Dwarves Deep (Inactive)

Game Master Critzible

The Foehammer clan has lived centuries without its ancient homeland. Having fallen to a mysterious foe from the deepest darkest parts of the world's interior, a recent clue has shown that the ancient homeland of Angur-Khul is open once more, and the Elders have brought forth a small band of dwarves to reclaim their ancient homeland.


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Background:
Motovation and Introduction

Agnur'Khul. Thurin swung his pick at the solid rock. To anyone else it would have just been that. But to Thurin? He could smell the copper. His pick crashed against the rock again, and again, and again. As he swung his pick, only one thing ran through his mind. Agnur'Khul. His entire life had been spent working the Foehammer quarry, and listening to tales of his homeland. Of the mithril that had made his people rich and proud. Of glory lost and grudges gained. He had been told that mining was in his blood, and that the scent was a gift from Dumathoin. His great grandfather told him tales of the smell of mithril, and the look of rapture on his face...

Thurin could smell the copper clearly now. He was almost there. The familiar scent that filled his life. Agnur'Khul. The name cams to his mind again. The tales of Mithril....with a frustrated grunt he threw his pick to the ground. To the abyss with copper! To the abyss with this quarry! He would have roared his frustration, but there were always dark things beneath the world. One should never tempt them.

The miner resolved then and there that he would volunteer for the expedition. He knew that he could be useful. He might not have the divine blessing of his clerical kinsmen, or the arcane might of the rune crafters...but he was strong of arm, from a lifetime of hard foil. He was dexterous, light on his feet, and had a keen eye for traps. For there were kobolds in the dark places, and he had mined in their territory many a time. He was brave, for who else mined in the deepest, darkest tunnels alone? But above all, he had a fire burning in his heart to see his homeland. To walk the halls of his ancestors. To smell mithril!

Suppressing a grumble, Thurin picked up his mining pick and stowed it away. It would be quite a trek to his clan’s halls, and the last thing he wanted was for his pick to be stolen by some faux-dragon sneak-thief! Slowly but surely, treading lightly, he walked off.

Personality
Like most dwarves, Thurin is serious minded, stubborn and proud. However, he is not as boisterous as many of his kin, for he is a miner who habitually goes alone into the deepest, darkest, tunnels. Going in lightly armored, he understands the value of surprise, of being able to avoid a fight when needed, and of not blundering into a trap.

What he is most proud of, thought, is his ability to smell precious ore. It is something that everyone in his immediate family in blessed with. This makes him a devout follower of Dumathoin. It is thought, that this may also be due to some oread blood somewhere in his blood.

Appearance
Thurin usually wears a hooded cloak over his chain shirt, to better move unseen. A stocky dwarf (and what dwarf isn’t?) he takes great pride in his magnificently groomed beard. It is his dream to one day be able to wear mithril within his beard, mined by his own hand from his ancestral home.

Party Role: Trap Finding and Power Attacking
Dwarven Skill: Mining


@ The Pale King At least 4 generations of dwarves


Stats 1: 4d6 ⇒ (4, 5, 1, 5) = 15
Stats 2: 4d6 ⇒ (4, 3, 3, 1) = 11
Stats 3: 4d6 ⇒ (4, 3, 6, 1) = 14
Stats 4: 4d6 ⇒ (6, 6, 5, 6) = 23
Stats 5: 4d6 ⇒ (5, 2, 2, 5) = 14
Stats 6: 4d6 ⇒ (5, 2, 6, 3) = 16

Stats 1 Reroll: 1d6 ⇒ 1
Stats 2 Reroll: 1d6 ⇒ 6
Stats 3 Reroll: 1d6 ⇒ 2
Stats 5 Reroll 1: 1d6 ⇒ 2
Stats 5 Reroll 2: 1d6 ⇒ 2
Stats 6 Reroll: 1d6 ⇒ 2

Stats 1 Reroll#2: 1d6 ⇒ 4
Stats 3 Reroll#2: 1d6 ⇒ 2
Stats 5-1 Reroll: 1d6 ⇒ 3
Stats 5-2 Reroll: 1d6 ⇒ 6
Stats 6 Reroll#2: 1d6 ⇒ 3

Stats 3 Reroll#3: 1d6 ⇒ 2

Stats 3 Reroll#4: 1d6 ⇒ 4


Spoiler:

4d6 ⇒ (6, 4, 5, 1) = 16
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (3, 1, 4, 6) = 14
4d6 ⇒ (4, 3, 5, 3) = 15
4d6 ⇒ (2, 5, 3, 4) = 14
4d6 ⇒ (6, 3, 3, 1) = 13

1: 1d6 ⇒ 3
2: 1d6 ⇒ 3
3: 1d6 ⇒ 6
5: 1d6 ⇒ 1
6: 1d6 ⇒ 1

5: 1d6 ⇒ 2
6: 1d6 ⇒ 1

5: 1d6 ⇒ 3
6: 1d6 ⇒ 6

15.13.16.12.12.15

Thinking of a Svirfneblin Druid, with Darklands-ish companion. Trusted religious figure of the clan, etc


2nd level hp: 1d8 ⇒ 1

Oh, joy. <sigh>

I've got all the mechanics worked out. Need to do the flavor text to describe the character concept.

The mechanics works with the flavor quite a bit. Things like I spent 100 GP to retrain a feat from 1st level after making 2nd level. What's the new feat? Exotic Weapon Proficiency (Mug). Yes, Mug. One of his weapons is a granite, stone mug. Heck, he's set to use it as his Sacred Weapon. A full tankard is the symbol of Hanseath, his god.

Why would a Dwarven Warpriest of the Dwarven god of "war, carousing, and alcohol" NOT use a stone mug?


This sounds interesting.

Paizo Employee Organized Play Line Developer

I LOVE dwarves. I am so in! Haha.

I'm aiming to make a dwarven shifter! Come on, good rolls!

Stats 1: 4d6 ⇒ (2, 2, 3, 3) = 10
Stats 2: 4d6 ⇒ (6, 6, 2, 2) = 16
Stats 3: 4d6 ⇒ (2, 5, 5, 2) = 14
Stats 4: 4d6 ⇒ (6, 4, 6, 2) = 18
Stats 5: 4d6 ⇒ (2, 4, 3, 2) = 11
Stats 6: 4d6 ⇒ (2, 4, 6, 5) = 17

Stats 1, Reroll 1: 1d6 ⇒ 1
Stats 1, Reroll 2: 1d6 ⇒ 6
Stats 1, Reroll 3: 1d6 ⇒ 3

Stat 1= 3+3+6+3=15

Stats 2, Reroll 1: 1d6 ⇒ 6
Stats 3, Reroll 2: 1d6 ⇒ 3

Stat 2=6+6+6+3=21

Stat 3, Reroll 1: 1d6 ⇒ 4
Stat 3, Reroll 2: 1d6 ⇒ 5

Stat 3 = 5+5+4+5 = 19

Stat 4, Reroll 1: 1d6 ⇒ 4

Stat 4 = 6+4+6+4 = 20

Stat 5, Reroll 1: 1d6 ⇒ 5
Stat 5, Reroll 2: 1d6 ⇒ 4

Stat 5 = 4+3+5+4 = 16

Stat 6, Reroll 1: 1d6 ⇒ 4

Stat 6 = 4+6+5+4 = 19

Which makes: 15, 21, 19, 20, 16, 19


meloriel wrote:

I LOVE dwarves. I am so in! Haha.

I'm aiming to make a dwarven shifter! Come on, good rolls!

[dice=Stats 1]4d6
[dice=Stats 2]4d6
[dice=Stats 3]4d6
[dice=Stats 4]4d6
[dice=Stats 5]4d6
[dice=Stats 6]4d6

[dice=Stats 1, Reroll 1]1d6
[dice=Stats 1, Reroll 2]1d6
[dice=Stats 1, Reroll 3]1d6

Stat 1= 3+3+6+3=15

[dice=Stats 2, Reroll 1]1d6
[dice=Stats 3, Reroll 2]1d6

Stat 2=6+6+6+3=21

[dice=Stat 3, Reroll 1]1d6
[dice=Stat 3, Reroll 2]1d6

Stat 3 = 5+5+4+5 = 19

[dice=Stat 4, Reroll 1]1d6

Stat 4 = 6+4+6+4 = 20

[dice=Stat 5, Reroll 1]1d6
[dice=Stat 5, Reroll 2]1d6

Stat 5 = 4+3+5+4 = 16

[dice=Stat 6, Reroll 1]1d6

Stat 6 = 4+6+5+4 = 19

Which makes: 15, 21, 19, 20, 16, 19

It’s top 3. So stats are....

12 / 18 / 15 / 16 / 13 / 15

Still good rolls


My eager dwarven friend is correct it is top three, still a nice and impressive array of stats. I have yet to play or DM a Shifter, so this should be intriguing to me.


markofbane wrote:

Very intriguing!

** spoiler omitted **

That gives me: 18, 18, 16, 16, 13, 13.

So many possibilities! I think I'll look at an arcane caster of some sort. Would Dugmaren Brightmantle be available as a deity?

Working on an evoker wizard.

Hit points for second level 1d6 + 0 ⇒ (3) + 0 = 3

Would I be allowed to scribe scrolls before the start if picked for the game?

Paizo Employee Organized Play Line Developer

Ohhh! I thought it was 4d6 reroll 1s and 2s. I missed the keep top three part. Got it, though. Thanks!

Should have my entry up in a day or two.


@markofbane Yes,but you have to pay for them out of pocket


What does everyone think about having this trait?

Honor-Bound wrote:

The family’s honor is tied to a shared goal binding you all together. With the aid of the GM, choose a task that your family is bound to accomplish.

Benefit(s): Once per day, when you are within 60 feet of another character with this trait, you can gain a +1 trait bonus on a single saving throw or skill check when progress toward the goal is directly at stake (at the GM’s discretion).

http://www.d20pfsrd.com/traits/family-traits/honor-bound-family/

Silver Crusade

I think that you may have missed my question in all the posts.

Would you allow a Dwarven Mothers Fang Cavalier? It is an archetype intended primarily for Nagaji (but not limited to them except in PFS).

A dwarf riding a giant constrictor snake seems, to me at least, a quite fitting concept. But sufficiently out there that i thought I'd ask before building one :-)


Stat1: 5d6 ⇒ (3, 2, 1, 3, 5) = 14
Stat2: 5d6 ⇒ (4, 1, 6, 5, 4) = 20
Stat3: 5d6 ⇒ (5, 5, 2, 6, 4) = 22
Stat4: 5d6 ⇒ (2, 4, 4, 2, 6) = 18
Stat5: 5d6 ⇒ (3, 1, 4, 1, 6) = 15
Stat6: 5d6 ⇒ (6, 6, 1, 6, 5) = 24 = 18
Reroll1: 2d6 ⇒ (3, 5) = 8 = 13
Reroll2: 1d6 ⇒ 4 = 15
Reroll3: 1d6 ⇒ 6 = 17
Reroll4: 2d6 ⇒ (3, 6) = 9 = 16
Reroll5: 2d6 ⇒ (1, 5) = 6 = 15
Reroll 5.2: 1d6 ⇒ 3
I have this vision of a Dwarf Musket masker


Damn, you go to sleep for a few hours and look what happens... xD

Okay, let's roll. My pre-roll idea is a Warpriest or a crossbow shooter (gunslinger, I guess). Let's see how it goes.

Rolls:

Stat #1: 4d6 ⇒ (6, 2, 4, 6) = 18
Stat #2: 4d6 ⇒ (2, 4, 3, 4) = 13
Stat #3: 4d6 ⇒ (5, 6, 1, 5) = 17
Stat #4: 4d6 ⇒ (6, 3, 5, 5) = 19
Stat #5: 4d6 ⇒ (5, 3, 4, 2) = 14
Stat #6: 4d6 ⇒ (3, 4, 1, 3) = 11

Rerolls:
Stat #1: 1d6 ⇒ 6
Stat #2: 1d6 ⇒ 6
Stat #3: 1d6 ⇒ 3
Stat #5: 1d6 ⇒ 2
Stat #6: 1d6 ⇒ 3

Rerolls, round two:
Stat #5: 1d6 ⇒ 4

Stat #1: 6, 6, 6, 4, 2 = 18
Stat #2: 6, 4, 4, 3, 2 = 14
Stat #3: 6, 5, 5, 3, 1 = 16
Stat #4: 6, 5, 5, 3 = 16
Stat #5: 5, 4, 4, 3, 3, 2 = 13
Stat #6: 4, 3, 3, 1, 3 = 10

18, 16, 16, 14, 13, 10

Edit: Also, where can I find those deities you're all talking about? Never mind, got it. For now, and if no body minds, I think I'm going for a Haela Brightaxe Warpriest. Is that green light?


Colgrim Barrelhouse reporting for duty!


Dwarves...all the shenanigans that could happen XD XD

4d6 ⇒ (4, 3, 2, 5) = 14
1d6 ⇒ 2
1d6 ⇒ 3

=12

4d6 ⇒ (5, 1, 6, 6) = 18
1d6 ⇒ 4

=17

4d6 ⇒ (3, 3, 6, 3) = 15 = 12

4d6 ⇒ (2, 6, 4, 6) = 18
1d6 ⇒ 3

=16

4d6 ⇒ (4, 3, 2, 2) = 11
2d6 ⇒ (3, 3) = 6

=10

4d6 ⇒ (1, 5, 3, 2) = 11
2d6 ⇒ (4, 4) = 8

=13

- - - - -

12/17/12/16/10/13 ??


4d6 (rerolling 1s and 2s): 4d6 ⇒ (4, 1, 4, 3) = 12
1d6: 1d6 ⇒ 6
= 14
4d6 (rerolling 1s and 2s): 4d6 ⇒ (3, 5, 3, 2) = 13
1d6: 1d6 ⇒ 3
= 11
4d6 (rerolling 1s and 2s): 4d6 ⇒ (2, 5, 6, 1) = 14
1d6: 1d6 ⇒ 4
= 15
4d6 (rerolling 1s and 2s): 4d6 ⇒ (3, 4, 1, 1) = 9
2d6: 2d6 ⇒ (4, 5) = 9
= 13
4d6 (rerolling 1s and 2s): 4d6 ⇒ (6, 4, 5, 1) = 16
1d6: 1d6 ⇒ 2
= 15
4d6 (rerolling 1s and 2s): 4d6 ⇒ (3, 3, 6, 1) = 13
1d6: 1d6 ⇒ 5
= 14
Total 14,11,15,13,15,14
Above average, but no showstoppers.
This will require further thought.


dice:
4d6 ⇒ (6, 5, 2, 6) = 19 reroll: 1d6 ⇒ 6 total 18
4d6 ⇒ (4, 5, 6, 4) = 19 Total 15
4d6 ⇒ (3, 3, 6, 3) = 15 Total 12
4d6 ⇒ (3, 2, 4, 6) = 15 reroll: 1d6 ⇒ 6 total 16
4d6 ⇒ (4, 1, 2, 5) = 12 rerolls: 2d6 ⇒ (1, 1) = 2 rererolls: 2d6 ⇒ (4, 2) = 6 reroll: 1d6 ⇒ 3 total 15
4d6 ⇒ (6, 1, 6, 4) = 17 reroll: 1d6 ⇒ 4 total 16

That's: 18, 16, 16, 15, 15, 12. Not bad.

Scarab Sages

All the Dice:
4d6 #1: 4d6 ⇒ (3, 3, 5, 3) = 14
4d6 #2: 4d6 ⇒ (3, 3, 3, 3) = 12
4d6 #3: 4d6 ⇒ (3, 6, 3, 3) = 15
4d6 #4: 4d6 ⇒ (4, 5, 4, 2) = 15
4d6 #5: 4d6 ⇒ (6, 2, 2, 2) = 12
4d6 #6: 4d6 ⇒ (4, 1, 5, 2) = 12

#4 reroll 2: 1d6 ⇒ 4
#5 reroll 2,2,2: 3d6 ⇒ (5, 3, 2) = 10
#6 reroll 1,2: 2d6 ⇒ (6, 6) = 12

#5 reroll 2: 1d6 ⇒ 4

#1 = 3 3 5 3 = 11 (pt buy 1)
#2 = 3 3 3 3 = 9 (pt buy -1)
#3 = 3 3 6 3 = 12 (pt buy 2)
#4 = 4 5 4 4 = 13 (pt buy 3)
#5 = 6 5 3 4 = 15 (pt buy 7)
#6 = 4 6 5 6 = 17 (pt buy 13)

Bahaha I rolled a 25 pt buy exactly.


What? Wow...what are the odds of that?


Rolling up a bard, because every party of warriors needs someone to chronicle their exploits, praise their deeds, and tell the story of their demise in a style suitably horrific enough to warn other young dwarves against making the same mistakes.

lots of dice:

#1 4d6 ⇒ (6, 2, 4, 3) = 15
#2 4d6 ⇒ (4, 1, 3, 6) = 14
#3 4d6 ⇒ (4, 5, 2, 5) = 16
#4 4d6 ⇒ (2, 3, 6, 4) = 15
#5 4d6 ⇒ (2, 5, 2, 2) = 11
#6 4d6 ⇒ (3, 1, 5, 2) = 11

#1 reroll 1 1d6 ⇒ 2
#2 reroll 1 1d6 ⇒ 1
#3 reroll 1 1d6 ⇒ 5
#4 reroll 1 1d6 ⇒ 4
#5 reroll 3 3d6 ⇒ (6, 2, 5) = 13
#6 reroll 2 2d6 ⇒ (3, 6) = 9

#1 reroll 1 1d6 ⇒ 6
#2 reroll 1 1d6 ⇒ 5
#5 reroll 1 1d6 ⇒ 6

#1 6 6 4 3 = 16
#2 4 3 5 6 = 15
#3 4 5 5 5 = 15
#4 4 3 6 4 = 14
#5 5 5 5 6 = 16
#6 3 5 3 6 = 14 I'll take a 44-point buy

Str 15
Dex 15
Con 16(+2) 18
Int 14
Wis 15(+2) 17
Cha 16(-2) 14 even if my primary stat isn't overwhelming - so? I'm a bard

Now to flesh out the details of Dolores "Miss Grumpy" Foehammer


Dice Rolls:

4d6 ⇒ (1, 3, 6, 4) = 14
4d6 ⇒ (1, 5, 3, 1) = 10
4d6 ⇒ (2, 1, 3, 3) = 9
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (1, 6, 2, 3) = 12
4d6 ⇒ (5, 1, 4, 1) = 11

Reroll stat 1: 1d6 ⇒ 1
Reroll stat 2: 2d6 ⇒ (2, 3) = 5
Reroll stat 3: 2d6 ⇒ (5, 5) = 10
Reroll stat 4: 4d6 ⇒ (5, 1, 4, 2) = 12
Reroll stat 5: 2d6 ⇒ (6, 6) = 12
Reroll stat 6: 2d6 ⇒ (3, 5) = 8

Reroll stat 1: 1d6 ⇒ 6
Reroll stat 2: 1d6 ⇒ 6
Reroll stat 4: 2d6 ⇒ (3, 2) = 5

Reroll stat 4: 1d6 ⇒ 5

Final stat array:
16, 14, 13, 14, 18, 14.

Only a 45 point buy, but it's rather good for any number of classes (Though probably going cleric.)


This seems fun! Dwarves are usually underrepresented in my home games, so it'll be fun to explore their concept more.

Rolls:

4d6 ⇒ (6, 3, 3, 3) = 15
4d6 ⇒ (2, 5, 2, 1) = 10
4d6 ⇒ (2, 3, 2, 5) = 12
4d6 ⇒ (6, 2, 2, 3) = 13
4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (2, 4, 2, 1) = 9

Reroll Stat 2: 2d6 ⇒ (2, 1) = 3
Reroll Stat 3: 2d6 ⇒ (5, 2) = 7
Reroll Stat 4: 2d6 ⇒ (2, 5) = 7
Reroll Stat 5: 1d6 ⇒ 3
Reroll Stat 6: 3d6 ⇒ (5, 5, 2) = 12

Reroll Stat 2: 2d6 ⇒ (4, 6) = 10
Reroll Stat 3: 1d6 ⇒ 2
Reroll Stat 4: 1d6 ⇒ 2
Reroll Stat 6: 1d6 ⇒ 5

Reroll Stat 3: 1d6 ⇒ 1
Reroll Stat 4: 1d6 ⇒ 6

Reroll Stat 3: 1d6 ⇒ 4

In the end:
12, 15, 14, 17, 15, 15

In total, a 41 point buy. I'm considering doing a Dwarf Arcanist, considering that high int, but the slight Cha use worries me, between the 15 and dwarf penalty. Hopefully, I can make it work.


Dolores Foehammer wrote:

Rolling up a bard, because every party of warriors needs someone to chronicle their exploits, praise their deeds, and tell the story of their demise in a style suitably horrific enough to warn other young dwarves against making the same mistakes.

** spoiler omitted **

#1 6 6 4 3 = 16
#2 4 3 5 6 = 15
#3 4 5 5 5 = 15
#4 4 3 6 4 = 14
#5 5 5 5 6 = 16
#6 3 5 3 6 = 14 I'll take a 44-point buy

Str 15
Dex 15
Con 16(+2) 18
Int 14
Wis 15(+2) 17
Cha 16(-2) 14 even if my primary stat isn't overwhelming - so? I'm a bard

Now to flesh out the details of Dolores "Miss Grumpy" Foehammer

A bard? I love it.

For a different campaign I ran a Dwarven skald who carries a book of grudges and chants grudges. A lot of fun.

What kind of bard do you plan on making?


For the record, I'll be building a Forgemaster, with a one level Gunslinger dip...

...or a plain old Forgemaster. To be decided.


Remember Torag is not a deity, using the 3.5 Dwarven Gods!!

@pauljathome Roll him up seems interesting


Thurin Foehammer wrote:
What kind of bard do you plan on making?

Stonesinger.

Background: Miss Grumpy:
Every group of dwarves has Grumpy in it somewhere. Someone has to point out all the ways things went wrong, are going wrong, or could be going wrong, so nobody goes wrong. Dolores is Miss Grumpy.

She knows lots of stories about how things can go wrong. She's a teacher. She's everyone's big sister, and very protective. Yes, we have to go do this really dangerous thing, OK, but we need to do it right and not do anything remarkably stupid. Listen to the stories -- they'll tell you all the ways you can avoid death. And if you don't listen, you might be the subject of the next story!

Build-wise, generally buffing + archery. After all, if you want to bring back the details of how everyone else met their horrific end, it helps to not be in the front line.

Thurin can be Dolores' brother, if he wants. And I like the Honor Bound Family trait - ties us all together thematically, and helps to keep us focused.


Current idea is a cleric of some sort- Current idea is a Herald Caller Cleric focused on BFC and Dispel

Quick stub:
LG Old Dwarven Cleric 2
STR 10 DEX 11 CON 15 INT 16 WIS 22 CHA 14
Domain: Madness? Some debuffing domain, need to check over the Dwarven deities
Feat: Steel Soul, Spell Focus (Necromancy)
VMC Sorcerer (Arcane) or Wizard (Divination) for a debuffing familiar.

I'd do something else, but I can't think of any other solid class that benefits as much from the +6 boon to Wisdom.


Thurin would consider it an honor to be a brother to such an upstanding dwarf.

Would you consider taking the Treasure Sense alternate racial trait? I had imagined it as being something which ran in his family.

“Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials. This trait replaces stability and stonecutting.”

Paizo Employee Organized Play Line Developer

Rolling lv 2 hp: 1d10 ⇒ 6

And am I correct: the wealth is roll for starting wealth AND get the wealth of a level 2 character?

Starting Wealth: 3d6 ⇒ (6, 5, 1) = 12


lvl 2: 1d10 ⇒ 6

Just like normal leveling up...can we choose to not roll and do the 50%+1?


I prefer the randomness of the roll! (Unless you get like constant 1's)


Question: does the Forgemaster's Divine Smith ability work on the cleric spell Spiritual Weapon?


Dwarves! An all dwarf campaign (oreads too..lol). I love it.

Dwarf Alchemist....i am getting the image from the dwarf from Baldur's Gate 2; the PlayStation game; eyepatch and all!


Rolls:

1: 4d6 ⇒ (5, 1, 3, 1) = 10
1: 2d6 ⇒ (5, 5) = 10 15

2: 4d6 ⇒ (1, 1, 6, 6) = 14
2: 2d6 ⇒ (5, 4) = 9 17

3: 4d6 ⇒ (2, 6, 1, 5) = 14
3: 2d6 ⇒ (6, 3) = 9 17

4: 4d6 ⇒ (1, 4, 2, 4) = 11
4: 2d6 ⇒ (4, 3) = 7 12

5: 4d6 ⇒ (6, 6, 4, 4) = 20 16

6: 4d6 ⇒ (6, 4, 6, 1) = 17
6: 1d6 ⇒ 5 17

not gonna lie; felt greedy on that last one...lol.

Paizo Employee Organized Play Line Developer

Hey there! Here's my submission, Ferocia Foehammer, a dwarven shifter from a disgraced line of the Foehammer Clan who hopes to gain her peoples acceptance along with their historic home.

Statistics:

Ferocia Foehammer
Female Dwarf Shifter 2
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 ft., Perception +8

------------------------------
DEFENSE
------------------------------
AC 17, touch 13, flat-footed 14 (+4 armour, +2 Dex, +0 shield +1 Wis)
…+4 dodge AC vs. giants
…+2 extra Wisdom AC if unarmoured and unencumbered
hp 28 (2d10+8+4)
Fort +8, Ref +6, Will +3

------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee 2 claws +7 (1d4+4)
…battleaxe +7 (1d8+4/x3) and 1 claw +3 (1d4+4)
…battleaxe (two-handed) +7 (1d8+6/x3)
Ranged sling +4 (1d4+4)
Offensive Abilities hatred (+1 atk vs orcs and goblinoids)

------------------------------
STATISTICS
------------------------------
Str 18, Dex 15, Con 18, Int 13, Wis 17, Cha 10
Base Atk +2; CMB +6; CMD 18
Traits Armour Expert, Grounded
Feats Extended Aspects, Toughness (bonus feat), Weapon Focus (claws)
Skills Acrobatics +7 (+9 to balance), Climb +9, Handle Animal +5, Knowldge (engineering) +3, Knowledge (nature) +6, Perception +8, Profession (guard) +10, Stealth +7, Survival +8 (+9 to track)
(8 points; 4 class, 1 INT, 2 background, 1 favoured class)
Abilities defensive instinct, defensive training, greed, hatred, rock stepper, slow and steady, shifter aspect (8 minutes, bear), shifter claws, stability, track (+1), unstoppable, weapon familiarity, wild empathy (+2)
Languages Common, Druidic, Dwarven, Orc

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Armour Expert (trait): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Defensive Instinct (Ex): When unarmoured, not using a shield, unencumbered and conscious, the shifter adds her wisdom bonus to her AC and CMD. If she is wearing nonmetal armour or using a nonmetal shield she instead adds half her wisdom bonus to her AC and CMD. In addition, she gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every four shifter levels thereafter. These bonuses to AC apply even against touch attacks and when flat-footed. She loses these bonuses when immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Extended Aspects (feat): You can invoke your aspect’s minor form for longer stretches of time than most of your allies and rivals. Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animals focus ability to assume the aspects of an animal. (Adds +3 minutes).

Greed (dwarf): Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Grounded (trait): You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.

Hatred (dwarf): Dwarves 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.

Rock Stepper (alternate dwarf trait): Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Shifter Aspect (Su): At 1st level a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form for a number of minutes per day equal to 3 + her shifter level (5 minutes). The duration need not be consecutive, but it must be spent in 1 minute increments. Shifting into a minor form is a swift action, while ending this effect is a free action that can be taken only on a shifter’s turn. She can assume only one minor form at a time (until level 9). Shifting to a new aspect (or aspects, later), ends all minor form currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefit of a minor form while affected by polymorph effects. As the shifter gains levels, she gains more aspects.
- Bear - Minor - You gain a +2 enhancement bonus to your Constitution score. At 8th level, this increases to +4, and at 15th level it increases to +6.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage. If she uses one of her claws in conjunction with a weapon held in the other hand, the claw acts as a secondary attack instead. As the shifter gains levels, the power of her claws increases.

Stability (dwarf): Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Track (Ex): She adds half her level as a bonus on survival checks to follow tracks.

Unstoppable (alternate dwarf trait): Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

Weapon Familiarity (dwarf): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear sling, bullets (30), masterwork battleaxe, dagger (2), potion of cure light wounds (7), acid (6), alchemist’s fire (4), smokestick (2), sunrod (4)
Possessions Masterwork lamellar leather armour, backpack, belt pouch (2), bedroll, explorer’s outfit, flint and steel, grooming kit, mess kit, silk rope (50 ft.), signet ring (Foehammer), trail rations (10), waterskin, whetstone
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 94 lbs.
Money 30 GP 5 SP 8 CP

Background:

Ferocia’s end of the Foehammer family tree adapted well to life on the surface. They were among those who explored and tamed the surrounding valley for their fellow clanmates, and ventured further afield, exploring the nearby forests, scouting out trade routes and domesticating animals. But as the generations passed, Ferocia’s line of the Foehammer clan grew apart from their clanmates. Their fellows whispered that her family had betrayed their lineage and forgotten their honoured history. And then Ferocia was born.

Ferocia was a dwarf so tied to the natural, surface world that she was considered an outsider. Perhaps even a bastard—not a true Foehammer! For she could grow claws like that of a bear, and was unnaturally gifted with the wilds things of the forests—animals and plants alike. Although it was never discovered how Ferocia came to be tainted so—tricks of the fey and bestiality were among the most popular theories—it was considered common knowledge that she was.

Ferocia grew up distant from her kin, mistrusted, but longing to be one of them. She trained with them, and tried to believe as they did. Despite their whispered fears and prejudices, she got work as a caravan guard, protecting the shipments of trade goods her kin sent to other towns. Her work was exemplary. She was good as a scout and a fierce warrior—although some who saw her claws manifest whispered she was too fierce…

When word reached the Foehammers that able-bodied warriors were being sent to reclaim the fabled Stronghold of Angur’Khul, Ferocia’s close relatives volunteered her for the duty. This was their chance to prove that they were not shameful members of the Clan! They were Foehammers, through and through.

The fact that Ferocia had never actually been underground proved little barrier to being accepted. She was a fierce warrior and highly expendable. After all, who cared if a freak died, anyway?

Ferocia was honoured to be accepted, and hopes to prove that she is as much a Foehammer as any other. But deep inside she harbours a secret… She doesn’t want to live underground. Why would she, when the bounty of the surface was so abundant and easy to obtain?

And so Ferocia is setting out to reclaim her Clan’s ancestral holdings, and gain the acceptance of her kin.

Appearance and Personality:

Ferocia is incredibly healthy and strong. She’s fit, and athletic, and cunning. She’s a bit of an outsider, and not good at socializing with other dwarves. She never got a traditional education, and has poor knowledge of her people’s history and gods. She’s more at home in the woods than underground—a fact which she hides and desperately wishes to remedy. She tries hard to emulate and blend in with the other dwarves, seeing in them all the things that she should be.


@Alias I'll do some reading a see how it reads


Bjarki Foehammer at your command! Jereru's submission. Still very WIP, but the alias is at least made.

He will be a Warpriest (Arsenal Chaplain) of Haela Brightaxe.

Edit: Ah, yeah. More rolls. Here we go:

2nd Level HP: 1d8 ⇒ 2 really...

Wealth: 5d6 ⇒ (2, 4, 4, 3, 3) = 16

Of course, everything under average, but it doesn't matter. Haela's blessing will give me strength!


Sure, Dolores can have Treasure Sense. :)

Starting wealth: 3d6 ⇒ (6, 2, 5) = 13 130 go

Level 2 hit points: 1d8 ⇒ 4

Still working on the details.


This will be my application:
Gunnar Steelhands Dwarfen Musketmaster
HP level2: 1d10 ⇒ 5

Silver Crusade

I've already got too many aliases so, if ok with you, I'll only create one if I'm selected.

Orthalc Copperjaw is an aspiring leader who rides his Giant Snake into battle. His goal in life is to be the general who leads the forces of Clan Foehammer back into their ancestral home of Angur'Khul.

Note to others - He is a Cavalier with Teamwork feats. If he is selected he is definitely going to try and convince others to buy some teamwork feats as we level up :-). An army should be more than a rabble of warriors!

Background:

Like many of his people hard times forced the life of a mercenary upon Orthalc. But it was a life that he was well fitted for, a life that was the making of him.

He spent much of his time in the service of a nation ruled by Naga and peopled largely by Nagaji. A land where the generals and many nobles rode Giant Snakes into battle. A land where the generals, while capable fighters first and foremost, were also expected to be masters of the gentler arts as well and were expected to be diplomats and leaders at will.

One day opportunity came knocking. Through a combination of heroism, martial prowess and sheer dumb luck he managed to save the life of a highly placed general when their unit was ambushed by giants. As a reward for his deeds he was offered the opportunity to become an officer in their army, to learn the art of the Snake Rider.

He gladly accepted the offer and has learned the basics of being an officer. Unfortunately, despite the patronage of the general, it became obvious that prejudice against one of his kind meant that he'd never rise above the junior ranks. And he wanted more than that.

And so he has returned to the land of his people, hoping that there his value will be recognized. Learning that their ancient homeland has been reopened he is eager to join his people and, eventually, lead them.

Appearance:

Although a little taller and larger than a normal dwarf he is mostly normal in appearance for one of his kind. The greatest exception to this is that he has shaven most of his hair except for a topknot and, of course, he has kept his beard and moustache.

Except in his dress.

His armor and weapons are a mix of the traditional dwarven and the exotic obtained on his travels. So, he has a dwarven waraxe. And a katana.

When unarmoured or wearing clothing on top of his armour he chooses clothing reminiscent of a samurai.

Personality:

By dwarven standards he is remarkably soft spoken and forgiving. Of course, those are low bars to get over :-).

He worships Berronar Truesilver and, as can be expected, takes joy in battle. However, he believes that the use of tactics in battle is at least as important as martial prowess and he also believes that battle should be avoided if reasonable alternatives exist. Obviously, "reasonable alternative" doesn't include dealing with orcs or other similar vermin.

He honours his word, especially when freely given to honourable people. He observes the rules of war as long as the enemy is also doing so (even with vermin like orcs he will respect a flag of truce)

Stats:

Orthalc Copperjaw
Male dwarf cavalier (first mother's fang) 2 (Pathfinder Player Companion: Blood of the Beast 17, Pathfinder RPG Advanced Player's Guide 32)
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 26 (2d10+10)
Fort +7, Ref +2, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dwarven boulder helmet +6 (1d4+4) or
. . katana +6 (1d8+4/18-20) or
. . lance +6 (1d8+6/×3) or
. . mwk cold iron dwarven waraxe +7 (1d10+4/×3)
Ranged bolas +0 (1d4+4 nonlethal) or
. . throwing axe +4 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with lance)
Special Attacks challenge 1/day (+2 damage), hatred, tactician 1/day (Pack Flanking or Precise Strike, 4 rds)
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 19, Int 13, Wis 15, Cha 10
Base Atk +2; CMB +6; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats - Pack Tactics, Combat Expertise, Mounted Combat, Pack Flanking[ACG], Precise Strike[APG]
Traits militia, reactionary
Skills Acrobatics -5 (-9 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff +4, Diplomacy +9, Handle Animal +4 (+10 vs. Skon while worn), Intimidate +4, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Perception +2 (+4 to notice unusual stonework), Profession (soldier) +9, Ride +7, Sense Motive +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Nagaji
SQ mount (giant riding constrictor named Skon)
Combat Gear potion of mage armor (3), scroll of mage armor, mage armor, mage armor, mage armor; Other Gear four-mirror[UC], heavy wooden shield, bolas (3), dwarven boulder helmet[ARG], katana[UC], lance (3), mwk cold iron dwarven waraxe, throwing axe (3), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 253 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Pack Tactics His Animal Companion is considered to share his teamwork feats for the purpose of determining whether you or your allies receive a bonus from teamwork feats
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Tactician (Pack Flanking or Precise Strike, 4 rds, 1/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Social Grace (Ex) +4 on diplomacy

Skon (snake):

Skon CR –
Giant riding constrictor
N Large animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 11 (+3 Dex, +2 natural, -1 size)
hp 17 (3d8+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 (30) ft., climb 20 (15) ft., swim 20 (15) ft.
Melee bite +4 (1d3+3 plus grab)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)
Feats Narrow Frame, Weapon Focus (bite)
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+7 to jump), Climb +14, Escape Artist +4, Swim +14
SQ attack any target, combat riding
Other Gear bit and bridle, exotic military saddle, feed (per day) (5), saddlebags, training harness[ARG], waterskin (3)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Climb (20 feet) You have a Climb speed.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Narrow Frame No attack or AC penalty while squeezing through space half your size or larger.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Swim (20 feet) You have a Swim speed.


This would be Dorian's submission. I am still hammering out the details...

Thank you for running.

wealth at 1st: 3d6 ⇒ (3, 2, 5) = 10


Rolls:

4d6 ⇒ (4, 2, 3, 2) = 11
reroll: 1d6 ⇒ 4
reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 4
4+4+4 (12)

4d6 ⇒ (4, 3, 6, 5) = 18
4+6+5 (15)

4d6 ⇒ (4, 3, 4, 2) = 13
reroll: 1d6 ⇒ 2
reroll: 1d6 ⇒ 6
4+4+6 (14)

4d6 ⇒ (4, 4, 3, 5) = 16
4+4+5 (13)

4d6 ⇒ (6, 6, 5, 1) = 18
reroll: 1d6 ⇒ 6
6+6+6 (18)

4d6 ⇒ (2, 3, 2, 2) = 9
reroll: 1d6 ⇒ 3
reroll: 1d6 ⇒ 4
reroll: 1d6 ⇒ 1
reroll: 1d6 ⇒ 5
5+4+3 (12)

18, 15, 14, 13, 12, 12

Thinking martial of some sort, probably battle host occultist.


lvl2 hp: 1d8 ⇒ 6


Level 2 Health: 1d6 ⇒ 2

Wealth: 2d6 ⇒ (4, 6) = 10


Are we getting gp at 1st plus WBL at 2nd (1000gp)?


Oh dang. I just saw the notification from the interest check. I'll do my rolls and come up with a concept when I get home tonight.


Rolls:
4d6 ⇒ (1, 2, 5, 5) = 13
2d6 ⇒ (2, 3) = 5
1d6 ⇒ 2
1d6 ⇒ 3
total 13

4d6 ⇒ (3, 4, 4, 1) = 12
1d6 ⇒ 3
total 12

4d6 ⇒ (6, 3, 4, 4) = 17
total 12

4d6 ⇒ (5, 3, 3, 3) = 14
total 11

4d6 ⇒ (3, 4, 2, 3) = 12
1d6 ⇒ 5
total 12

4d6 ⇒ (3, 1, 2, 4) = 10
2d6 ⇒ (3, 4) = 7
total 11


Wow! 13,12,12,12,11,11. Eleven point buy! goodee.

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