Dwarves Deep


Recruitment

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This is PixelsAreGod's submission, Boleal the Arcanist. A bit of a black sheep to the clan, he rejects most of the dwarven norms, but cares deeply for his fellows. Also, makes a mean stew.

Myth-Weaver's Sheet

The background is written in the alias.


As long as we're asking . . ..

Any feedback on Torant Foehammer, DM Barbarian Taco?


That's a whole can of worms that's been opened. xD


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On a scale of 1 to amazing, how magnificent is Thurin’s beard?

His crunch is done, so might as well ask other relevant questions


Here is Death-Lok's submission - crunch is done, working on personality and background. Basic concept: Front-line warrior who beats his enemies to a pulp with his spiked shield!

Crunch:

Morgrym Thundershield
Dwarf fighter (brawler) 2 (Pathfinder RPG Ultimate Combat 44)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5 (+7 to notice unusual stonework)
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 19 (+6 armor, +3 Dex, +1 natural, +2 shield)
hp 28 (2d10+8)
Fort +6, Ref +3, Will +3 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee heavy shield bash +6 (1d6+9) or
. . spiked gauntlet +5 (1d4+6) or
. . light mace +5 (1d6+6)
Ranged javelin +5 (1d6+4)
Special Attacks hatred
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 17, Int 14, Wis 17, Cha 10
Base Atk +2; CMB +5 (+6 bull rush, +6 drag, +6 reposition); CMD 19 (24 vs. bull rush, 20 vs. drag, 20 vs. reposition, 23 vs. trip)
Feats Improved Shield Bash, Ironhide, Power Attack, Weapon Focus (shield, heavy)
Traits accelerated drinker, glory of old
Skills Acrobatics -1 (-5 to jump), Climb +7, Craft (armor) +9 (+11 on checks related to metal or stone), Intimidate +4, Knowledge (dungeoneering) +7, Perception +5 (+7 to notice unusual stonework), Profession (soldier) +10 (+12 on checks related to metal or stone), Survival +8; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
Combat Gear alchemist's fire (1), oil of magic weapon, potion of cure light wounds (2), potion of enlarge person (3), potion of shield of faith +2; Other Gear mwk agile breastplate, mwk shield spikes heavy steel shield, javelin (2), spiked gauntlet, light mace, backpack, belt pouch, flint and steel, masterwork armorsmithing tools, mess kit, soap, torch, trail rations (2), waterskin, 18 gp
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Ironhide +1 natural armor bonus.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Is this recruitment still going? I'd love to play Dunganagar the Mad. He was originally made for another all-dwarf game that didn't work out.

Dunganagar is an invulnerable rager barbarian with a comically low DEX score.

I'll have to rejigger him based on the new rules.

I'll roll some stats, but I actually kind of WANT a low DEX.

4d6 reroll 1s & 2s, keep 3: 5d6 - 3 ⇒ (6, 6, 4, 1, 2) - 3 = 16
4d6 reroll 1s & 2s, keep 3: 6d6 - 6 ⇒ (1, 4, 5, 2, 3, 5) - 6 = 14
4d6 reroll 1s & 2s, keep 3: 8d6 - 11 ⇒ (1, 5, 4, 2, 5, 2, 2, 5) - 11 = 15
4d6 reroll 1s & 2s, keep 3: 5d6 - 4 ⇒ (4, 1, 4, 3, 3) - 4 = 11
4d6 reroll 1s & 2s, keep 3: 4d6 - 3 ⇒ (6, 6, 3, 5) - 3 = 17
4d6 reroll 1s & 2s, keep 3: 6d6 - 5 ⇒ (3, 1, 3, 1, 6, 4) - 5 = 13

I could end up with:
STR 17, DEX 11, CON 18, INT 13, WIS 16, CHA 13

Not bad.

HP: 1d12 ⇒ 12


Dot.


DM Barbarian Taco wrote:
Dolores I like what you have so far. I would love to see if you are gonna add any instruments to your use.

Drums, of course. Drums in the deep.

The double double double beat
Of the thund'ring drum
Cries, hark the foes come!
Charge, charge, charge, 'tis too late to retreat!

(Dolores actually would prefer finger cymbals for Perform (percussion), but sometimes you need to sound the alarm, or send messages a few miles off...)


Glad there was so much interest in the team work feat idea! I throw out some ideas later today or tomorrow.

Has any thought about taking the kin guardian or kin bond (link) or Kin guardian (link) traits?


Thurin Foehammer wrote:

On a scale of 1 to amazing, how magnificent is Thurin’s beard?

His crunch is done, so might as well ask other relevant questions

''

The beard in your graphic is so much weaker than the beard I just finished brushing before I go to work . . ..

When I go to Ren Faires, everybody wants to braid my beard and play with it.

Silver Crusade

Dolores Foehammer wrote:
DM Barbarian Taco wrote:
Dolores I like what you have so far. I would love to see if you are gonna add any instruments to your use.

Drums, of course. Drums in the deep.

The double double double beat
Of the thund'ring drum
Cries, hark the foes come!
Charge, charge, charge, 'tis too late to retreat!

(Dolores actually would prefer finger cymbals for Perform (percussion), but sometimes you need to sound the alarm, or send messages a few miles off...)

Not bagpipes? The pipes have always seen very dwarvish to me :-)

Paizo Employee Organized Play Line Developer

Hi, there.

Just letting you know that with the holidays coming up, I've reached my limit for games--even ones as tempting as THIS!

I'll have to withdraw Ferocia Foehammer from the running.

Thanks for your time.

Best of luck, guys! This one looks like a blast!


2 people marked this as a favorite.
pauljathome wrote:
Not bagpipes? The pipes have always seen very dwarvish to me :-)

Let's just say that Dolores' one attempt to use bagpipes to provide an aid another to Profession (Erotic Arts) was traumatically unsuccessful.

Besides, you can beat kettledrums fastened to your waist with one hand. You need at least three hands to properly operate dwarven warpipes.


In regards to teamwork feats, shared traits, and the like.

I'm in with the group if those selected would like to be "clannish" and have shared mechanics, especially the feats; as others have pointed out, teamwork feats don't see the love they deserve most of the time.

Mechanically, however, I'm in the boat with a few of the others. Oreads only have the typical 1 feat at 1st, and as a druid, I won't be getting any other than the every-other-level feats. And while I certainly don't mind dedicating them towards an idea, it weakens the optimization of my character (I didn't do my point-buy numbers, but 4 16s, 15 and 11 still isn't something to sneeze at), which is something I've opted to weaken already in favor of flavor and story.

When I finish her this afternoon, I'll leave my first-level feat empty pending this discussion. But, if we're aiming for efficient combat, I'd rather drop the Pack Lord archetype; while it's much thematic to have multiple fungi growing from her rocky skin, no Druid would be willing to just constantly grow more, weak and semi-sentient fungi to bombard enemies with, particularly (since the Puffball fungi require large amounts of air circulation for proper distribution of their spores (The "irony" of making a spore-druid with my username is not lost on me; IRL I'm mostly a mycologist, so fungi are kind of my thing.)) in locations where they wouldn't just regrow.

If we're looking more for the story, and having a character or two sub-optimal in combat isn't a debilitating factor when making selections, then I'll keep her as an Oread Sporesinger/Pack Lord Druid. If we're more concerned with the combat aspect of it, I'll drop the Pack Lord, and possibly also the Oread part.

The main interest is in being the mushroom farmer. The cool part is growing them on her own skin. I can take one or both and still be happy.


So far I have seen no read flags. I see alot of potential but still missing something.


Has anyone submitted a Foehammer Foehammer?!


DM Barbarian Taco wrote:
So far I have seen no read flags. I see alot of potential but still missing something.

Is that in regards to a specific character, or the submissions as a whole?


Dwarven white haired witch?

Fights with his beard as a natural weapon.

Takes the claws option and refluffs it as his mustache.

Sits back with arms crossed while his facial hair kills the enemy.


I wish I could post a picture in here, but instead I'll just leave this link.


Lol! I love the dwarf in the top left who has that ‘wtf’ look on his face


Looks as if he is contemplating his life decisions. I would too, having not been able to grow such a sick beard.


Life being busy as hell these days, I'm itching to get Xmas holidays (just a week more, yay!). Still, stole szome time to write a few words on Bjarki's profile. Only some fillers, nothing saucy.


I too have had an extremely busy week. I'll have my submission posted by end of day tomorrow.


Looking through possible teamwork feats -- here are some suggestions. (I particularly like Stealth Synergy - it benefits both casters and non-casters, as does Living Fortress (sometimes); both are "keep us alive" feats rather than "kill the enemy" feats, and staying alive is a Good Thing.)

Possible teamwork feats:

Living Fortress – our dwarf hardy trait goes from +2 to +4 on saves vs spells, spell-like abilities when fighting defensively
Precise Strike – +1d6 precision damage when flanking
Shield Wall – increase shield bonus when adjacent to an ally with a shield
Stealth Synergy – everyone uses the highest Stealth roll in the group (though still using individual bonuses, but it mitigates low Stealth rolls by Clanks-a-lot types.)


Rolling wealth and 2nd level hp.

hp: 1d10 ⇒ 5
wealth: 5d6 ⇒ (4, 6, 1, 5, 3) = 19*10=190


Living Fortress is alright. Steel Soul is better, of course. And it requires fighting defensively...

Precise Strike is great.

Shield Wall...I could take that after getting shield focus and unhindering shield or shield brace. But that requires 2 Feats...

Stealth Synergy is wonderful. I’ve got a stealthy character already, but like a mail shirt, we are only strong together. Well worth a Feat.


Sporocystian here. I have to finish some work today, so the equipment, spells, and fluff'll have to wait a few hours, as well as the specifics of the two Puffballs.

1d8 ⇒ 4

Two questions for the GM: one, can an Oread replace the Stonecunning racial granted from Dwarf-Blooded with an alternate racial trait from the Dwarf list?

Second: Can I have the Dwarven language for free (using the "retraining" rules means I'd be paying 200gp for the language of the people I was born into)? I'll drop a skill for a point in Linguistics if necessary.


My dwarf is a hunter who gets to share teamwork feats with his animal companion at lvl3. Already share Outflank at lvl2. Precise strike looks rad.


Bedlam will gladly take a teamwork feat next level. I like Outflank and precise strike.


djDust's submission for this glorious, drunken, dwarven adventure. Strike the earth!
edit: oops, just noticed Knockers' feats and tricks etc. didn't make it, will fix that tomorrow.

Story:

Cenäth is the eldest son of masons who worked the quarries outside Ulverin. Cenäth practically grew up in the quarry, climbing amongst the rubble as a child, taking joy as he made increasingly daring leaps from ledge to ledge. One day, he found an injured lamb from one of the local herds of mountain sheep, who had fallen into the quarry and was left behind. Bringing it home, Cenäth nursed the lamb back to health, and soon enough the pair could be seen chasing each other through the crags and slabs of the quarry.

As he reached adolescence, an uncle took notice of Cenäth's natural athleticism and communion with animals, and, with the approval of his parents, Cenäth began his tutelage in the ways of the hunter. Cenäth found he was most at home in the wilderness, patrolling the mountainside, and running along with the herds of mountain sheep. With his trusty companion, Tumbler, at his side, Cenäth would hunt down the predators which threatened the herd: wolves, bears, cougars. In his time, Cenäth has gone through two generations of companionships with mountain rams, first Tumbler, then Rumbler, and now Knockers. Knocker's is the grandson of Tumbler, and, now that Cenäth is more experienced with training, is quite adept at hunting tactics, charging opponents from the highground and catching them offguard.

Now, Cenäth was raised on stories of the glories of Agnur'Khul. His ancestor, Baldrek Foehammer, fought his way out of the mountainhome with his waraxe, and was one of the survivors who later settled in Ulverin. Cenäth's father was taken to carving grandiose depictions of the Foehammer's former glory, which served to inspire Cenäth's childhood dreams. When the elders announced that evidence has been found which might lead the clan back to their mountainhome, and volunteers were called for to investigate the claims, Cenäth was one of the first in line, with Knockers at his side. Hearing of their son's bravery, his parents blessed his travels by handing over the waraxe of his ancestor to help reclaim the glory of the Foehammers

Crunch:

Cenäth Foehammer
Male Dwarf Hunter 2
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60ft; Perception +10
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +0 natural)
hp 21 (2d8+6+1)
Fort +6, Ref +6, Will +5
Resist type None
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Javelin +3 (1d6/x2)
Melee Longspear (masterwork) +6 (1d8+6/x3)
Dwarven Waraxe (masterwork) +6 (1d10+4/x3)
Special Attacks None
Spell-Like Abilities None
Hunter Spells Prepared (CL 2):
Level 1(4/day) Blend with Surroundings, Cure Light Wounds, Speak With Animals, Summon Nature’s Ally I
Level 0 (at will) Grasp, Guidance, Light, Resistance, Stabilize
--------------------
Statistics
--------------------
Str 18 (+4), Dex 15 (+2), Con 17 (+3), Int 10 (+0), Wis 20 (+5), Cha 12 (+1)
Base Atk +1; CMB +5; CMD 17
Traits Hill Fighter, Grounded, Darkvision, Defensive Training, Hardy, Hatred, Lorekeeper, Rock Stepper, Slow and Steady, Stability, Weapon Familiarity
Feats Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Shield Proficiency, Combat Reflexes, Fight On, Outflank
Skills Acrobatics +1, Appraise +0, Artistry +0, Bluff +1, Climb +6, Craft +0, Diplomacy +1, Disguise +1, Escape Artist +0, Fly +0, Handle Animal +5, Heal +9, Intimidate +1, Kn. Geography +4, Kn. History +2, Kn. Nature +4, Perception +10, Perform +1, Profession (Cook) +9, Ride +4, Sense Motive +6, Stealth +5, Survival +10, Swim +2
Languages Common, Dwarven
SQ none

--------------------
Special Abilities
--------------------
Racial Traits
Darkvision can see perfectly in the dark up to 60ft
Defensive Training gain +4 dodge bonus to AC against monsters of giant subtype
Hardy gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Lorekeeper +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. Can make such skill checks untrained.
Rock Stepper They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady base speed of 20 feet, but speed is never modified by armor or encumbrance.
Stability +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Background Traits
Hill Fighter may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.
Grounded gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Feats
Combat Reflexes may make a number of additional attacks of opportunity per round equal to Dexterity bonus. May also make attacks of opportunity while flat-footed.
Fight On Once per day, can gain a number of temporary hit points equal to Constitution modifier. Can activate this feat as an immediate action when reduced to 0 or fewer hit points. Can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Class Abilities
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally effect immediately ends.
Animal Focus (Su) At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Normally, the hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on, or a different one. The hunter can select or change the animal aspects on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal aspect to herself instead of her animal companion. This is in addition to the normal animal aspect she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this benefit becomes improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

Animal Companion:

Knockers
Small Animal (Ram)
Init +3 Senses Low-light vision, Perception +6

------------
Defense
------------
AC 16, Touch 15, Flat-Footed 12
HP 18
Fort +3, Ref +6, Will +3

------------
Offense
------------
Speed 40ft
Melee Gore +3 (1d3/x2)

------------
Statistics
------------
Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 2(-4), Wis 14 (+2), Cha 7 (-2)
Base Attack +2; CMB +1; CMD 15
Skills Intimidate +2, Climb +4, Perception +6, Acrobatics +7

Gear:

Starting Wealth = 1140
Masterwork Longspear - 305gp - 9lbs
Masterwork Dwarven WarAxe - 330gp - 8lbs
Javelin x3 - 3gp - 6lbs
Masterwork Hide - 165gp - 25lbs
Cold-Weather Outfit - 7lbs
Masterwork Backpack - 50gp - 4lbs
Climber's Kit (crampons, pitons, rope) (+2circimstance bonus on Climb checks) - 80gp - 5lbs
Cooking Kit (iron pot, iron skillet, ladle, skewer, cutting board, knife, iron tripod, tinder, seasoning) - 3gp - 16lbs
Mess Kit (plate, bowl, cup, utensils) - 2sp - 1lb
Bedroll - 1sp - 5lbs
Hammer - 5sp - 1lb
Flint and Steel - 1gp - -
Bell Net - 2gp - 2lbs
Signal Horn - 1gp - 1lb
Compass - 10gp -0.5lbs
Dwarven Trail Rations x5 - 10gp - 5lbs
Waterskin - 1gp - 4lbs
Ale, Dwarven Stout - 4cp - 0.5lb
Cheese - 1sp - 0.5lb
178gp, 6cp
110.5lbs
Light: 116lbs; Medium: 117-233lbs; Heavy: 234-350lbs
Drag or Push: 1500lbs; Lift Off Ground: 600lbs; Lift Over Head: 300lbs


I see these characters submitted:

Thurin Foehammer Slayer - Grumbaki
Colgrim Barrelhouse Cleric of Moradin - Andrea1
Dolores Foehammer Bard - tonyz
Bjarki Foehammer Warpriest of Haela Brightaxe - Jereru
Gunnar Steelhands Gunslinger (Musket Master) - Helikon
Orthaic Copperjaw Cavalier - pauljathome
Bedlam Bottomland Alchemist (Grenadier) - Dorian 'Grey'
Torant Foehammer Warpriest of Hanseath - hustonj
Kilduer Shadowaxe Deepwalker Ranger - GrinningJest3r
Razmun Foehammer Unchained Monk - natloz
Krenn Weststone Admixture Evoker Wizard - markofbane
Torgrym Foehammer Forgemaster Cleric of Moradin - Amergin the Wise
Boleal Foehammer Arcanist - PixelsAreGod
Morgrym Thundershield Brawler Fighter - Death-Lok
Dunganagar the Mad Invulnerable Rager Barbarian - Peet
Yuggtmoy Foehammerkin Pack Lord & Sporesinger Druid of Muamman Duathal - Sporocystian
Cenäth Foehammer Hunter - djdust

In the 4 groups (Combat, Skill, Divine, Arcane) I see 7 Combat, 2 Skill (slayer and bard), 5 Divine, and 3 Arcane, but I know not everyone agrees which category any given class fits within.

Real lack of trapfinding/disabling here. Interesting.


hustonj, Dwarves get a free check whenever they are within 10ft of a trap that is stone related, even if they aren’t searching for it.


And that's a long way from trapfinding.


I just think no one wanted to role up a rogue. Granted, that isn't really what comes to mind when thinking of dwarves.

An Archaeologist Bard, however, would make a lot of sense for this campaign.


miteke wrote:

roll: 6d6 - 7 ⇒ (6, 1, 1, 6, 5, 6) - 7 = 18

roll: 6d6 - 5 ⇒ (3, 1, 3, 4, 1, 5) - 5 = 12
roll: 6d6 - 6 ⇒ (6, 6, 6, 2, 1, 3) - 6 = 18
roll: 4d6 - 3 ⇒ (6, 6, 3, 3) - 3 = 15
roll: 7d6 - 9 ⇒ (5, 1, 6, 5, 2, 1, 6) - 9 = 17
roll: 6d6 - 6 ⇒ (5, 1, 3, 2, 4, 3) - 6 = 12

That's insane. I was going to go with a sorcerer, but with those rolls I need to do something MAD like a monk.

I'm going to submit Twang, a Zen Archer. Follow link from icon for crunch.

Character Description:

Dad: So, you are off on another of your road trips are you?

Twang: I can't help it, dad. I'm always torn one way or another. I love it here under the mountain, but I can't get enough of the forest, or the open road.

Dad: It's your fey blood son. Runs in the family. If it wasn't for your mom, I'd be joining you.

Twang runs his fingers through the shock of blue hair running down the middle of his head, his hand ending up cupping his all so slightly pointed ears.

Twang: It sure makes a mess of things some times. The other dwarven lads don't know quite what to make of me. They pound things with hammers, while I hunt for live game with a bow. They spend hours studying dwarven lore and chants, while I wander the forests singing elven tunes. What so you think will come of me?

Dad: You will find your place in this world, son. Don't worry about it. Your differences is your strength.

The young dwarven lad remains unconvinced, self-conscious as only a tweener can be. He hunches over to minimize the extra height his fey blood inflicted on him, a habit he acquired soon after the teasing began. Colorful hair, pointy ears, and a gangly frame brought him plenty of that.

Twang: Well, I hope this exploration party is more open to diversity than my old classmates. I don't want to have to thump them, but I will.

Dad: Yea, about that. I didn't teach you those skills so you could go around thumping folks. Remember the way of the monk is the way of peace, inner and outer. You lose your peace and you lose your strength.

Twang: I'll try dad, but sometimes people make me so mad. So judgmental and critical. I just want to stuff heir helmets down their...

Twangs voice starts to rise as he speaks, only to be interrupted by his father again.

Dad: Enough! You cannot control others, only yourself. No amount of stuffing will change minds. You find peace, you bring peace, that will change their hearts. Now go! Begin this journey and come back to me a man. I have faith in you, Twang.


Just pointing out: I have trapfinding


While a responsible Druid would never just grow semi-sentient fungi to float through areas and set off traps...

I'm also taking a drawback; I saw the question posed, but didn't note a response. If you want, I'll drop it (and the trait gained, which in this case would be Surface Stranger).


Hmmm, this looks like it could be interesting, though I'm a bit late in the recruitment.

Still wouldn't hurt to run some rolls.

Rolls:

1. 4d6 ⇒ (2, 6, 4, 1) = 13
2. 4d6 ⇒ (3, 3, 1, 2) = 9
3. 4d6 ⇒ (6, 1, 6, 5) = 18
4. 4d6 ⇒ (3, 1, 4, 5) = 13
5. 4d6 ⇒ (3, 6, 3, 4) = 16
6. 4d6 ⇒ (4, 5, 4, 4) = 17

1 rerolls: 2d6 ⇒ (5, 6) = 11
2 rerolls: 2d6 ⇒ (6, 3) = 9
3 reroll: 1d6 ⇒ 4
4 reroll: 1d6 ⇒ 6

Okay, So I get 17,12,17,15,13,13. Not a bad spread...

My current plan would be a geokineticist; a sturdy dwarven miner who has grown so in touch with earth and stone through constant toil that now it heeds his call even without a swing of the pick.


Definitely dotting. I love me some Dwarven goodness.

Stat #1: 6d6 ⇒ (5, 1, 4, 2, 2, 4) = 18
Reroll #1: 3d6 ⇒ (2, 6, 5) = 13
Reroll #2: 1d6 ⇒ 1
Reroll #3: 1d6 ⇒ 3
Stat #1 = 16

Stat #2: 6d6 ⇒ (5, 4, 2, 1, 1, 1) = 14
Reroll #1: 4d6 ⇒ (5, 2, 6, 4) = 17
Reroll #2: 1d6 ⇒ 3
Stat #2 = 16

Stat #3: 6d6 ⇒ (3, 1, 2, 5, 1, 3) = 15
Reroll #1: 3d6 ⇒ (4, 1, 3) = 8
Reroll #2: 1d6 ⇒ 6
Stat #3 = 15

Stat #4: 6d6 ⇒ (3, 6, 6, 4, 4, 2) = 25
Reroll #1: 1d6 ⇒ 5
Stat #4 = 17

Stat #5: 6d6 ⇒ (3, 1, 6, 4, 1, 6) = 21
Reroll #1: 2d6 ⇒ (1, 4) = 5
Reroll #2: 1d6 ⇒ 6
Stat #5 = 18

Stat #6: 6d6 ⇒ (2, 5, 1, 2, 4, 2) = 16
Reroll #1: 4d6 ⇒ (3, 1, 6, 1) = 11
Reroll #2: 2d6 ⇒ (3, 2) = 5
Reroll #3: 1d6 ⇒ 1
Reroll #4: 1d6 ⇒ 3
Stat #6 = 15

Final Scores: 15, 15, 16, 16, 17, 18

Cannot complain about that. I'm going to look over the current submissions and see what I can come up with.

I see that we're lacking some rogue goodness. I think that's what I'll make my Dwarf; maybe a former military scout or something.

Sovereign Court

Is this still open?
Sounds interesting.


Question for the GM!

I was wondering if I could add "Handaxe" as a weapon that Dwarves are familiar with. I want to use my sneak attack goodness and weapon finesse but I was wanting something a little more Dwarven than shortswords. I like the look of dual-wielding hand-axes and cutting down goblins and orcs quietly with them.

For roleplay ideas, I'm going with the name Skovat Strongstone. His family is nobility and I'm considering them being in-laws to the Foehammer Clan and close allies with them. Perhaps the other characters' aunt married into my family which leads us to being cousins?

He is going to militarily trained as a rogue, an infiltrator to sneak in and destabilize the enemy line and steal important information. I feel he'll pair up well with Thurin, should we both have the fortune of being selected. :)

Sovereign Court

Is this still open?
Sounds interesting.

Rolling for stats.
Stat 1 4d6 ⇒ (5, 1, 6, 4) = 16
Reroll 1s & 2s 1d6 ⇒ 5
Stat 1 is (5,5,6) 16

Stat 2 4d6 ⇒ (4, 2, 3, 3) = 12
Reroll 1s & 2s 1d6 ⇒ 5
Stat 2 is (4,5,3) 12

Stat 3 4d6 ⇒ (3, 1, 6, 3) = 13
Reroll 1s & 2s 1d6 ⇒ 4
Stat 3 is (6,4,3) 13

Stat 4 4d6 ⇒ (5, 1, 4, 1) = 11
Reroll 1s & 2s 2d6 ⇒ (5, 6) = 11
Stat 4 is (6,5,5) 16

Stat 5 4d6 ⇒ (5, 5, 3, 1) = 14
Reroll 1s & 2s 1d6 ⇒ 6
Stat 4 is (6,5,5) 16

Stat 5 4d6 ⇒ (3, 2, 4, 4) = 13
Reroll 1s & 2s 1d6 ⇒ 2
Reroll 1s & 2s 1d6 ⇒ 4
Stat 4 is (4,4,4) 12

Looks good.
Foehammer fighter it is!

Sovereign Court

Hotrek Shieldson. Foehammer for Submission.
Fluff not done yet.


Feejan Baulns mostly ready. Just need to come up with his deity, his fluff, and a stat sheet for his familiar.


Ok, it should all be there now. Thank you for the consideration!

Description:

Cenäth is 59 years old. He stands at 4’1” at a weight of 171lbs. His hair is ruddy brown, and his eyes are blue. His hair is cropped short and the sides of his head are shaven, showing geometric tattoos of spiral design. His beard is neatly braided and well kept. He has a calm demeanor and is slow to anger. He is rarely discouraged but is self-conscious. He can handle stress and only occasionally overindulges. He is cautious and reserved and avoids crowds. He is assertive and actively seeks adventure. He is often cheerful but stays grounded in reality. He appreciates art and natural beauty but is reserved when expressing his emotions. He frowns upon intellectual discussion and admires tradition. He is trusting of his clansmen, and is very straightforward when dealing with others. He finds helping others to be very rewarding, and is willing to compromise. He stays modest and is easily moved to sympathy. He is very confident in his own ability, but tends to be disorganized. He has a profound sense of duty and obligation and thinks that it is important to strive for excellence and perfection. He occasionally procrastinates and tends to take time making decisions.

Cenäth is a mild worshiper of Dumathoin. He likes exploring the mountains and wide open spaces and feels comfortable being outdoors. He likes mountain sheep for their stability. He likes spears, pine trees, steel, emeralds, and prefers to consume bear meat and dwarven stout. He taps his foot and rubs his head when thinking.

Story:

Cenäth is the eldest son of masons who worked the quarries outside Ulverin. Cenäth practically grew up in the quarry, climbing amongst the rubble as a child, taking joy as he made increasingly daring leaps from ledge to ledge. One day, he found an injured lamb from one of the local herds of mountain sheep, who had fallen into the quarry and was left behind. Bringing it home, Cenäth nursed the lamb back to health, and soon enough the pair could be seen chasing each other through the crags and slabs of the quarry.

As he reached adolescence, an uncle took notice of Cenäth's natural athleticism and communion with animals, and, with the approval of his parents, Cenäth began his tutelage in the ways of the hunter. Cenäth found he was most at home in the wilderness, patrolling the mountainside, and running along with the herds of mountain sheep. With his trusty companion, Tumbler, at his side, Cenäth would hunt down the predators which threatened the herd: wolves, bears, cougars. In his time, Cenäth has gone through two generations of companionships with mountain rams, first Tumbler, then Rumbler, and now Knockers. Knocker's is the grandson of Tumbler, and, now that Cenäth is more experienced with training, is quite adept at hunting tactics, charging opponents from the highground and catching them offguard.

Now, Cenäth was raised on stories of the glories of Agnur'Khul. His ancestor, Baldrek Foehammer, fought his way out of the mountainhome with his waraxe, and was one of the survivors who later settled in Ulverin. Cenäth's father was taken to carving grandiose depictions of the Foehammer's former glory, which served to inspire Cenäth's childhood dreams. When the elders announced that evidence has been found which might lead the clan back to their mountainhome, and volunteers were called for to investigate the claims, Cenäth was one of the first in line, with Knockers at his side. Hearing of their son's bravery, his parents blessed his travels by handing over the waraxe of his ancestor to help reclaim the glory of the Foehammers

Crunch:

Cenäth Foehammer
Male Dwarf Hunter 2
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60ft; Perception +10
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex, +0 natural)
hp 21 (2d8+6+1)
Fort +6, Ref +6, Will +5
Resist type None
--------------------
Offense
--------------------
Speed 20 ft.
Ranged Javelin +3 (1d6/x2)
Melee Longspear (masterwork) +6 (1d8+6/x3)
Dwarven Waraxe (masterwork) +6 (1d10+4/x3)
Special Attacks None
Spell-Like Abilities None
Hunter Spells Prepared (CL 2):
Level 1(4/day) Blend with Surroundings, Cure Light Wounds, Speak With Animals, Summon Nature’s Ally I
Level 0 (at will) Grasp, Guidance, Light, Resistance, Stabilize
--------------------
Statistics
--------------------
Str 18 (+4), Dex 15 (+2), Con 17 (+3), Int 10 (+0), Wis 20 (+5), Cha 12 (+1)
Base Atk +1; CMB +5; CMD 17
Traits Hill Fighter, Grounded, Darkvision, Defensive Training, Hardy, Hatred, Lorekeeper, Rock Stepper, Slow and Steady, Stability, Weapon Familiarity
Feats Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency, Shield Proficiency, Combat Reflexes, Fight On, Outflank
Skills Acrobatics +1, Appraise +0, Artistry +0, Bluff +1, Climb +6, Craft +0, Diplomacy +1, Disguise +1, Escape Artist +0, Fly +0, Handle Animal +5, Heal +9, Intimidate +1, Kn. Geography +4, Kn. History +2, Kn. Nature +4, Perception +10, Perform +1, Profession (Cook) +9, Ride +4, Sense Motive +6, Stealth +5, Survival +10, Swim +2
Languages Common, Dwarven
SQ none

--------------------
Special Abilities
--------------------
Racial Traits
Darkvision can see perfectly in the dark up to 60ft
Defensive Training gain +4 dodge bonus to AC against monsters of giant subtype
Hardy gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Lorekeeper +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. Can make such skill checks untrained.
Rock Stepper They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Slow and Steady base speed of 20 feet, but speed is never modified by armor or encumbrance.
Stability +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Background Traits
Hill Fighter may run or charge downhill on a steep slope (moving up to your base speed) without making an Acrobatics check to avoid stumbling but if you travel farther than this distance, the normal rules for steep slopes apply.
Grounded gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Feats
Combat Reflexes may make a number of additional attacks of opportunity per round equal to Dexterity bonus. May also make attacks of opportunity while flat-footed.
Fight On Once per day, can gain a number of temporary hit points equal to Constitution modifier. Can activate this feat as an immediate action when reduced to 0 or fewer hit points. Can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.
Outflank Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Class Abilities
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally effect immediately ends.
Animal Focus (Su) At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Normally, the hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on, or a different one. The hunter can select or change the animal aspects on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal aspect to herself instead of her animal companion. This is in addition to the normal animal aspect she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this benefit becomes improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
Nature Training (Ex) A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex) A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Precise Companion (Ex) At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex) At 2nd level, a hunter adds 1/2 her level to Survival checks made to follow tracks.

Animal Companion:

Knockers
Small Animal (Ram)
Init +3 Senses Low-light vision, Perception +6

------------
Defense
------------
AC 16, Touch 15, Flat-Footed 12
HP 18
Fort +3, Ref +6, Will +3

------------
Offense
------------
Speed 40ft
Melee Gore +3 (1d3/x2)

------------
Statistics
------------
Str 10 (+0), Dex 17 (+3), Con 11 (+0), Int 2(-4), Wis 14 (+2), Cha 7 (-2)
Base Attack +2; CMB +1; CMD 15
Skills Intimidate +2, Climb +4, Perception +6, Acrobatics +7

------------
Abilities
------------
Feats
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Sure-Footed You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Specials
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision Can see twice as far as humans in areas of low light.
Scent (Ex) can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent’s source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.
Share Spells(Ex) The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Tricks
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Gear:

Starting Wealth = 1140
Masterwork Longspear - 305gp - 9lbs
Masterwork Dwarven WarAxe - 330gp - 8lbs
Javelin x3 - 3gp - 6lbs
Masterwork Hide - 165gp - 25lbs
Cold-Weather Outfit - 7lbs
Masterwork Backpack - 50gp - 4lbs
Climber's Kit (crampons, pitons, rope) (+2circimstance bonus on Climb checks) - 80gp - 5lbs
Cooking Kit (iron pot, iron skillet, ladle, skewer, cutting board, knife, iron tripod, tinder, seasoning) - 3gp - 16lbs
Mess Kit (plate, bowl, cup, utensils) - 2sp - 1lb
Bedroll - 1sp - 5lbs
Hammer - 5sp - 1lb
Flint and Steel - 1gp - -
Bell Net - 2gp - 2lbs
Signal Horn - 1gp - 1lb
Compass - 10gp -0.5lbs
Dwarven Trail Rations x5 - 10gp - 5lbs
Waterskin - 1gp - 4lbs
Ale, Dwarven Stout - 4cp - 0.5lb
Cheese - 1sp - 0.5lb
178gp, 6cp
110.5lbs
Light: 116lbs; Medium: 117-233lbs; Heavy: 234-350lbs
Drag or Push: 1500lbs; Lift Off Ground: 600lbs; Lift Over Head: 300lbs


Bedlam is "skilled" and not too shabby with traps.


Anybody have a recommendation for a deity for Feejan Baulns? I know next to nothing about the deities in 3.5. Would Clanggedin Silverbeard be a valid deity? That’s the only one I could find that seems even sort of plausible.

As for fluff:

backstory:
Feejan loves crafting weapons and armor, having grown up in a blacksmith. He also loved getting into fights. One day however, he discovered the dwarven church, where he formed a passion for their religion. But he discovered that he had no magical connection to the deity. It was more towards the dwarven nature of stones. He now uses this power to aid his clan in combat, allowing him to take more damage and deal more damage.

One day when adventuring, he came across a foul tribe of goblins, performing a ritual to sacrifice a lap dog. Not wanting to let the goblins have their foul way, he rushed in and freed the lap dog from the rope bindings she was in. The goblins surrounded Feejan, and it looked bleak, when the dog jumped forward to fight alongside him. Feejan knew the dog had a dwarf’s fighting spirit, despite being so small, so after the battle was won, he took her in. Some time later, what little magical ability Feejan had manifested itself by making the dog a familiar, though right now the magic is incomplete.

Eventually, Feejan heard there was a group being formed to retake their ancestors lost home, and not being one to pass up a fight, he signed up to join in the endeavor.


Feejan Baulns wrote:
Anybody have a recommendation for a deity for Feejan Baulns? I know next to nothing about the deities in 3.5. Would Clanggedin Silverbeard be a valid deity? That’s the only one I could find that seems even sort of plausible.

Clangeddin's probably the typical choice after Moradin. Gorm Gulthyn, Guardian of all Dwarves, might be slightly more apropos as a Stonelord, but ultimately that's just the fluff and it's whichever you'd want.

Domains are another matter, but that's between you and the GM. War, though, is already listed.


Hmm, still need a few things, but working out my idea. I should be able to submit it today or tomorrow.

2cnd level HP: 1d8 ⇒ 7
Starting gold: 1d6 ⇒ 1*10


Sporocystian wrote:
Feejan Baulns wrote:
Anybody have a recommendation for a deity for Feejan Baulns? I know next to nothing about the deities in 3.5. Would Clanggedin Silverbeard be a valid deity? That’s the only one I could find that seems even sort of plausible.

Clangeddin's probably the typical choice after Moradin. Gorm Gulthyn, Guardian of all Dwarves, might be slightly more apropos as a Stonelord, but ultimately that's just the fluff and it's whichever you'd want.

Domains are another matter, but that's between you and the GM. War, though, is already listed.

Moradin looks like he works better. Gorm is also a really good choice. The favored creatures of Clangeddin though includes Earth Elementals. But both Clangeddin and Gorm have some form of axe as the sacred weapon, whereas Moradin has a hammer. I think I’ll go with Moradin then. Thank you so much for the help.

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