| Sundakan |
This always seemed an interesting AP to me, so I'll give charop a whirl.
Stats:
4d6 ⇒ (6, 1, 2, 5) = 14 = 11
4d6 ⇒ (4, 2, 2, 6) = 14 = 10
4d6 ⇒ (5, 1, 1, 1) = 8 = 6
4d6 ⇒ (6, 5, 4, 2) = 17 = 13
4d6 ⇒ (5, 2, 2, 4) = 13 = 9
4d6 ⇒ (4, 1, 2, 1) = 8 = 6
So a final of 17 16 12 19 15 12
Those many, many ones certainly hurt, but that's a much better array than point buy would have given, so cool by me.
Just noticed you changed to 45 PB midway down the first page, don't mind me.
Not sure what to play though. Unsure whether to go tech-y or not. Eh, probably not.
Considering an Earth Kineticist/Unchained Monk. Literal fists of steel (later on at least).
| All-Ears |
Here is the updated character sheet for Thrawn. Sorry for the lack of HeroLab.
Still expanding the backstory. Are you ok with that Journal style backstory? Cause I was thinking of doing a Campaign Journal and I was going to use the first entry as a base.
I'll do a more simplified version of the story if you like
| Lost 33 |
@Cuan: The feat allows it to substitute for Familiar Bond, which you need to take before Improved Familiar Bond. If you meant can it count as Iron Will if you have Familiar Bond, then yes.
@Thrawn: Don't worry about the lack of Hero Lab, that in no way effects character selection. I just like it because there are way too many rules in PF for me to ever memorize them all. And ya'll have thrown me some good curve balls.
@Revernd Rob: I've removed the celestial note. Didn't see that one sentence hiding when I read Warpriest.
@All: Since some have done it, and its not a bad idea: Add one Regional language as a bonus. If your from Torch, the language is Hallit.
| Lost 33 |
He is pretty much done now, save for his misc equipment I still need to purchase and sort out. I'll link his alias once I get that all sorted out, but I would like to verify something first. Androids, as humanoids, still need to eat and sleep right?
Androids will require both these. For thematic purposes, sleep can be handle more as a low-powered state to allow nanites to perform restorative functions. If you prefer.
| Sundakan |
@Sundakan: Congratulations! You just made the early cutoff.
Sweet!
Settled on Dwarf Geokineticist (Elemental Annihilator)/Brawler (Steel-Breaker). Been a while since I've played what is essentially a pure Martial character.
Backstory is dependent on some reading (as will how "dwarfy" the character will be, hence why I haven't settled on a name yet). Need to read over the Player's Guide and whatnot.
Party role will be primarily DPR, but since I don't require a ton of Feats to function I'm going to be branching out into a bunch of different stuff most likely over time. He can be the party "locksmith" with abilities to ignore Hardness for objects and whatnot. Starting at 5th, anyway.
Probably a Torch resident, and a Blacksmith.
Avoided looking at the other players' sheets for now since I know you expressed interest in not forcing into a role or Trait, and I just wouldn't be able to help myself otherwise. =)
| Lost 33 |
@All: I have gotten all 17 character sheets inputted and validated. Please see the linked Google Doc below for notes. You can either leave a comment in the doc, or post here in the forums.
If you posted an interest, but have yet to submit a sheet it needs to be submitted by Monday, March 28th. Character backgrounds will be due by Tuesday, March 29th.
I'm going to reread character backgrounds, and fill 2-3 slots off of current submissions.
| Lost 33 |
@Uret: Ok, I see the archtype now, and applied it. Ceaseless observation doesn't come into effect until Level 2. / Language added. / I'm not seeing which skill point you removed. (Still updating sheet?)
@Dragoncat: Applied Empathy. / Sense motive now shows @ 7.
@Seth86: You don't need to complete spells. I've noted any errors just to be thorough.
@Sundakan: Brawler is fine. Hopefully those free feats help take some of the burden off a TWF focus.
@Cuan: Changes made.
@Baja1000: Your call on the medallion, I was counting it as part of your starting outfit.
| Cuàn |
The general outline of Farz' background is as follows. I added a note where campaign traits could tie in.
Farz was born a few hours south west of Torch in a tribal warren. His clan survived through small scale agriculture and scavenging. It was led by a council of elders, most of whom revered nature and focused on their place in it. Farz was a promising apprentice to one of the druids. More than his clan's traditions Farz was interested in tribal stories, especially the ones about how their ancestors had come from the red planet Akiton many centuries past. He always wondered what it was like on that planet and if there still were more of his kin up there as well as what else was out there (Stargazer trait).
While he was still young the warren was destroyed by a robot gone haywire. It probably was ignorant of the warren's presence but that didn't stop it from crashing into it and wiping out most of the clan (Robot Slayer trait). Farz fled with what he could carry, convinced he was the only survivor. He ran north to the closest known town: Torch.
In Torch Farz started his life as a scavenger on the streets until he was notice by Val Baine. She saw how he had patched up the bits and pieces he had scrounged together so he could sell them and figured she'd introduce him to her father. Farz took an immediate liking to Khonnir and spent many hours listening to the man's teachings and stories (Local Ties trait). He helped out with small chores around Khonnir's house and in return he got some food and a roof over his head. He and Val became close friends.
The news of alien ruins existing beneath Torch immediately intrigued Farz. He immediately started wondering where the ruins came from. If they were alien in origin they might have come from Akiton. Even more, it might have been the vessel that brought his ancestors to Numeria so many years ago. He had to go down there to find out what there was, but he'd wait till it was declared safe. No point risking your life for information you won't be able to share (Numerian Archaeologist trait).
The origin of his implements also tie in there, to some extent.
The book (Divination) he carries is the last thing he has from his old clan. It is a combination of trade ledger and diary on the well being of the clan and has been written by Farz' mentor. Farz still adds bits and pieces every now and then as he considers himself the last of his tribe (whether he really is he doesn't know).
The longbow (Transmutation) has been a gift from a halfling ranger from the town of Iadenveigh that he met before reaching Thorn. The man saved his life from some weird abomination that prowled the hills while he was running away from his destroyed warren. The man gave him his bow to protect himself and Farz has cherished this symbol of kindness ever since. The bow is simple yet functional and has the holy symbol of Erastil carved into both ends.
| Sundakan |
@Sundakan: Brawler is fine. Hopefully those free feats help take some of the burden off a TWF focus.
Excellent! I couldn't find another class besides Martial Artist with a similar ability to bypass Hardness and DR, so that's good.
Now, on to the story.
Tungdir's father was a smith. His father was a smith. And their father...well he was a stonemason. But as far as the dwarves' long memories can remember, most of the Swifthammer clan have been smiths, or of a similar profession. For the last few generations they've been more: Smiths of Torch, masters of skymetal forging.
It is no surprise, then, that Tungdir was expected to be a smith, and he was more than happy to take up the family trade. As he grew, however, it became clear he'd never have the physique the rest of his line boasted. Tungdir grew up tall, lanky (for a dwarf, anyway), and with little musculature. He was smart enough, and seemed to have an intrinsic feel for the stone, but fact of the matter was he could barely lift the massive hammers his brothers and sisters used to craft weapons and armor out of the rough adamantine chunks they so commonly made armor and weapons from.
Not to be discouraged, Tungdir learned to leverage his strengths, rather than lamenting his weaknesses. His hands were small. Disadvantageous for holding large hammer handles, but perfect for the finer work required for filigree and decorative items, Tungdir became a valuable part of the family's business.
Tungdir loved that he was useful...but wanted even more. He wished to be a master smith, a pioneer of skymetal forging, using them for things nobody had thought to use them for before. He saved and scrimped every scrap of his earnings to purchase enough raw materials to practice making jewelry and decorative items from skymetal, far from the more utilitarian aspects they were generally used for.
Finally, after years of work, he produced what he considered his masterwork: A small sphere of glass, encasing a live emerald beetle, forever trapped in stasis by the matrix of horacalcum surrounding it.
He presented it as proof of his skill, and was given permission to work the flame and have greater access to the skymetal supplies. He was set to begin refining his talent in earnest...when the flame went out.
At firt, he was merely sad and disappointed, any delay after such hard work to be accepted as a true smith was a crushing blow. But as the days went by, that disappointment turned to horror. What if the flame never re-lights? Torch can't survive without the flame!.
His horror only grew as the town's greatest wizard vanished investigating the disturbance, and finally the time came he could stand by no longer. Tungdir was set to join the expedition down below the city, and rekindle his dreams.
I think that's the gist of it. I thought about explaining where his connection to the earth came from, but really...he's a dwarf. A dwarf from a long line of stonemasons and metalsmiths. I think that really says it all, just like a Sorcerer's Bloodline kinda explains it all. =)
Plus I couldn't figure anywhere to put that and combat training in naturally. Not super relevant to his motivations.
| Seth86 |
Ironface
Dwarf cleric (iron priest) of Brigh 1/gestalt 1/wizard 1 (Pathfinder Campaign Setting: Technology Guide)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)
hp 12 (1d8+4)
Fort +6, Ref +3, Will +5 (+2 to saves vs. emotion and fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . light hammer +2 (1d4+2)
Special Attacks channel positive energy 1/day (DC 8, 1d6), metal rending
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—mending
. . 6/day—acid dart (1d6 acid), artificer's touch (1d6 , bypasses DR and hardness 1)
Cleric (Iron Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—animate rope[D], comprehend languages, doom (DC 14)
. . 0 (at will)—create water, detect fiendish presence, detect magic
. . D Domain spell; Domains Artifice (Construct subdomain), Earth
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—gravity bow[APG], mage armor, vanish[APG] (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), mage hand
. . Opposition Schools Fire
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 18, Int 18, Wis 16, Cha 6
Base Atk +0; CMB +1; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Expertise, Deadly Aim, Dodge, Eschew Materials, Point-Blank Shot, Power Attack, Scribe Scroll, Weapon Finesse
Traits skymetal smith, spark of creation, warsmith
Skills Acrobatics +3 (-1 to jump), Craft (armor) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (clockwork) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (mechanical) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (sculpture) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (weapons) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Knowledge (arcana) +8, Knowledge (engineering) +8, Perception +3 (+5 to notice unusual stonework), Profession (engineer) +7 (+9 on checks related to metal or stone, +11 to earn money), Spellcraft +8, Survival +3 (+5 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Gnome, Terran, Undercommon
SQ arcane bond (ring), industrious urbanite, iron skin, variant channeling (forge variant channeling[UM])
Other Gear dagger, light hammer, - arcane bond ring -, artisan's tools, artisan's tools, artisan's tools, artisan's tools, artisan's tools, bedroll, belt pouch, chalk (5), fishhook (2), flint and steel, hip flask[UE], holy text[UE], ink (2), ink (2), inkpen (2), inkpen (2), iron holy symbol of Brigh[UE], journal[UE] (2), journal[UE] (2), mapmaker's kit[APG], masterwork backpack[APG], measuring cord (10 ft.) (2), measuring cord (10 ft.) (2), paper (10), paper (10), powder[APG] (2), powder[APG] (2), scroll case, scroll case, sewing needle, signal whistle, spell component pouch, string or twine[APG], thread (50 ft.), waterskin, whetstone, 6 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Acid Dart 1d6 acid (6/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Cleric (Iron Priest) Domain (Construct)
Cleric (Iron Priest) Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire You must spend 2 slots to cast spells from the Fire school.
Forge Variant Channeling (±1 Sacred) AC bonus to metal armor/enhanced damage vs. metal constructs
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Iron Skin +2 (7/day) (Su) Increase natural armor bonus for 10 minutes.
Metal Rending (Su) Deal extra damage vs. metal armored/bodied foes. At 20th level roll twice vs. SR and take higher.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
| Cuàn |
The crunch for Farz is done. Not having to wear armor saves quite a bit on load.
For now I picked Local Ties as campaign trait, but as I said before he could fit several (others being Numerean Archaeologist, Robot Slayer and Stargazer).
Everything associated with Dexterity on his sheet is based on his enhanced dex stat due to his transmutation implement. The same goes for his Perception skill and the Divination implement. The stats on the paizo ui are the baseline.
EDIT: Just realised his familiar isn't on there yet. I'll add it now.
| Hotaru of the Society |
Paz Blake (Renamed from Paz Arcana, and going by Blake) is mostly finished. I added a background, alignment, and appearance blurb. I haven't converted his information to a good profile format, yet.
I also selected all but one language, and filled in the remaining trait with the ability to forge the group's weapons for cheaper... eventually. :)
| Tesla Gossamar |
Here's the missing background and corrected crunch to fix the background skills
After the crash, like so many other technical devices she was damaged and shut down. She was recovered by the Technic's League and after much tinkering was restored to operational status. Since the technology of her makeup was beyond the understanding of even the most resourceful gnomes, they "filled in the blacks" with experimentation of various magical spells and components. These gaps had an added effect of infusing the ability to learn and manipulate various magical properties (arcanist).
Seeing the android as a possible weapon instead of the assistant/interpretor of her original programming, the technic league used various other alien technology to augment Tesla's capabilities. Installing a target tracking and analyzing device (slayer studied target class feature) which accounted for the ease with which she was able to become proficient in ranged weaponry, particularly a bow. The technics tried to replace the more analytical programming with a fractured combat programming also recovered from the ship.
The league made several attempts to control Tesla for it's own "black ops" team, but her original programming prevented her from being controlled and as she assimilated more and more knowledge, she broke free of the combat only focus they intended and came to realize the technics for what they really were.
She now uses her "gifts" to recover more alien components and prevent other perversions of the technology that might be used for the leagues evil purposes.
Female android arcanist 1/slayer 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 8, 53, Pathfinder RPG Bestiary 5 19)
LN Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +4; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +5 (1d4+4/19-20) or
. . warhammer +5 (1d8+4/×3)
Ranged longbow +5 (1d8/×3)
Special Attacks arcane reservoir (1/4), arcanist exploit (arcane weapon[ACG]), consume spells, studied target +1 (1st, move action)
Arcanist Spells Prepared (CL 1st; concentration +4)
. . 1st—gravity bow[APG], vanish[APG] (DC 14)
. . 0 (at will)—detect magic, detect poison, light, read magic
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 14, Int 16, Wis 14, Cha 11
Base Atk +1; CMB +5; CMD 20
Feats Combat Expertise, Deadly Aim, Dodge, Point-Blank Shot, Power Attack, Precise Shot, Weapon Finesse
Traits numerian archeaologist, pragmatic activator
Skills Acrobatics +7, Intimidate +4, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (nature) +7, Linguistics +7, Perception +8, Sense Motive -2, Spellcraft +7, Stealth +7, Survival +6, Use Magic Device +7; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Draconic, Dwarven, Gnome, Orc
SQ emotionless, exceptional senses, nanite surge, track +1
Other Gear studded leather, arrows (60), dagger, longbow, warhammer, bandolier[UE], belt pouch, spell component pouch, 26 gp, 5 sp
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Weapon (Su) Use 1 reservoir, weapon gains enhancement, some of which can be spent on powers.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to survival checks made to track.
| Ozak Daggertooth |
I still need backgrounds for:
Gregor Marek
Iron Face
Ozak Daggertooth
Paz Blake
Salem
Tesla Gossamar
Ozak'a background is on his character sheet, but here it is:
Anton Zelovsky was on the run. Once a powerful Count in service to Duke Lebeda, he had held wealth, power, and status. And now it was all ruin, his house burnt, his family dead, and he an outlaw. He was a fool to have trusted Count Vorkylas. His part in the plot against house Rogarvia had cost him everything; his once honorable liege Duke Lebeda had denounced him as a traitor before the royal court, after leading to believe that the plot had his support.
Anton had been raised with the ideal that valor and strength in battle were what mattered, And his family had been firm and faithful followers of Gorum. Anton was known for his wild and reckless rage in battle, but never for any kind of political savvy. Too late he realized that he was ill equipped to be more than a pawn in the schemes of Brevic nobility.
Anton fled along the coast of the Lake of Mists and Veils to Orlov, where he called upon the local lords to recognize his title and bargained with them for assitance in recovering his domain. But the Iobarian nobility considered him a buffoon with no prospects, and bounty hunters from Brevoy continued to seek him. After a few bloody incidents, Anton fled to Franax, and then on to Okormirr, each time with worse results. Soon he found himself in the wilderness north of Okormirr, marching out into the trackless wastes of the Ice Steppes.
Anton was an accomplished hunter and did not fear for his chances on the Steppes, but his life seemed pointless and without meaning. So when he encountered an orcish war party he did not run; rather he threw himself upon them with wild abandon, expecting to die a glorious death.
Among the Orcs
Anton's attack startled and dismayed the orcs, as did his bestial fury. His greataxe cut down one orc after another, until chief One-Eye Daggertooth called back his orcs; they withdrew to reveal Anton, standing atop a heap of dead orcs, unbowed despite bleeding from a dozen wounds.
Chief Daggertooth was suitably impressed, and he noted the token of Gorum that Anton wore at his throat, one that matched his own, as the Daggertooth tribe revered Gorum above all others. "You cannot win," said the chief. "You are brave and strong, but against so many you must eventually fall. Why not come with us? Aid us against the Rhemoraz tribe, and you will live to fight an even greater battle than this. And help us attain victory, and you will be rewarded greatly!"
Anton shrugged. One death was as good as another, but a greater battle than this? Yes, Gorum would be pleased. So Anton joined the Daggertooth tribe on their raid against the Rhemoraz tribe, the Daggertooths were victorious, carrying off much plunder and many slaves.
So Anton became one of the Daggertooth tribe, and over time he grew in might and renown, until he became the chief's right-hand man. And when the Rhemoraz tribe ambushed chief Daggertooth it was Anton who came to his aid and pulled him from the Rhemoraz Orcs' trap. After this, chief Daggertooth offered Anton the hand of his eldest daughter in marriage. Knowing that to refuse would be a detahly insult, and missing his old family, Anton accepted.
Ozak is Born
Yakina Daggertooth was a passionate orc, both loving and cruel. She had a hot temper to match Anton's and she feared nothing living (though she shuddered when hearing the howls of the ice ghosts in winter nights on the steppes). Despite their differences they made a good couple. So soon after her and Anton were married, Ozak was born.
Anton and Yakina had different influences on Ozak. Anton raised Ozak on stories of Brevoy, and the honour of the noble ideal. Anton taught Ozak to be unflinching in the face of danger. Anton was proud to show Ozak the martial skills he had learned under his own father, and often spoke of the beauty and wealth of Brevoy as well as the treachery of its aristocrats.
Yakina venerated the heroes of the Daggertooth bloodline, including her father, believed by many to be the mightiest warrior among the Daggertooths, as well as Kolthax Daggertooth the Great; a double axe-wielding warrior and her great-grandfather. She taught Ozak that one must crush one's enemies utterly, and that the greatest destiny for any Orc was to be the Warlord of a tribe.
Though the viewpoints of Anton and Yakina differed widely, the one thing they shared was a love of Gorum. Both devout Grumites, Anton and Yakina could not help but pass their devotion on to Ozak. Anton died in battle when Ozak was thirteen and was buried with full Gorumite honours (at least as far as the orcs were concerned); the reverence they gave to the ceremony further deepened Ozak's faith. Then, at the Stoneblade festival (a coming of age ceremony among orcs of the Daggertooth tribe), Ozak's blade struck nine sparks when striking the stone at the culmination of the festival. This was seen by all as a good omen, and Ozak entered the service of Gorum. Unwilling to forsake his fighting skills to the extent that a Cleric would, he instead became an Inquisitor.
Mercenaries
Though the orcs of the Daggertooth tribe were hunters and lived off the herds that ranged over the ice steppes, they also (like most orc tribes) sometimes hired themselves out as mercenaries to the squabbling human cities of Iobaria to the south. In this way they obtained goods not available in the far north and profited off of the squabbles of the humans and others further south. And while the humans never particularly trusted the orcs of the north, they were always desperate for any advantage they could gain in their struggles with their neighbours.
After coming of age Ozak joined an orc mercenary band. After his ninth battle, Chief One-Eye gave Ozak his great-great-grandfather's worn but trusty double axe to carry in battle. Though still young, Ozak was known for carrying about him an aura of dread that made other orcs quake with fear. He seemed to know exactly how to strike fear into the heart of his enemy. Other orcs were pleased to travel with him, not only believing that he could pull his weight in a battle but also that he was somehow chosen by Gorum.
Ozak served the company as their travelling priest. Ozak took it upon himself to make sure that the company's religious observances and offerings to Gorum were both suitable and earnest enough for the god. In particular, Ozak would find those who chose incorrect ways of honouring the god and hounded them into proper behaviour. The orcs terror of him was normally enough to ensure compliance.
Ozak continued marching with the mercenary company until one day when his company bit off more than it could handle. Ozak's company contracted out to the city of Veka in their struggles against Orlendas and Myrnorosk.
Betrayal and Revenge
At the battle of Harthost (a modest town north of the Coreth Wood) the Komar of Veka sent Ozak's company along with other forces to storm the town. The battle turned sour as a force of dwarves from Myrnorosk arrived to reinforce the town and threatened to cut off Veka's forces.
At the time, Ozak's company was in the process of storming one of the town gates and suddenly found itself fighting on all sides. The battle became more and more bloody as the orcs got more and more desperate. Eventually Ozak found himself to be the only one of his company left alive, and he managed to slip out along the inside of the wall.
He won his way free of the city and made his way to Veka's command tent, just in time to overhear a messenger report to the commander that Ozak's company had been wiped out by the dwarves. He overheard the commander say "Good... then we don't have to pay them."
Full of rage at the commander's wanton disregard for Ozak's company, Ozak burst into the tent and cut down the commander while he was unawares, and then turned on his aides, killing one and wounding another before the guards were called. With the sun setting Ozak was able to run off into the night.
Coming Home
Ozak fled back to the Ice Steppes. Though the army was busy investing Harthost and was unable to pursue him, word quickly spread that the Komar of Veka wanted him dead. He returned to the Daggertooth tribe and appeared before Chief Cromdarr (One-Eye had died a few years earlier and Cromdarr was Ozak's uncle), bearing news of the commander's betrayal and his actions.
Expecting to be welcomed, and praised for his actions in avenging orc deaths, instead the tribe's priest of Gorum censured Ozak, saying: "It is not for a soldier to question the will of his commanders. Those who serve the Lord in Iron do not fear death and die gladly in battle, knowing they die honorably. There is no merit at being angry over the deaths of your companions, nor was it your place to punish your leader."
In addition, Chief Cromdarr further censured Ozak, saying: "I should kill you for offending our friends the Vekans, whose gold we often take. But you are the grandson of One-Eye, even if you are a half-breed. So I give you one day to go from here. If we see you again after that, we will give the Komar of Veka your head and collect the reward. Now go!"
Banished from his tribe, Ozak wandered westwards, towards Brevoy, planning on seeing his father's old lands, and perhaps pressing his claim to them. If his mother's people gave him no inheritance, perhaps his father's would.
But when he reached Issia he found that even though House Rogarvia had disappeared (Ozak assumed it was due to a plot similar to the one his father was involved in) the name Zelovsky was reviled as the name of a traitorous lineage, and Anton Zelovsky was seen as a coward who had fled justice. When Ozak claimed to be the son of Anton Zelovsky, he was faced with laughter or violence.
Into Numeria
Ozak wandered on along the shore of The Lake of Mists and Veils, and found himself in the bleak land of Numeria. The land seemed strangely barren, as if under some curse, and while he rode with the barbarians of the plains for a time, the life in Numeria seemed meaningless and sterile. He left the tribe to find a meaningful path, and prayed to Gorum for a sign.
Just then, out of a gully appeared a strange metallic creature, with glowing eyes and pincers for hands. As it moved towards Ozak menacingly, Ozak knew this was the sign - a metal man! A true test from Our Lord In Iron. Ozak engaged the creature in battle and destroyed it.
The next morning Ozak could see a strange light on the horizon. He headed for it, and soon found himself in the town of Torch.
I still have to figure out background skills.
| Seth86 |
Ironface
Male dwarf cleric (iron priest) of Brigh 1/gestalt 1/wizard 1 (Pathfinder Campaign Setting: Technology Guide)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge)
hp 12 (1d8+4)
Fort +6, Ref +3, Will +5 (+2 to saves vs. emotion and fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +2 (1d4+2/19-20) or
. . light hammer +2 (1d4+2)
Special Attacks channel positive energy 1/day (DC 8, 1d6), metal rending
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—mending
. . 6/day—acid dart (1d6+1 acid), artificer's touch (1d6 , bypasses DR and hardness 1)
Cleric (Iron Priest) Spells Prepared (CL 1st; concentration +4)
. . 1st—animate rope[D], comprehend languages, doom (DC 14)
. . 0 (at will)—create water, detect fiendish presence, detect magic
. . D Domain spell; Domains Artifice (Construct subdomain), Earth
Wizard Spells Prepared (CL 1st; concentration +5)
. . 1st—gravity bow[APG], mage armor, vanish[APG] (DC 15)
. . 0 (at will)—acid splash, daze (DC 14), mage hand
. . Opposition Schools Fire
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 18, Int 18, Wis 16, Cha 6
Base Atk +0; CMB +1; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Expertise, Deadly Aim, Dodge, Eschew Materials, Point-Blank Shot, Power Attack, Scribe Scroll, Weapon Finesse
Traits skymetal smith, spark of creation, warsmith
Skills Acrobatics +3 (-1 to jump), Craft (armor) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (clockwork) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (mechanical) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (sculpture) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (weapons) +9 (+11 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Knowledge (arcana) +8, Knowledge (engineering) +8, Profession (engineer) +7 (+9 on checks related to metal or stone, +11 to earn money), Spellcraft +8, Survival +3 (+5 to avoid becoming lost when using a Mapmaker's Kit as you travel); Racial Modifiers craftsman
Languages Common, Draconic, Dwarven, Gnome, Terran, Undercommon
SQ arcane bond (ring), industrious urbanite, iron skin, stonesinger, variant channeling (forge variant channeling[UM])
Other Gear dagger, light hammer, - arcane bond ring -, artisan's tools, artisan's tools, artisan's tools, artisan's tools, artisan's tools, bedroll, belt pouch, chalk (5), fishhook (2), flint and steel, hip flask[UE], holy text[UE], ink (2), ink (2), inkpen (2), inkpen (2), iron holy symbol of Brigh[UE], journal[UE] (2), journal[UE] (2), mapmaker's kit[APG], masterwork backpack[APG], measuring cord (10 ft.) (2), measuring cord (10 ft.) (2), paper (10), paper (10), powder[APG] (2), powder[APG] (2), scroll case, scroll case, sewing needle, signal whistle, spell component pouch, string or twine[APG], thread (50 ft.), waterskin, whetstone, 6 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Acid Dart 1d6+1 acid (6/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Artificer's Touch 1d6 (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Cleric (Iron Priest) Domain (Construct)
Cleric (Iron Priest) Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Cleric Channel Positive Energy 1d6 (1/day, DC 8) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fire You must spend 2 slots to cast spells from the Fire school.
Forge Variant Channeling (±1 Sacred) AC bonus to metal armor/enhanced damage vs. metal constructs
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Iron Skin +2 (7/day) (Su) Increase natural armor bonus for 10 minutes.
Metal Rending (Su) Deal extra damage vs. metal armored/bodied foes. At 20th level roll twice vs. SR and take higher.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
--------------------
Ironface received the name due to the severe injuries he has sustained over the years do to him working at a forge. Metal and magic do not always go well together, and often end of with some form of explosion. Due to this, he has a disfigured face, with a few pieces of metal still imbedded under his scarred skin
He did not mind, it was his passion, his hobby, his life. One day he plans to make the finest construct the world has ever seen. That is his plan. His goal, his obsession. Numeria. The place where technology is rampant, abundant, and mostly uncharted. That is where he finds himself.
He has this gut feeling, this is where he needs to be. Where he will finally achieve greatness, where his name will be written in the history books for all to see