy travelling clothes. He envies the other dwarves their armor. Sometimes he wears his brothers full plate just for the joy of it and pretends he is out thwacking giants instead of summoning rats. Its hard to get respect.
Loves:
1) A nice long trip to a new horizon, obviously
2) Gnomes. He thinks they are hilareous and, somehow, he just *gets* their humor.
Hates:
1) Staying in one place too long. Did I mention he has a severe case of wanderlust?
2) Lightning. Something about it just makes his nerves screach. It's not that he's afraid of it or anything, but it just, somehow, unnerves him. Could be the opposition element to his elemntal earth side, could be the fey blood reacting in some strange way. But whatever the cause, he's lost a good many nights sleep due to a blustery day.
3) OK, so he also hates too many rules, but he is Chaotic Good and worships Desna so what do you expect. Don't get the wrong idea - he CAN follow the rules. He's not like *some* of those chaotic fellows, but a fellow sometimes just reaches a certain point...
Traits:
Fate's Favored (+1 to luck bonuses)
Born Free (reroll vs. compulsion)
Not sure what you mean by a campaign trait since as a first level char I don't have any campaigns to draw from. Do you mean a faction trait? I'm a consistent poster though not a talented writer. I've played in a dozen or so PBP games over the years.
There, I think I answered all of your questions. I'll forgoe the crunch until if and when you let me play.
I don't know how to do that button thing the others did so forgive me the long-winded post.