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.


101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Ancestors bless you! That is...impressive in it’s horribleness.


Let's roll.

Rolls:

Stat #1: 4d6 ⇒ (2, 2, 5, 2) = 11
Stat #1 rerolls: 3d6 ⇒ (6, 2, 2) = 10
Stat #1 rerolls: 2d6 ⇒ (4, 2) = 6
Stat #1 rerolls: 1d6 ⇒ 1
Stat #1 rerolls: 1d6 ⇒ 6
Stat #1 = 5,6,6 = 17 wow, that was brutal. the rng loves me as usual.

Stat #2: 4d6 ⇒ (4, 3, 1, 4) = 12
Stat #2 rerolls: 1d6 ⇒ 5
Stat #2 = 4,4,5 = 13

Stat #3: 4d6 ⇒ (4, 2, 5, 2) = 13
Stat #3 rerolls: 2d6 ⇒ (4, 2) = 6
Stat #3 rerolls: 1d6 ⇒ 5
Stat #3 = 5,4,5 = 14

Stat #4: 4d6 ⇒ (6, 2, 4, 5) = 17
Stat #4 rerolls: 1d6 ⇒ 3
Stat #4 = 6,4,5 = 15

Stat #5: 4d6 ⇒ (2, 3, 2, 5) = 12
Stat #5 rerolls: 2d6 ⇒ (2, 3) = 5
Stat #5 rerolls: 1d6 ⇒ 3
Stat #5 = 5,3,3 = 11

Stat #6: 4d6 ⇒ (6, 3, 6, 2) = 17
Stat #6 rerolls: 1d6 ⇒ 3
Stat #6 = 6,6,3 = 15

Final stats: 17,15,15,14,13,11 (36 pt buy the hard way)


SkaTalon wrote:

** spoiler omitted **

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

Second number is actually 11 instead of 12. It sucks worse than you thought.

Third number is actually 14 instead of 12. A spot of mostly cloudy instead of a constant, hard rain.

I had to look at the rolls that managed to stay so awful. I had to see them.


I could adjust the traits to take a group agreed trait.

Torant Foehammer

Quick Background:
Growing up in and around the brewhouse, there was never a doubt that Torant would learn the art of brewing. The problem is that with all the space to run and play, Torant wasn't learning to be very dwarven. He rebelled against, well, everything. That si unacceptable in dwarven society, so the elders came up with a plan. They forced him to train with the sewer rats, the team of dwarves who not only build and maintain the sewers in the small village, but who also patrol them and keep the sewers free of significnt vermin. Eventually, Torant found himslef with a group who had to fight off some dire rats who were trying to move in. He managed not to embarrass himself during the fight, but he really shined afterwards, treating the wounds of his companions. Once they got back up top and clean, his companions treated him to a round. Torant held up his full mug and said, roughly, "This holy water of Hanseath will cure those who belieth." Yes, it was a really bad stretch for a rhyme, but a flow of positive energy fell across the group, actually healing the injuries they were suffering. Torant found himself with a third job, and he hadn't ACTUALLY been declared an adult, yet! Nobody argues with the gods when they grant divine powers, though.

Personality Notes:
He wants to help people. He wants to make a positive difference in the lives of others. He hates authority. He loves to try new things.

Combat:
Init +1 (+1 Dex, +2 Trait when underground)
Speed 20'

Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step

BAB+1, Melee+4, Ranged+2, CMB+4

Mug +5 for 1d6+3 @ x2 B (Sacred Weapon)
(BAB+1, Str+3, WF+1)
Greataxe +4 for 1d12+4 @ x3 S
(BAB+1, Str+3)
Pick, Light +4 for 1d4+3 @ x4 P
(BAB+1, Str+3)

+1 trait damage on critical hits while underground (multiplies)
=1 racial on attack rolls vs orc & goblinoid subtypes

AC 19, T 12, F17, CMD16 (Armor+7, Dex+1, Str+3, Dodge+1, BAB+1)

+4 Dodge vs Giant subtypes
Keep Dex bonus when climbing or crossing narrow/slippery surfaces

HP 17 (8 + 1 + [3 Conx2] + [1 Favored Classx2])

Fort +6 (+3 Con)
Ref +1 (+1 Dex)
Will +6 (+3 Wis)

+2 vs Poisons, Spells, Spell-Like Abilities
Immune to Altitude Sickness

Spells usable:
Blessings 4/Day (Strength Surge +1; War Mind)
Fervor 1d6 4/Day
Orisons: At Will (Prepare 4 per day)
Level 1: 3

Aura: Chaotic


Spells Prepared:
Orisons

Level 1
[spoiler=Skills]2+2Int Adventuring and 2 Background Skills per level, +4 ranks in 1 Profession/Craft/Appraise
Bonus Skill Attirbute+Ranks+Class+Specified9+Conditional)
+ 1-Acrobatics 1+0+0
+ 2 Appraise 2+0+0
+ 1 Bluff 1+0+0
+ 3-Climb 3+0+0
+ 2 Craft (any) 2+0+0
+ 6 Diplomacy 1+2+3
+ 1 Disguise 1+0+0
+ 1-Escape Artist 1+0+0
+ 1-Fly 1+0+0
+ 8+Heal 3+2+3(+2[circumstance] w/ healer's Kit use)
+ 1 Intimidate 1+0+0
+ 4+Knowledge (History) 2+2+0(+2 when applies to Dwarves & Dwarven enemies) (Background)
+ 7 Knowledge (Religion) 2+2+3
+ 4 Linguistics 2+2+0 (Background)
+ 3 Perception 3+0+0
+ 1 Perform 1+0+0
+10 Profession (Brewer) 3+4+3
+ 1-Ride 1+0+0
+ 3 Sense Motive 3+0+0
+ 7 Spellcraft 2+2+3
+ 1-Stealth 1+0+0
+ 3 Survival 3+0+0
+ 3-Swim 3+0+0

-5 AC Penalty

Use Treat Deadly Wounds w/ Heal 2/Day/patient

Languages: Dwarven, Common, Celestial, Undercommon, Terran, Orc


Feats & Traits:
Traits
Race: Tunnel Fighter (Dwarf): While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Religion: Battlefield Surgeon: Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

Feats 1 Bonus from GM
Bonus Exotic Weapon Proficiency (Mug) (Retrained from Catch Off-Guard for 100 GP and 5 days.)
1 Dodge
W Weapon Focus (Mug)


Gear:
175 Starting average+1000 as 2nd level wealth, for 1,175 GP budget.
750.00 MW Banded Mail +7/+1/-5/35%/20'/35#
.20.00 Ornate Granite Stone Mug 1D6/x2/5#/B
.20.00 Greataxe 1D12/x3/12#/S
..4.00 Pick, Light 1d4/x4/3#/P
.25.00 Silver Holy Symbol -
.50.00 MW Backpack 4#
..2.00 Waterskin(x2) 8#
..5.00 Rations, Trail, 10 days 10#
..5.00 Pouch, Spell Component 2#
....20 Kit, Mess 1#
.30.00 Holy Text 3#
....10 Bedroll 5#
..1.00 Pouch, Belt 1#
.50.00 Kit, Healer's(x2) 1# - 20 uses
..5.00 Kit, Gear Maintenance 2#
..3.00 Kit, Cooking 16#
..2.00 Shovel 8#
.10.00 Rope, Silk, 50' 5#
100.00 Retraining

1132.3 for 122#

42.7 GP on hand

up to 76# Light
up to 153# (173# w/ MW Backpack) Medium +3/-3/20'/x4
up to 230# (260# w/ MW Backpack) Heavy +1/-6/20'/x3


Dwarf:
Ability Score Racial Traits: They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Rock Stepper: 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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: 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.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class:
WarPriest
Alignment: A warpriest’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d8.
Parent Classes: Cleric and fighter.
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The warpriest’s class skills are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Table: Warpriest
Level BAB Fort Ref Will Special Sacred Weapon Damage*
Spells per Day 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, blessings (minor), focus weapon, orisons, sacred weapon 1d6 3 1 — — — — —
2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2 — — — — —
3rd +2 +3 +1 +3 Bonus feat 1d6 4 3 — — — — —
4th +3 +4 +1 +4 Channel energy, sacred weapon +1 1d6 4 3 1 — — — —
5th +3 +4 +1 +4 Fervor 2d6 1d8 4 4 2 — — — —
6th +4 +5 +2 +5 Bonus feat 1d8 5 4 3 — — — —
7th +5 +5 +2 +5 Sacred armor +1 1d8 5 4 3 1 — — —
8th +6/+1 +6 +2 +6 Fervor 3d6, sacred weapon +2 1d8 5 4 4 2 — — —
9th +6/+1 +6 +3 +6 Bonus feat 1d8 5 5 4 3 — — —
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1 — —
11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 5 5 4 4 2 — —
12th +9/+4 +8 +4 +8 Bonus feat, sacred weapon +3 1d10 5 5 5 4 3 — —
13th +9/+4 +8 +4 +8 Sacred armor +3 1d10 5 5 5 4 3 1 —
14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 5 5 5 4 4 2 —
15th +11/+6/+1 +9 +5 +9 Bonus feat 2d6 5 5 5 5 4 3 —
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 2d6 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d6 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6, sacred weapon +5 2d8 5 5 5 5 5 5 5
* The values shown are for Medium warpriests. See the sacred weapon class feature for Small and Large warpriests.
Class Features The following are the class features of the warpriest.
Weapon and Armor Proficiencies A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
Spell Casting (Divine) A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.
A warpriest’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.
To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a warpriest’s spell is 10 + the spell’s level + the warpriest’s Wisdom modifier.
Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.
Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
An evil warpriest (or a neutral warpriest of an evil deity) can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity’s (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).
Blessings (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn’t devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.
Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.
Strength Blessing
Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Strength of Will (major): At 10th level, as a swift action you can ignore the movement penalties caused by wearing medium or heavy armor or by carrying a medium or heavy load. This effect lasts for 1 minute. During this time, you can add your Strength modifier on saving throws against effects that would cause you to become entangled, staggered, or paralyzed.
War Blessing
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity’s favored weapon).
Sacred Weapon (Su) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.
These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.
If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.
Bonus Languages A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.
Fervor (Su)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.
As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Hanseath:
Lesser Deity (Chaotic Neutral)
Known as the Bearded One for the thick hair that obscures most of his face, Hanseath represents the festive side of dwarven culture. Brewers hold him in high regard, as do dwarf barbarians and any dwarf who charges headlong into battle heedless of the odds.
Portfolio: War, carousing, alcohol.
Domains: Chaos, Strength, Travel, War.
Cleric Training: Hanseath's clerics often serve in dwarf military units, where they act as healers and spellcasters, urging their fellow dwarves into battle. Such units are not always a comfortable mix of personnel, though, since Hanseath's clerics also have a rebellious streak. Many dwarf armies segregate Hanseath clerics into their own berserker units.
Quests: Hanseath's followers are seemingly always off on a great crusade of some sort; they're either in battle or marching toward the next battle. Hanseath often orders his followers to make war against the traditional enemies of the dwarves: goblinoids, orcs, giants, and drow.
Prayers: Hanseath's prayers are often chanted or sung. Many have simple rhyme schemes and frequent, repetitive choruses. In other words, they're drinking songs.
Temples: Hanseath's shrines are great festhalls dominated by long tables where worshipers feast and raise goblets to Hanseath's glory. Most have extensive kitchens and pantries attached.
Rites: Hanseath's rites look like great feasts, rich with food and drink. Most are raucous affairs performed prior to battle and after a great victory, with one exception -- the Ritual of the Cleft Shield. Few events in dwarven life are more heartbreakingly solemn than this ritual, performed by followers of Hanseath for a particularly beloved comrade who fell in battle.
Herald and Allies: Hanseath's herald is a 20th-level celestial dwarf barbarian. Howlers, green slaads, and death slaads are his allies.
Favored Weapon: Greataxe.

rolled attributes:
16, 15, 15, 14, 14, 13
S 16 16 +3
D 13 13 +1
C 15+2 17 +3
I 14 14 +2
W 15+2 17 +3
H 14-2 12 +1


Going tank-fighter type
1d10 ⇒ 10 for 2nd level hps
1st level gold: 5d6 ⇒ (6, 1, 2, 6, 4) = 19x10=190


Dotting and Rolling:

Rolls:

Stat 1: 4d6 ⇒ (6, 2, 3, 4) = 15
Stat 2: 4d6 ⇒ (5, 2, 3, 5) = 15
Stat 3: 4d6 ⇒ (6, 6, 3, 6) = 21
Stat 4: 4d6 ⇒ (4, 3, 6, 6) = 19
Stat 5: 4d6 ⇒ (2, 1, 5, 5) = 13
Stat 6: 4d6 ⇒ (2, 6, 2, 2) = 12

Stat 1 reroll: 1d6 ⇒ 2
Stat 2 reroll: 1d6 ⇒ 1
Stat 5 reroll: 2d6 ⇒ (4, 4) = 8
Stat 6 reroll: 3d6 ⇒ (1, 3, 5) = 9

Stat 1 reroll 2: 1d6 ⇒ 2
Stat 2 reroll 2: 1d6 ⇒ 2
Stat 6 reroll 2: 1d6 ⇒ 6

Stat 1 reroll 3: 1d6 ⇒ 2
Stat 2 reroll 3: 1d6 ⇒ 2

Stat 1 reroll 4: 1d6 ⇒ 5
Stat 2 reroll 4: 1d6 ⇒ 2

Stat 2 reroll 5: 1d6 ⇒ 1

Stat 2 reroll 6: 1d6 ⇒ 3


Final array is 18,16,15,14,14,13, so a 47 point buy. Not bad. I'm thinking of going for a Kineticist.


Rolls:
1: 4d6 ⇒ (2, 6, 6, 4) = 18
2: 4d6 ⇒ (3, 3, 4, 1) = 11
3: 4d6 ⇒ (2, 5, 4, 2) = 13
4: 4d6 ⇒ (3, 5, 5, 6) = 19 -3 =16
5: 4d6 ⇒ (5, 4, 4, 6) = 19 -4 =15
6: 4d6 ⇒ (6, 4, 3, 6) = 19 -3 =16

Reroll 1-1: 1d6 ⇒ 3 = 6+6+4=16
Reroll 2-1: 1d6 ⇒ 4 = 4+4+3=11
Reroll 3-1,2: 2d6 ⇒ (5, 6) = 11 = 5+6+5=16

16, 15, 16, 16, 11, 16, I can deal with this.

E: Question for the GM. Would you allow the mixing of the Supernaturalist and Pack Lord Druid archetypes? The only "true" rulebreaker is the Improved Empathic Link ability from Pack Lord, which could just go away.

I was considering the concept of an Oread mycologist/farmer, working the mushroom farms for the clan and her team of Puffball fungi that take root in her rocky flesh.

Similarly, can an Oread take a Dwarf alternate racial trait that replaces the Stonecunning granted from Dwarf Blooded?


So, in roughly 30 hours, I see 9 submissions and less than a handful more that are discussing specific builds. A lot more have rolled than that.

I see these characters submitted:

Thurin Foehammer Slayer - Grumbaki
Colgrim Barrelhouse Cleric of Moradin - Andrea1
Dolores Foehammer Bard - tonyz
Ferocia Foehammer Shifter - meloriel
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

In the 4 groups (Combat, Skill, Divine, Arcane) I see 3 Combat, 2 Skill, 3 Divine, and 1 Arcane, but I know not everyone agrees which category any given class fits within.


Sporocystian wrote:
E: Question for the GM. Would you allow the mixing of the Supernaturalist and Pack Lord Druid archetypes?

Or, on the same lines, would you just allow me to reflavor Treesinger into Sporesinger and take it as an Oread? I don't really want anything from the Supernaturalist aside from the ability to use plants instead of animals.

Packlord could work with Treesinger without having to alter anything except the ruling that the same abilities can't be modified; neither lose anything, and other than making them be a mass of plant creatures instead of animals, this isn't really different from the standard Pack Lord.


@Sporocystian...I am getting the feeling you are looking to make a mushroom "farmer" which is oddly enough something few think about in the underground ecosystem of the dwarves. I mean it would be a mainstaple.

I am intrigued by this idea and would love to see what you do with it. I'll allow it


GrinningJest3r here with Kilduer Shadowaxe. Let me know what you think.

Stat 1: 4d6 ⇒ (6, 5, 4, 1) = 16
Stat 2: 4d6 ⇒ (5, 6, 3, 5) = 19 16
Stat 3: 4d6 ⇒ (4, 4, 1, 6) = 15
Stat 4: 4d6 ⇒ (4, 5, 6, 5) = 20 16
Stat 5: 4d6 ⇒ (4, 5, 6, 3) = 18 15
Stat 6: 4d6 ⇒ (4, 2, 2, 3) = 11

Reroll 1: 1d6 ⇒ 5 16
Reroll 3: 1d6 ⇒ 4 14
Reroll 6: 2d6 + 1d6 + 1d6 + 1d6 ⇒ (2, 5) + (1) + (2) + (6) = 16 15

16/16/16/15/15/14
49 point buy

Level 2 health: 1d10 ⇒ 10

Kilduer Shadowaxe, Deepwalker Ranger:

In the centuries since the Foehammers were driven out of Angur'Khul, Kilduer's ancestors, like most Foehammer kin, have worked in the Ulverin quarry with subpar equipment for even more inferior minerals or at the primary Foehammer Brewery. Those who did not wish to be constantly reminded of their family's disgrace sought out work as a warrior for hire. Ignoble work, but it seemed fitting for an exiled clan of miners and smiths.

Every Foehammer, upon reaching his or her minority, is offered their choice of apprenticeship. Kilduer, young and optimistic and wanting to live up to the family's memories, became a smith. Talented on the forge and on the anvil, Kilduer learned the art of purifying and mixing various minerals to create perfect alloys - using impure metals or an incorrect mixture only results in inferior crafting material, leading to shoddy weapons, armor, and tools. As Kilduer was constantly reminded by his master, Only the best is ever accepted from or for a Foehammer. And the stories of "the best" were never-ending. Pure gold, silver, adamantium, and mithril, straight from the vein with nearly no contaminants. The pieces forged in the mines of Anghur'Khul were distinct; without equal in their craftsmanship - although opinions in that regard were most likely biased.

Stories of these minerals ignited a young Kilduer's curiosity and passion for delving into the deepest mines, searching for the next lode of gold or tin. Unfortunately, Kilduer found out the hard way why discovery expeditions were undertaken only by large, well-armed groups - moving deeper into the quarry than he ever had before, well beyond the markers indicating Dwarven territory, Kilduer stumbled upon a group of Duergar, themselves mining for material, and only the noise of their work masked Kilduer's approach or he might have been slaughtered then, alone and unarmed. Instead, the surprise of Kilduer's appearance caused the deep dwarves to pause in shock and gave Kilduer the single moment he needed to turn and sprint as fast as his legs would carry him back into the maze of caverns and pathways leading to the dwarven-claimed tunnels, not caring if he was being followed.

He, of course, told nobody of his encounter. The elders and the miners all knew that duergar likely existed deep below the quarry - the Foehammers would not be the only ones searching for materials, after all. But Kilduer threw himself into his apprenticeship again with a renewed vigor. Constantly seeking new, better methods for crafting his own equipment, nobody seemed to question his heightened interest in smithing; at least, nobody questioned him. And in the evenings, with his newly-crafted weapons and armor, Kilduer ventured again into the depths of the mines, quietly looking for the evil creatures he had once stumbled upon. After years of diving into the caverns beneath Ulverin Quarry, Kilduer found that he preferred the dark of the depths. He learned to carry himself almost perfectly silently. He learned to read the slightest shift in the air currents, the faint scents floating on stale air, and the smallest of tremors in the ground always leading him to his quarry.

Only once had any member of the Foehammer clan been given insight into his abilities. A child of the clan had gone missing and it was determined that he had gone into the mines and not come out for nearly two days. Every miner halted their work and searched to the very edge of their claimed territory to no avail. Kilduir, obviously deciding that the potentially awkward questions were a small price to pay in the face of the life of one of his kin, grabbed his newest creations - a pair of perfectly crafted waraxes that he had hoped to submit to his master as his Journeyman project - and walked into the mines alone. Three days later, when even the Elders were ready to give up on seeing either of the two return alive without a full war-ready assault into the Underdark, Kilduir walked out of the mines with the child carried over his shoulder. It was only by divine light that the child survived its injuries. Kilduer willingly answered all questions save what exactly had been done to the child during his captivity, but from that day on, Kilduer was noted as having developed a particularly cruel streak against those who would turn their weapons against him or those he called friend. As an accolade for his efforts, the Elders granted him the name Shadowaxe, to be carried with pride until the end of his line.

Years later, Kilduer has become a Master weapon- and armorsmith in his own right and continues to be one of the most eager warriors in the clan's bid for territory in the mines. Which is why he now stands before the Elders, looking at them proudly, daring them to deny him. "I am Kilduer, son of Thoril, born of the Foehammer clan, first of the Shadowaxe name. I submit myself to your call, Elders, and am prepared to offer my life, should it be necessary, in the pursuit of the reclamation of our home."

Kilduer's appearance and personality:
Kilduer has dark brown hair that he lets hang almost down to his shoulders; compared to most dwarves, who keep their hair neatly groomed and often braided, Kilduir's hair looks scraggly and unkempt. Kilduer's beard is, surprisingly, lighter than his hair and is wild and tangled, and his long, bushy moustache is most often seen splitting and curling around a large cigar. Despite all of that, it is his eyes that draw your attention: pure, shining silver stares back at you from underneath the hood of his black travelling cloak, easily drawing you in, making you afraid to earn his ire - you just feel like you would never escape that gaze once he has it set on you.

And yet, for all the intensity found in his soul, Kilduer's heart is carefree. If he's not talking or joking, it's probably a sign that a fight is about to break out. Kilduir has exactly zero penchant for magic of any sort, save that which can be added to his weapons and armor, but he will still offer a prayer to Dumathoin once when he awakes and once just before sleep, and once at the start of every craft he undertakes.

Kilduer statblock:

Kilduer Shadowaxe
Dwarf ranger (deep walker, guide, skirmisher) 2 (Pathfinder RPG Advanced Player's Guide 125, 128, Pathfinder RPG Ultimate Combat 66)
CG Medium humanoid (dwarf)
Init +3 (+-1 when underground, +5 while underground); Senses darkvision 60 ft.; Perception +10 (+-1 when underground, +12 to notice unusual stonework)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (2d10+11)
Fort +7, Ref +6, Will +4
Defensive Abilities deep warrior[APG]
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk dwarven waraxe +2 (1d10+3/×3) or
. . mwk dwarven waraxe +2 (1d10+3/×3)
Special Attacks combat style (two-weapon combat), hatred, ranger's focus (+2, 1/day)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 17, Int 14, Wis 18, Cha 13
Base Atk +2; CMB +5; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Double Slice, Toughness, Two-weapon Fighting
Traits axe to grind, seeker, tunnel fighter
Skills Acrobatics -1 (-5 to jump), Climb +4, Craft (armor) +7 (+9 on checks related to metal or stone), Craft (weapons) +7 (+9 on checks related to metal or stone), Diplomacy +3, Intimidate +6, Knowledge (geography) +7, Perception +10 (+-1 when underground, +12 to notice unusual stonework), Profession (soldier) +11 (+13 on checks related to metal or stone), Stealth +4 (+-1 when underground), Survival +9 (+-1 when underground), Swim +4; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc, Undercommon
SQ cruelty, track +1, wild empathy
Other Gear +1 lamellar (steel) armor[UC], mwk dwarven waraxe, mwk dwarven waraxe, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 171 gp
--------------------
Special Abilities
--------------------
Craftsman +2 on Craft/Profession checks related to metal/stone.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Ranger's Focus +2 (1/day) (Ex) As a swift action, listed bonus to att/dam vs. foe in sight until slain/surrenders/use again.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Pinging in again, just noting that Earth Druid is really neat conceptually but seems to just plain flop mechanically. I'll be reworking concept.


Three hours without a post in this thread must be a record. :)

Prettty much decided on a Deep marshal Magus link

Also, would consider some sort of teamwork build (using teamwork feats) with another submission. If any one has any ideas throw them out.


Since Bjarki is using a two-handed weapon, he's got room for teamwork feats if it makes you happy. I was planning on filling it with the Cleave and the Dwarven Hatred style chains (I'm a big fan of styles), but I could squeeze a feat or two I guess (though maybe not right now, or I could skip Furious Focus... Mmmm...). Fighters and others with Weapon Training can always take a pick to make Teamwork Feats work constantly.

I would like to take the opportunity to tell you all who've submitted that dwarves get an extra feat by courtesy of Our Grace, the GM, as noted here:

DM Barbarian Taco wrote:
Feats: Oread will get Dwarf Blood, Due to this everyone gets a bonus feat.

Also, in case no one noticed, I've appointed myself to the Honour Bound Family Trait. This will give us the real sense of being a clan! (Took 2 traits though the GM never said how many we should take, just thought 2 is the standard).


Do we want to try for a teamwork feat too? Might be another element of clan training, and people so seldom get the chance to use them...

Dolores would like to point out that guarding one another's backs is a Good Thing and running off alone to deal with problems is a Bad Thing (she has lots of stories that would grace horror movies if dwarves had horror movies.)


I am still thinking up Bedlam's association with the clan. His family may be the black sheep that noone mentions, but are always at the family outings...


I was thinking Razmun would be a combat capable scout type character. More of a grenadier/ shock trooper. I haven't finished spending gold but it was just going to be a bunch of alchemical items to show his background as an alchemical tinkerer of sorts. Profession Soldier to represent his formal military training with the clan before his special training. I figure he volunteered for the expedition, seeing it as his path to command.

I also have a feat or two that I took just because that I could swap out for teamwork feats if that's the direction people are going.

2nd lvl hp: 1d10 ⇒ 4

Razmun Foehammer:
Male Unchained Monk 2 (FCB: +1 HP; +1 Skill)
Init +5; Senses Perception +9; Darkvision 60ft

==DEFENSE==
AC 19, touch 18, flat-footed 16 (+3 dex, +1 Dodge, +4 Wis, +1 NA) {+1 shield Bonus from Snapping turtle style}
hp 21 (2d10+3, +1)
Fort +6, Ref +6, Will +4

Special Defence Monk AC Bonus (+0 Monk; Add Wis bonus to AC and CMB)

==OFFENSE==
Spd 20 ft
Melee Unarmed Strike +5 (1d6+3) 20/x2
Flurry +5/+5 (1d6+3) 20/x2
Ranged Sling +5 (1d4+3) 20/x2

Special Attacks Stunning Fist (), Flurry of Blows [extra attack on full attack at highest attack bonus]
==STATISTICS==
Str 17, Dex 16, Con 17 (15+2), Int 12, Wis 18 (16+2), Cha 8 (10-2)
BAB +2, CMB +5, CMD 23
Feats Dodge, Snapping Turtle Style, Stunning Fist, Improved Unarmed Strike, Deflect Arrows, Ironhide

Skills

Spoiler:
11 points total, 4 Background Skills, +4 points campaign
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim, Use Magic Device (trait)

Acrobatics +7 (3 dex +1 rank +3 cs)
Climb +7 (3 Str +1 rank +3 cs)
Craft (Alchemy) +6 (1 Int +2 Rank +3 cs) {background Skill}
Knowledge (history) +6 (1 Int +2 Rank +3 cs) {background Skill}
Perception +9 (4 Wis +2 rank +3 cs)
Profession (Soldier) +11 (+3 Wis +4 Rank +4 cs) {pre-campaign training}
Sense Motive +9 (+4 Wis 2 Rank +3 cs)
Stealth +8 (3 dex +2 rank +3 cs)
Swim +7 (3 str +1 rank +3 cs)
Use Magic Device +5 (-1 Cha +2 Rank +3 cs +1 Trait)

Traits Reactionary: +2 Init

Dangerously Curious: +1 UMD and UMD is a class skill

Languages Common, Dwarven, Orc, Goblin

Racial Traits

Spoiler:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

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

Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2

racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.

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

Hatred: 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.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features

whenever they pass within 10 feet of them, whether or not they are actively looking.

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

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Ability Descriptions:

Spoiler:

Ironhide:
Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

Dodge: +1 Dodge AC

Snapping Turtle Style (Combat, Style):
Your deft unarmed style allows you to shield your body from harm.
Prerequisites: Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Benefit: While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Carrying capacity: Light Load: 86lbs, Med load: 173, Heavy Load: 260
Lift overhead: 260lbs; Lift Off ground: 520lbs; Push/Drag:1,300lbs

Equipment: Sling & Bullets (20) 2sp 10 lbs
Grappling Hook 1gp 4lbs
Monk's Kit: Backpack, belt pouch, blanket, rope (50 ft), soap, torches (10), trail rations (5 days), Waterskin 22lbs, 8gp
Survival Kit: Flint and Steel, Mess Kit, two waterskins, basic maps, small utility knife 4lbs 5gp

Coins: 7GP


If we go ahead with the Teamwork feat, we should agree on which one(s) are we going to have. Again, people like Fighters,, Inquisitors or the like could use more and don't really need the rest of us for their combo. I specially like the one that lets you act during surprise rounds if anyone with the feat can act.


That would be Lookout, which is certainly worth thinking about.


For the record: I like the teamwork/family traits and feats!

(Mind you, being a feat starved cleric, it may prove difficult to add them to the mix...)

Question: given how crafty dwarves generally are, can we craft our own gear?


Rolling gold and health:

Rolls:

Gold: 1d6 ⇒ 2*10=20
2nd lvl health: 1d8 ⇒ 4


DM Barbarian Taco wrote:
Skills: I will allow for Background skills. I will also add each dwarf has some actual Profession, Craft or Appraise that is from there apprenticeship. This skill you will get 4 points in, despite the other rules.
DM Barbarian Taco wrote:
Yes Downtime will be a thing. This is a character-driven rp. One that you as a group will shape. Hoping to have just as much or more downtime interaction as adventuring.

Bases on the above statements, I would make an educated guess and say yes. (I also hope so because I used crafted cost for my starting gear.)

Just note that for Lookout, you would need to be next to each other at the start of combat and, obviously, only works for surprise rounds. Precise Strike and Outflank might be better if we're going into the teamwork feats.


Rolling for stats:

Stat 1: 4d6 ⇒ (3, 1, 1, 6) = 11
Stat 2: 4d6 ⇒ (3, 1, 5, 2) = 11
Stat 3: 4d6 ⇒ (2, 6, 4, 4) = 16
Stat 4: 4d6 ⇒ (2, 4, 4, 4) = 14
Stat 5: 4d6 ⇒ (4, 3, 1, 1) = 9
Stat 6: 4d6 ⇒ (2, 6, 1, 2) = 11

>Stat 1 Reroll: 2d6 ⇒ (4, 6) = 10
>Stat 2 Reroll: 2d6 ⇒ (2, 5) = 7
>Stat 3 Reroll: 1d6 ⇒ 4
>Stat 4 Reroll: 1d6 ⇒ 5
>Stat 5 Reroll: 2d6 ⇒ (4, 3) = 7
>Stat 6 Reroll: 3d6 ⇒ (2, 5, 1) = 8

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

Final Results: 16, 13, 14, 13, 11, 15


markofbane wrote:
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.

Here's Krenn for your consideration. He is an evoker wizard, so he would provide arcane and knowledge skill support for the group.


Here is Forgemaster Torgrym Foehammer! A few details missing, and the backstory is fairly short, but the gist of it is there... Your thoughts, GM?


Bedlam will be mostly melee, using his bombs to provide conditions, so Outflank would be a possibility.


Not sure how I feel about teamwork Feats. Right now I only have Power Attack. At lvl3 Furious Focus is a must. Lvl4, I’d like trapspotter. That leaves lvl5+. At which point the teamwork Feats compete with things like steel soul, dodge, toughness, ironhide, iron will, etc.

Which teamwork Feat is better than the above?


I am liking the idea of doing teamwork feats. I rarely see them in use.

Also as Alias brought up Dwarves are known craftsmen and tradesmen. I will allow you to make your goods using the appropriate skills. You will also get some downtime later on to craft and develop your characters more.


Thurin Foehammer wrote:

Not sure how I feel about teamwork Feats. Right now I only have Power Attack. At lvl3 Furious Focus is a must. Lvl4, I’d like trapspotter. That leaves lvl5+. At which point the teamwork Feats compete with things like steel soul, dodge, toughness, ironhide, iron will, etc.

Which teamwork Feat is better than the above?

Jereru also pointed out that dwarves get a free feat at level 1. Maybe throw a teamwork feat in there since you weren't counting on it for your build anyway? Or not. It's your character :)


I think it makes sense for the Teamwork feats. Alas as a ranged char Teamwork feats make less sense.
But Gunnar has two Craftskills ;-)


SO far I am liking all the characters applying, Seriously you are making this hard! Really hard. Not fair guys not fair :(

Just kiddin. Still though you guys have some interesting characters


I am under the assumption that this is entirely a homebrew? I wonder just for any possible reseach avenues for Bedlam's background.


Torgrym Foehammer wrote:
Here is Forgemaster Torgrym Foehammer! A few details missing, and the backstory is fairly short, but the gist of it is there... Your thoughts, GM?

To be clear: this is Alias ad Tempus' submission!


A free Feat? Thanks for the reminder!

If we are going to do teamwork Feats then we need to build up towards this...

Coordinated Charge wrote:


You are an expert at leading your allies into the fray.

Prerequisites: You have at least two other teamwork feats, base attack bonus +10.

Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules.

Might as well go with...

Free Feat: Outflank (+4 Hit When flanking)
Lvl 5?: Precise Strike (+1d6 precision damage)
Lvl 11: CoordinatedCharge (Dwarven avalanche)

Grand Lodge

Entirely Homebrew Bedlam if you want some more info into something ask and I will answer as promptly as I can.

and Alias I will look him over shortly.


Thank you. I spent gold on gear. All alchemical weapons and items, he crafted by taking a 10, along with Crafters Fortune, if applicable.

I should all work up his backstory by close.

Thank you.


I feel like this link would be relevant for this campaign...


natloz wrote:
I feel like this link would be relevant for this campaign...

Best link ever.

Also am going to play either a brawler or monk.

Just noticed that the archetype for fighter dwarves is called Foehammer.


Hey DM Taco, can I have a Lap Dog as a Familiar? They use the exact same statistics as a Fox, and a Fox can be a Familiar, so it isn’t like it would break game balance.

Also what level are you planning on taking us? Will it be at least level 5? Because I also want to play a Stonelord Paladin, who get an Earth Elemental in place of their Divine Bond.

In case you’re wondering how I’m getting the Familiar, it will be with Eldritch Heritage (Arcane) thanks to the bonus feat allowing me to get the Skill Focus prerequisite. Although, I might instead get the feat(s) (Improved) Familiar Bond if it is a better option for me, so that I could maybe save my Eldritch Heritage for a more stone themed Bloodline.


@Reksew Yes at least level 5.hopeing beyond that. At least level 10 to 15, would prefer longer, depends on how it goes.

Silver Crusade

Wrt Teamwork feats - Note that outflank has a BAB +4 requirement.

Oh, and since my character considers himself a little more cultured than the norm, I think I'll be using This generator instead :-)


DM Barbarian Taco wrote:
@Reksew Yes at least level 5.hopeing beyond that. At least level 10 to 15, would prefer longer, depends on how it goes.

Cool. Now what about the Lap Dog Familiar question? It isn’t really necessary, but I try to always start games now with an entity that can represent my dog, because my IRL games are at my mom’s place, and my dog goes with me, so we joke a lot that she is a player.


Lap Dog familiar is okay and kinda interesting


DM Barbarian Taco wrote:
Lap Dog familiar is okay and kinda interesting

Awesome! I’ll begin making my character now.

If anyone is wondering what my role will be, it’ll be like 90% tank/melee, as Stonelord Paladins don’t get spellcasting abilities. I’ll still get Lay on Hands though, but I’ll lose Channel Positive Energy for an Elemental version that only targets Outsiders of the Earth Subtype.


Reksew_Trebla wrote:
If anyone is wondering what my role will be, it’ll be like 90% tank/melee, as Stonelord Paladins don’t get spellcasting abilities.

That's okay, the Skirmisher archetype for Rangers also don't get spellcasting. Actually as part of the archetype Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.


@Alias Not bad like the cleric very solid


Pathfinder Companion, Maps, Pathfinder Accessories, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

First Stat: 4d6 ⇒ (6, 3, 3, 6) = 18
Second Stat: 4d6 ⇒ (1, 4, 1, 4) = 10
Third Stat: 4d6 ⇒ (3, 4, 5, 3) = 15
Fourth Stat: 4d6 ⇒ (4, 5, 5, 1) = 15
Fifth Stat: 4d6 ⇒ (1, 4, 3, 3) = 11
Sixth Stat: 4d6 ⇒ (2, 3, 5, 3) = 13

Second Stat reroll: 2d6 ⇒ (5, 1) = 6
Fourth Stat Reroll: 1d6 ⇒ 5
Fifth Stat Reroll: 1d6 ⇒ 3
Sixth Stat Reroll: 1d6 ⇒ 4

Second Stat Rereroll: 1d6 ⇒ 6

15, 15, 12, 15, 10, 12

Not bad, 25 point buy either way but this way's more fun!


DM Barbarian Taco wrote:
@Alias Not bad like the cleric very solid

Great! I hope to have an opportunity to fell some orcs and strike the anvil!


Any suggestions for improvements here? (Still working on gear, but Dolores is more into evaluating others' stuff than making her own... another reason why she's Grumpy. :) )


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

101 to 150 of 261 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Dwarves Deep All Messageboards

Want to post a reply? Sign in.