Wodin Earthbreaker |
And with no further ado, I present Wodin Earthbreaker, Stonelord of Asmodeus.
The siege was long and brutal, and eventually ended in the almost total destruction of Thanehelm and its people. The defeat left Wodin, who had been injured and had to flee, in despair. Was this all Torag and his family could do for them? Just leave them to be destroyed by the undead and monsters called from near and far? The young Earthbreaker would not let it stand.
Wodin traveled to Cheliax, home of the Church of Asmodeus. The Stonelord had heard stories of the Prince of Law's dedication to keeping order. Disenfranchised with the dwarven pantheon, young Earthbreaker decided to join the God-fiend's faithful, immersing himself in the rites and beliefs of Asmodeans. His descent from a good, faithful Toragian into a wicked-hearted Asmodean was quick and unhindered by the same weaknesses that had plagued through his life under the mountain. Within a number of years, the dwarf had proven himself a loyal and dedicated member of the church. He offered his services as a soldier in their military, and here, he quickly proved himself to be a skilled fighter. Standing like an immovable stone and preventing the church's enemies from striking down the Prince of Darkness' faithful, he earned some fame among his fellow soldiers as one to be depended on in battle.
Impressed with his martial prowess and unwavering will, the Church's unholy knights soon took him into their number. They taught Wodin how to combine his family's Stonelord traditions with Asmodeus' fiendish powers. It was here, while he was honing his skills and his faith, that Wodin was noticed by Cardinal Adrastus Thorn. Wodin had been training with a number of other squires, his family's traditions providing the other squires with a splendid target to test their skills on. One after another, the squires struck at the dwarf, their weapons knocked aside or simply ignored by the stout man. Single-handedly holding off eight squires, Wodin calmly defended himself while quoting Asmodean scripture. His faith acted a shield, defending him from the unending barrage of practice blades and the curses of the other men.
The Stonelord continues to serve as a squire of the Church of Asmodeus. His every day is spent in the glory of the Lord of Hell, his every word and action intended to greater the Archfiend's glory.
Asmodeans believe that the strong should rule the weak, and Wodin stolidly believes that he is all the proof that is needed that dwarves are strong, and should impose order over the lesser, weaker races. He is loathe to tell others of this, however, because it is much easier to use and control those who do no realize his assumption of superiority.
When not wearing his ornate grey and red plate armor, Wodin wears simple leather clothing in red and black.
Despite this mostly calm demeanor, Wodin is every bit a servant of the God-fiend. He will use others to serve his own needs without remorse or reluctance, especially when in the service of Asmodeus.
Gypsum Dellonaire |
HP 5d8 ⇒ (2, 5, 5, 6, 1) = 19
Character Sheet
Male Human (Chelaxian) Alchemist 4/Rogue 2 (Pathfinder RPG Advanced Player's Guide 26)
LE Medium humanoid (human)
Init +0; Senses Perception +10
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Defense
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AC 16, touch 11, flat-footed 16 (+5 armor, +1 deflection)
hp 22 (6d8-5)
Fort +3, Ref +7, Will +4; +2 bonus vs. poison
Defensive Abilities evasion; Resist poison resistance
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Offense
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Speed
Melee +1 heavy mace +5 (1d8+1)
Ranged acid bomb +5 (2d6+4 Acid) and
bomb +5 (2d6+4 Fire)
Special Attacks bomb 10/day (2d6+4 fire, DC 16), discoveries (acid bomb, explosive bomb), sneak attack +1d6
Alchemist Spells Prepared (CL 4th; concentration +8):
2nd—cure moderate wounds, vomit swarm{super}APG{/super}
1st—bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 15), keen senses{super}APG{/super} (DC 15), shield
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Statistics
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Str 10, Dex 10, Con 8, Int 18, Wis 17, Cha 17
Base Atk +4; CMB +4; CMD 15
Feats Brew Potion, Deceitful, Deft Hands, Extra Bombs[APG], Master Alchemist[APG], Throw Anything
Traits dangerously curious, suspicious
Skills Acrobatics -2, Appraise +8, Bluff +11, Climb -2, Craft (alchemy) +14 (+18 to create alchemical items), Diplomacy +10, Disable Device +3, Disguise +12, Escape Artist +0, Heal +7, Intimidate +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +10, Knowledge (nature) +9, Linguistics +10, Perception +10, Sense Motive +10, Sleight of Hand +4, Spellcraft +11, Stealth +0, Survival +8, Swim -2, Use Magic Device +10; Racial Modifiers rogue talents (guileful polyglot)
Languages Abyssal, Aquan, Auran, Boggard, Common, Daemonic, Dark Folk, Druidic, Dwarven, Gnome, Goblin, Infernal
SQ human alchemist, alchemy, fast poisoning, mutagen, poison use, swift alchemy, trapfinding +1
Combat Gear mutagen (true), wand of magic missile, alchemist's fire, caltrops, tanglefoot bag; Other Gear +1 mithral chain shirt, +1 heavy mace, ring of protection +1, alchemist's lab, alchemy crafting kit, backpack, belt pouch, flint and steel, grappling hook, portable alchemist's lab, hemp rope (50 ft.), sewing needle, spellbook, tent, small, thieves' tools, masterwork, heavy horse (combat trained), 135 gp
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Special Abilities
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+1 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Acid Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 2d6+4 (10/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Horse, heavy (combat trained)
Horse, Heavy
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5) and
2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Background
Due to his upbringing, Gypsum became an unorthodox polyglot mastering many languages including Boggard amongst others. He is slick well tempered and manipulative. But...
Gypsum Dellonaire just wants to see things burn. Although setting fires has always been one of his favored hobbies the thing that brought him to prison was a singular act of wanton asocial behavior that the authorities could not believe he acted alone.
See for Dellonaire has always had a little voice in his head edging him to do things that weren't what he should do. First, it was pull the tail of the monkey in the cage at the zoo and gradually the voice asked for more and more until six months ago, when he took advantage of the fact that his parents' second story apartment overlooking the Victory Day parade when the King of Talingarde strode through the streets in triumph amongst a very large crowd.
Gypsum had set a string of firebombs on barrels along the street which he had hoped would cause a monstrous explosion in honor of the king, however, when he threw his alchemist fire, it missed the mark and killed seven of the king's guard and severely burned princess Belinda's betrothed Count Favius( of the neighboring independent Duchy).
The fact that Gypsum has been in custody for so long is due to the King's disbelief that Gypsum had acted alone, the interrogators put him in the rack, the iron maiden and devices even more obscure in order to find out who his accomplices were but of course to no avail. They didn't want to believe that it was in honor of the king not an assassination attempt.
Thorn knowing that Dellonaire is a gifted alchemist and is very capable of destroying even the most fortified keeps, also has kept in contact with his parents and has secretly molded and financed his experiments and discoveries, knowing that explosions are extremely powerful. Gypsum wants to see Asmodeus reign supreme but does some psychotic thing a times because his sanity teeters.
Outlook
DM Aku |
@ DM Aku - how do you feel about the retraining rules? I'm not sold on my feat choices. Would it be possible, if selected, to retrain them out if they prove to be bad choices?
Particularly, I would want not to use it. However, I mostly for those circumstances, leave the decision for the group. Until now, no one mentioned it. But we are not using Downtime rules.
Str = 18
Dex = 1d10 + 8 ⇒ (3) + 8 = 11
Con = 1d10 + 8 ⇒ (10) + 8 = 18
Int = 1d10 + 8 ⇒ (6) + 8 = 14
Wis = 1d10 + 8 ⇒ (6) + 8 = 14
Cha = 8
I hate to dump cold water, however focus and foible is: 1d10+7.
That means:Str = 18
Dex = 1d10 + 8 ⇒ (3) + 7 = 10
Con = 1d10 + 8 ⇒ (10) + 7 = 17
Int = 1d10 + 8 ⇒ (6) + 7 = 13
Wis = 1d10 + 8 ⇒ (6) + 7 = 13
Cha = 8
Also, for all of those Dumping mental stats, be warned that, if chosen, you'll have to RP accordingly.
Fleetwood Mac and Cheese |
Sorry about not following up, but had a bunch of friends' birthday parties on back-to-back nights. I don't see a response about whether or not we could houserule uses on her bloodline claws, but I built on the assumption she could (since it's a fairly easy switch). If you'd rather not go in that direction, it's a few tweaks to give her a weapon.
HP rolls: 4d6 + 1d12 + 5 ⇒ (2, 2, 3, 1) + (9) + 5 = 22
Here is her mostly done Myth Weavers sheet. She's missing gear, but it still gives a clear idea of where I intend to go with her and has almost all the pieces in place.
Johan Hale |
I think this is a full list of applicants with finished backgrounds:
Wodin Earthbreaker
Meyer Wodeson
Gypsum Dellonaire
Edmin Al’Roth
Gorn the Blade
Ariana D’Arach
@ Toodles or Somat: I couldn’t find Arda’s full background in this thread. Did the post-monster eat it?
If I missed anyone, speak up.
Toodles or summat |
my apologies to the gaming group
Ardra's meteoric rise in fame and status seemed to have no limits until her private farm received a surprise visit from the king's clerk along with an entire regimen as an honor guard for the king wished to gift the land to her, a tax free estate. But when the clerk arrived, train in tow, he found the entire compound abandoned as though every hand had had simply vanished in the middle of their chores. Upon investigation, he found gardens and green houses full of every edible imaginable, but upon checking the stockyards, abattoirs, and smoke houses, the clerk began vomiting uncontrollably at one horror after the next. Hundreds of horse stalls housing not horses but humanoids, mostly humans, wild-eyed, naked and filthy, their teeth broken out and tongues removed (he would later find evidence that the tongues had been ground and used to make a sort of potted meat). Where the veal pens should have been, he found children and halflings bound to the floor, tubes attached to bladders forced down their throats so they could be force fed. He discovered sausage and bologna obviously made from the meat and organs of sentient species, and on and on...
Once he reported to the king that in all likelihood the Lady Ardra had fed him, his family, vassals and retainers and anyone who'd ever been to her establishment on the meat of sapient humanoids he was incensed and disgusted. He voided her titles, had all records of her visits to the palace destroyed, sent out proclamations announcing her crimes and immediately signed warrants for hers and all people associated with either the restaurant or farm's arrest, leaving her no quarter and no place to run but into he hands of the cardinal.
* translation=infants' cheeks
this plus her expansion on the previous page should tell you just about everything non mechanical you wanna know