Still need Liliath but we can move forward a little. Unfortunately my place of employment decided I could use some more work. So first Gameplay will come later today hopefully. It will be the current situation with some spoilers for each of you about minor changes in backstory to fit in the game (Mostly names or more info on places you provided) and a small synopsis about the caravan and why you are in it.
Somebody PMd me about a recently joined background, but they didn't sent it via their character and it's hard for me to look for them on my phone, so there will be a small alteration. It's basically going to be Tiasar hiring a bodyguard since he's so sheltered and physically weak.
You and Barbie can share spells but you still have to pay to transcribe them. I think that's a little over your level 1 budget. I assume the PM came from Juskar since he mentioned being a bodyguard. Tell me if this is the case because I planned on him being from Bastion but he doesn't have to be. When I get the post up this evening you guys can work out mixing backstories more.
As it appears the DM has no objection to the idea, let us have a recent background Jusker.
The basic idea is that Tiasar knows how bad of a survivalist and fighter he is, so he brought some of his saved money and came into the nearest human town looking for somebody to hire as a bodyguard, companion, food hunter, and adviser for the trip ahead of him.
How about a slight modification? After the Tiasar almost gets himself killed by goblins, of all things, he hires Juskar to be his personal common sense editor. The ranger stops the wizard from making stupid decisions and will see him all the way to Bastion at least. Now everyone is together. Yaaaaaay.
Male Human Druid 1| AC: 16/12/14 | HP: 9/11 | F +4, R +2, W +6| CMB +0, CMD 12 | Init +4 | Perc +8
Something tells me that between fighting and surrendering, fighting is going to be our better chance.
So I was thinking of having the Roc charge the bandit "leader" with the hopes of saving the driver he's currently threatening. Are there any adamant objections to starting off combat this way?
Normally I'd say go for it, but there are 20 bandits. Even assuming we've got as many as a dozen armed helpers, they still have a bunch of advantages over us. As much as Jorn would be loathe to do so, I don't really think there's anything we can do that won't end up with a lot of dead caravan-folk. I think surrendering and waiting for a better chance to fight back is probably a much safer choice.
In Character
OH GOD WHAT'S HAPPENING DON'T KILL ME PLEASE
Out of Character
I'm going to wait on a map, I want to see what kind of advantage they have as well as how many troops we have with us. If we have something like a dozen armed men with us, then I think we should fight. If we have 5 armed men, then probably not.
Also remember, sleep is OP at this level. Group them up and I can drop a quarter of them with some luck.
Honestly, I don't blame them. If it wasn't I would probably make more enchantment specialists who were just absolute terrors at level 1, running around with 3 or 4 DC 17-18 sleep spells prepared. You'd have to send a bunch of elves to stop them.
Even with Sleep as a full-round action, 30-40 1st level combatants means at least a few rounds of some static melees, so we should be able to get at least one good Sleep AOE.
Also, 6 in that equation are to our rear and not yet engaged. If they're melee only, they'll be engaged there, but if we pull everyone to the front, they're effectively nullified until they can get into the Theatre.
Also, in character, Liath's been given this task by her Order. There's no way in Hades she's gonna lay down arms while she has spells or hit points left. Jus' sayin'. =)
I figured. You guys are almost evenly matched in numbers. There are two guards per wagon, 4 for the last. Liath and Jorn part of that number. That means you number 18 + pets means 20.
Male Human Druid 1| AC: 16/12/14 | HP: 9/11 | F +4, R +2, W +6| CMB +0, CMD 12 | Init +4 | Perc +8
Although I'm not for surrender, I'm thinking maybe starting off with the sleep spell or the like would be a better move now that I've thought more on it.
I know this tunnle is dwarven built, but is it old and mossy, or are their at bunch of plant-life for decoration or anything? If there is enough plant life around the few to the front I have Entangle ready to go which could help us.
Does anyone else have some good control spells prepared?
Female Human Arcanist 1 - HP 12/12 - AC 12 T 12 FF 10 - Fort 3 Ref 2 Will 3 - Init 6 - Perc 2 - Lvl 1 slots 3/3 - Conc 7 - ArcRes 3/3
If Tiasar and Barbie coordinate their actions well, assuming we win initiative, in a single round we could take out of the fight a good number of them between his sleep and my color spray.
I'm also hoping for a map since col.spray is 15 feet cone so I need to target the closest ones. Standard action though so I could get into a favourable position.
I say let's go for it.
@GM: do you roll the d4s for color spray's rounds of effect, or do I?
Barbie, the general rule of thumb if you roll for everything involving your spells except for saves against it. There can be some exceptions (like teleport), but they are few and far between.
Male Human Druid 1| AC: 16/12/14 | HP: 9/11 | F +4, R +2, W +6| CMB +0, CMD 12 | Init +4 | Perc +8
I think the group (5 men?) near the front is "grouped together". I'm not sure how close but I think they are the best targets for Color Spray considering it's small range and AoE.
I'm not sure what we could do to make the most out of Adhesive Spittle, other than if anyone makes their saves.
As far as me, Entangle effects a 40ft. area and causes creatures that fail their saves to gain the entangled condition. The major downside is I would have to have the area effected have some plant life in it...and I have to say this place seems like it might be devoid of it. Alternatively I can Summon Nature's Ally 1...but there aren't like any "amazing" options to summon from.
Sleep is sleep...which is amazing...and hopefully can put down a few of those that are surrounding our carts.
Between these spells it'll put us at a distinct advantage even though they may have had the drop on us, but I definitely think we would need to open with them and not just some full-blown attack.
I put a map up. Dungeon Grid is super easy to use. The map isn't of a tunnel but a crevice or valley. The walls are 10ft high and the ones at the front are visible. The six in the back aren't and only Stalkid knows for now. I am not sure if you can move things but place yourself where you want.
Male Human Nova | Danger +1, Freak +3, Savior +0, Superior +0, Mundane -1 | Influences: Silver Shadow | Conditions: Insecure, Guilty
It's telling me the same thing, "You are not connected to any maps." I tried logging in with both Facebook and Google+, and it says the same thing on both.
Just, point of note, I made a blank map, and when I hit the "Share Map Link" option, the link it gives me is a lot longer than the URL that is tied to the Bandit Ambush link. Jus' sayin' the whole thing might not have linked. =)
If Barbie moves to I16, she can angle the cone to affect the bad guys at G16 and G18. Does that sound reasonable?
2) Description:
Barbie, basically it's a corridor, and you are currently behind the lead wagon. The sides of the corridor are lined with bandits, with 5 of them capping the end in a T.
3) Strategy.
If we neutralize the bad guys to the sides of all of us, and then work our way back, helping all the guards, we can negate the 5 at the front, and force them to leave cover and come to us.
Whereas if we charge those 5, we'll be removing ourselves from the effective area, take shots on approach, and we'll be of no help to the rest of the guards.
Female Human Arcanist 1 - HP 12/12 - AC 12 T 12 FF 10 - Fort 3 Ref 2 Will 3 - Init 6 - Perc 2 - Lvl 1 slots 3/3 - Conc 7 - ArcRes 3/3
Looks like it works now. So Barbie moves to I19 and her cone affects H19, G18-19-20 and F18-19-20. She doesn't drop prone, the wagon and the guard should be enough to provide some cover.
Edit: first time that IE works better than Chrome.
Seeing as I got enough interest here is the official recruitment.
The Story:
1048 years.
That is how long its been since the end of the war. And though only the oldest of elves even remember the conflict, all know how it ended. For they are reminded every time they look at the border of their nations and see the soaring peaks of mountain range formed in the span of a single day.
--The story--
The nations of Ouros and Boros were, up until the Great Intervention, at war with each other. This was a war the likes of which no other land could even comprehend. It didn't just last for decades or centuries...but millennium. Thousands of years the two nations had been at odds. Sometimes the two clashed on the border endlessly for years. Other times there was peace to allow the two to recuperate. And just when peace might have actually settled, a spark would ignite the two nations yet again. The war is so old that only the most ancient of dragons even know how it started. And they are as tight lipped as ever. So what could possible put an end aggression built over thousands of years?
The Gods themselves.
Specifically Tiamat and Bahamut. The two great dragon gods of good and evil. And why are these two involved. Again, only the dragons know the whole story. But part of it might be because the Metallic dragons and worshippers of Bahamut controlled the northern Ouros and the Chromatic dragons, worshippers of Tiamat, controlled southern Boros. And because of this schism of beliefs, neither could suffer the other to live peacefully. For in the north, the Metallic's and indeed most of the kingdom of Ouros, believed in the tenets of Bahamut. Honor. Justice. Loyalty. Wisdom. These are the virtues the Metallic dragons try to uphold but without being tyrannical. They prefer to guide the kingdom of Ouros by example. Whereas in Boros, the Chromatic's lead with an iron claw. They beat into the people the virtues of power, strength and greed by any means necessary. And they don't bother hiding their chains of control. Everyone in Boros knows the king is a puppet to an ancient and powerful red dragon that few have ever seen. Volthuryol.
But that is neither here nor there for the current situation. A strange grouping of people, who have yet to discover the power within, have found themselves together and bound for the city of Bastion in southern Ouros. When the gods rent the ground and formed the mountains that now separate the two nations, they created a very dangerous area. The mountain range used to be the front lines of the war where countless soldiers and creatures lost their lives. Now those lost souls wander the mountains as undead, making it all but impassable. And if the undead didn't deter you the forbidding cliffs would. Only one valley through the mountain range was discovered and that is where Bastion began. Great mages from all over flocked to the sight and began work setting up wards along the mountain range and the valley. They joined fellow scholars from Boros in the middle and set up, after many long years, the first land route between the two now peaceful countries. Both nations are bordered on one side by mountains and the other by ocean so this route was much appreciated. Unfortunately it wasn't too long before an "accident" occurred and the wards failed. The valley was abandoned as undead flooded in and since neither side knew what happened, the route was closed. The two nations still distrusted each other but the gods pretty much forbade them from acting against each other.
So Bastion was mostly abandoned and soon fell into disrepair. The walled city still maintains a skeleton crew and the mage college still retains some loyal scholars trying to figure out what happened but the city has significantly fallen in grandeur. It still maintains a decent number of devoutly loyal citizens and it lies on a trade route from the mines to the east and ocean ports to the west. In recent years though it has been the target of bandits who attack the traders headed to and from the city. Many essential goods have been stolen or burned before reaching the city and the small guard left over doesn't have the man power to fight them off. Only time will tell if the city survives.
Crunch:
-22 point buy because I can. None below 10 before racial and none above 18 at all.
-No evil.
-Level 1
-Core races. Anything else, ask. 3pp, no.
-All classes except psionics and summoner. No 3pp.
-Full HP first level and PFS standard after
-average wealth for class
-PFS standard for traits 2 or 3+drawback.
-Backstory. You can take some artistic freedom in this area as the world is still in development. If I like it I will include it or change it to fit what I envision. Must be from Ouros and include a reason to join a trade caravan heading to Bastion or likely to see it on the way. If you want to be from somewhere else, even Boros, know that I will only take one such Foreigner.
-Likely to pick only 5. Would rather take 4 to keep things moving quickly but experience has taught me that someone always bails early.
-1/day post rate minimum but would prefer more.
This is an idea that has been bouncing in my head for a while now and wanted to finally see what I could do with it. I have a beginning, end and much of the in between but I want the world and story to be a joint effort between me and the PC's.
Here is the original interest thread. If you have questions they may have already been answered there.
just dotting, probably going to make a kobold, but if i get into another game that is posting up on thursday i will withdraw here, I can't handle three new games
I'm back with Tiasar updated. His background is short, but I closely tied in his traits and drawback. If you want me to expand it or need anything else just let me know!
@Ancient: :(
good that I have an alternative character ready :)
Keila Free
Female Human Brawler(Winding Path Renegade) 1
fluff:
Keila was born as Keila Miller, third child of a merchant family. She was a wild and unruly child, which didn't get any better as she grew up.
Unable to cope with her disregard of rules her parents send her to a monstery to lern discipline.
Monastery live hat to many rules, but the fighting was neat. she was somewhat able to cope with all the rules till somewhen after her 18th birthday, not that she wasn't disciplined quite regularly before. After being caught drunk and/or in bed with other disciples(of both genders) mulitple times, she was finaly thrown out of the Monastery.
Finaly free of her Family and the Monastery she whent where her feet would cary her.
After many Adventures (and tavernbrawls) she found herself at Bastion, lacking coin she decided to go and beat up a few bandits and get the bounty and their stuff.
Look:
Age 19
shoulderlenght red hair
a small scar near the base of her nose
green eyes with a mischievous glint
and an even more mischievous grin
personality:
lives and breathes Chaotic Neutral
has enough clever (and common sense) to get out of the trouble she causes :)
good at thinking on her feet
'when in doubt, do it'
doesn't care what others think of her
ignores social rules
Goal: to live the most fun live possible
crunch:
KEILA FREE
female human brawler(Winding Path Renegade) 1
LG Medium humanoid (human)
Init +3; Senses Perception +4
DEFENSE
AC 16, touch 14, flat-footed 12 (+3 Dex, +1 dodge, +2 Armor )
hp 12 (1d10+2)
Fort +4, Ref +5, Will +0
Defensive Abilities
OFFENSE
Speed 30 ft., Fast Movement
Ranged shuriken +3 (1d2)
Melee unarmed strike +2 (1d6+2)
Ranged sling +3 (1d4+2)
Special Attacks
STATISTICS
Str 14, Dex 16, Con 14, Int 10, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 16
Feats Dodge, Improved Unarmed Strike, Combat expertise
Skills Acrobatics +7 , Escape Artist +7 , Knowledge (local) +4 , Perception +4 , Sleight of Hand +8
Languages Common
SQ bonus feat, skilled, weapon and armor proficiency
Combat Gear shuriken (2), potion of cure light wounds, torch (10), rations (trail/per day) (5); Other Gear leather, shuriken (2), sling, traveler's outfit, sling bullets (10) (2), coin (gold piece) (6), coin (platinum piece), coin (silver piece) (8), pouch (belt), backpack, blanket, rope (hemp/50 ft.), soap (per lb.), waterskin
SPECIAL ABILITIES
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, but not with shields.
Brawler's Cunning (Ex)
If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.
Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Unarmed Strike
At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Life is hard in Ouros for a girl with no family. Fortunately, that is not my case, or at least it wasn't until six months ago. My big brother Hugo took care of me when our parents died; he managed to keep our little house by finding temporary jobs here and there, and thanks to him there was always some food I could put on our table. Most of all, Hugo loved me and accepted me with my quirks and my unusual interests, especially magic. Magic! I've always been fascinated by it, and I seem to have a true talent, so I've been studying and trying it out as best as I could, with his blessing and support.
About a year ago, things became grim. Getting a job was harder and harder, and we found ourselves scraping our living and wearing out what savings we had, coin by coin. It must have been desperation what drove Hugo to do what he did, because he's a good guy, he really is... it was just that one time, but they got him and sentenced him to serve as a draftee in Bastion. He was dragged away, and I can still see the desperate look in his eyes when he realized there would be no one to take care of me, that I would be utterly alone.
I somehow managed to get into an old lady's good graces and became her personal maid. That provided me with the means to survive but of course I had to let go of my magic and my studies! The old lady liked me more than I realized though, because when she died, three weeks ago, it turned out that she had left me a little sum of money. It will hardly last long, but it will be enough to buy some stuff and leave for Bastion. My brother is there, and also knowledge, and magic: it's time to turn the page, leave this place and see what life has in store for me outside this empty nest.
Crunch:
Chaotic Good Human Arcanist
More will follow if the character piques your interest ;-)
Yokaiboy: I think her personality is fine the way it is. Shouldn't be hard to keep her interested.
Nohwear: Firearms are not native so you would have to be a foreigner and subject to my one foreigner only rule.
All: Remember you are Level 1. To me that means you are not awesome. You have not done much. With a 22 point by you may be the toughest or smartest person in a small town but the world is big and it was at war. There are many powerful beings out there. You have not singlehandedly defeated a tribe of goblins or wrestled a werebear. You can beat most tavern goes and can cast minor spells. This may even be your first outing too. Backstories should reflect this in my opinion. But that doesn't mean you have had a boring life though. Just keep in mind you are inexperienced and are about to get a crash course in how big the world truly is.
Hmmm. It appears someone already inhabits the Arcanist position.
Not to mention I have already submitted an elven wizard. There's no problem with some healthy competition, but we don't want to flood the thread with arcane casters and have nobody that can swing a sword.
Not to mention I have already submitted an elven wizard. There's no problem with some healthy competition, but we don't want to flood the thread with arcane casters and have nobody that can swing a sword.
Quite true, quite true! I also have a lvl 1 Fighter(polearm-master) to offer, but my preference is a lvl 1 Warpriest. That would lend to both the Divine and the swing-needing categories.
What say you, DM Ancient? Does Bahamut have room enough for one more Warpriest?
Quomaugh is going to be swinging a warhammer around, and barring that, a big ol' wooden club. :)
The intention is that he will be a more martially-focused Druid with some support and blast-y spellcasting. Combined with Blessed Hammer, he'll end up turning into a giant and smashing things. ;)
Jaime Sommers: The more you can tie your character in to what little of the world I have revealed the better.
Geist Denken and CampinCarl9127: Since I am only taking 5, the more you can separate yourself from others the better. The more interesting you can make your character the better.
Nohwear: Being both rat and foreign would be a bad combination. Especially since Boros was known for releasing were-creatures to disrupt the enemy. Also, I play a gunslinger IRL and even I think they have an advantage over every non-casting class.
Atlas2112: Of course.
TreasureFox: If you have read the Ranger's Apprentice I have incorporated the same group. Many Ranger's aspire to such levels. You can play off that.
Johnnycat93: What do you mean by new? What I meant with artistic freedom is you could potentially add to the world not add something to Paizo. No 3pp.
Seranov, you might want to look at the Goliath Druid archetype.
I am. :)
Most of Quomaugh and Dorn's crunch is finished, and I started working on the fluff to go along with it. I've got the majority of the concept flushed out in my head, it's just a matter of putting it to paper.
Greetings, I am called Faelyn of the Silveroak village. It's a close community of elves living just on the north border of southern Ouros. We are an open minded community, accepting of humans, half elves, and gnomes when they trade with us. Our bows are top quality, and we have numerous healers and warriors of faith.
Brief Story:
I am a capable, but refined man; I savor aged wine, practice my father's bow making trade, connect with the forest, and practice both martial and ranged combat. Combat against the undead is my specialty, as we fight on a frequent basis. It is custom in my village to plant an oak when an elf is born, so we measure our age in oak rings. I have 112 oak rings now, only declaring adulthood yesterday.
My elder told me that a group of people wish to travel to the crumbling city of Bastion. Not the easiest task, I'm afraid. Due to merciless bandits, warped terrain, and the foul stench of the undead, you will need a guide. For my first task I am here to provide you with safe passage to Bastion. I hope you're ready for the trip.
Crunch:
Male elf ranger 1
CN Medium humanoid (elf)
Init +2; Perception +8
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+2Dex, +4armor, +1shield)
hp 11
Fort +3, Ref +4, Will +2; +2vs enchantment, immune to sleep effects
--------------------
Offense
--------------------
Speed 30 ft. (20ft armored)
Melee halberd +3(1d10 +3(20 x3))
…and flail +3(1d8 +2(20 x2))
Ranged longbow +3(1d8 +2(20 x3))
Spell Like Abilities
… 1/day comprehend languages, detect magic, detect poison, read magic
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 12, Int 14, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15
Feats quick draw
Traits envoy (racial), knowing the enemy, reckless
Racial Modifiers keen senses, elven immunities, weapon familiarity, low light vision
Languages Common, Elven, Sylvan, Draconic
Skills:
this is when armored Acrobatics -1,
Appraise +2,
Bluff +1,
Climb +2,
Diplomacy +1,
Disguise +1,
Escape Artist -2,
Fly -2,
Handle Animal +5,
Heal +2,
Intimidate +1,
Knowledge Dungeoneering +2,
Knowledge Geography +6,
Knowledge Nature +6,
Knowledge Religion +3,
Perception +8,
Ride -2,
Sense Motive +2,
Spellcraft +2,
Stealth +2,
Survival +6*,
Swim +2;
*Depends on if tracking
I have vowed to bring my very best for this campaign, so I spared no effort on the backstory. (If you only read one, read Chp 3. *heh*) While writing it, a few things came to mind:
The first is, if there is a massive mountain range separating the two nations, that mountain range would have a name. I came up with The Great Divide. Not original, but fitting. YMMV
Second, just like Pathfinder has different Orders of knights and clerics, and IRL there were different Orders and Monasteries, there would probably be different Orders devoted to all five of the types of dragons. (With the understanding that all Metallics are representations of different aspects of Bahamut.)
Hence, just like there were "Teutonic Knights" or "The Order of the Pheonix" there might be Orders of the Bronze, Silver, Gold Dragons, etc.
Oh, quick note. Here they mention why Bahamut didn't make it to PFS. Apparently WOTC still has the rights? If you ever wanna publish or market this, you may think about just changing it to Apsu or whatever.
Just sayin'. =)
Oh, last thing. Just agreeing on common terms: Everyone knows a group of dragons is called a "Flight", yeah? A pride of lions, a school of fish, a murder of crows, a flight of dragons.
Johnnycat reporting in with my Half-Orc Cavalier. Alias should be all sorted out, but I am trying to clean up my backstory a bit since it runs a little longer than necessary.
DM Ancient, what do you think about the possibility of Dragon Riders existing in your world? Not playing one, just the existence of them somewhere at some time anywhere between the distant past to the distant future?
Less as steeds, more as partners, closer to the depiction of them in Eragon. It's a relationship where the dragon is just as much if not more in charge.
Quomaugh was born to a long family line of dwarven miners, in the dwarf-held city of Dagh Boramm in northern Ouros. From a young age, Ironmaw spent much of his time in mining tunnels, caves and quarries, following his parents as they helped provide all of Ouros with ore and minerals for use in building and crafting. But it wasn't his parents that kept the youth interested and excited about the constant trips and hard work; It was the aged leader of the mining group, a man by the name of Dorn Heavyhand. Dorn was a servant of Torag, and a defender of the lands of Ouros. Through the Father of Creation, Heavyhand would use his divinely-granted powers to find areas where it was safe to mine, build and dig. The dwarfs of Dagh Boramm were not intent on subjugating the hills and mountains they lived on and inside, but to live alongside them, to benefit from their strength.
In Dorn, Quomaugh found his first hero. Though Quomaugh's father was less than pleased with the adoration his son showed the other man, he could not argue that the Mining Captain was a noble and skilled leader, very much worthy of such respect. Over the years, Quomaugh worked hard as a miner, doing his best to impress Dorn. When he was still young, a lad of no more than thirty, he had gotten Dorn to promise that he would teach the younger dwarf the secrets of supporting the stone, as the elder dwarf called it, should Ironmaw prove himself worthy. The young miner threw himself into his work and the veneration of Torag, hoping to be considered worth taking on as an apprentice.
In his mid-sixties, Quomaugh finally earned the recognition he so desired. Heavyhand took Ironmaw under his wing, and taught him the ways of the druid: Of using the magics of nature, of the ancient racial enemies of their people, and of the great beasts that had lived long ago. To combine the power of things that existed long, long ago, and to use that ability to help his people today. And for many years, Quomaugh took to the training with vigor and enthusiasm. He proved himself a worthy student, sucking up all the knowledge his mentor would give him. Until the day that the Armies of Dagh Boramm called on its men.
Recruited to serve as soldiers in an excursion towards southern Ouros, Dorn and Quomaugh set out after a few months of military training. Escorting a merchant caravan, they made it most of the way to their destination without so much as a single interference from outsiders. But then the Bloodletter Clan attacked. The Bloodletters were a tribe of fire giants that had notoriously troubled dwarven and halfling communities in the area for centuries, and they crashed upon the caravan like lava from a volcano. Realizing the caravan's defenders would be overwhelmed, Dorn demanded that his apprentice flee back to Dagh Boramm. Though the younger dwarf tried to stay and fight at his master's side, Heavyhand would have none of it. "Supporting the stone also means protecting those closest to you," and with those final words, Heavyhand sent the young druid off. Quomaugh rushed to safety with a handful of other young dwarves, who brought news of the events to the people of Dagh Boramm. Stories of Dorn Heavyhand and his final stand became legend among Quomaugh's people, and upon the apprentice's return, he took up the fallen druid's position as Mining Captain.
In the many years since, Quomaugh has served the people of Dagh Boramm with determination. He lives his every day in an attempt to meet the standards fitting of a dwarf in his position, and to do Dorn proud, fighting off the deep hatred of the giants that took his teacher from him. His dedication to his former Captain is still in the forefront of his mind, and led him to name the infant tyrannosaurus pup, that he found wandering the caves under his home, in honor of his druidic master. And through the strange reptilian creature, the dwarf hopes to focus his strength and faith.
Now, Quomaugh and Dorn have been called upon, once more, by Dagh Boramm's military. They have been ordered to escort another trade caravan to Bastion, where unknown happenings await them...
Appearance and Personality:
Quomaugh is broad and stout, a veritable mountain of a dwarf. A very short mountain, yes, but every bit as tough. With bright red hair and a long, neatly-braided beard, he does not give off the image of a soldier. His emerald eyes shine with wisdom and wit, and he has long since proved himself to be a capable and effective civilian, both in scholarly and labor-intensive pursuits.
Though friendly, Quomaugh is a bit off in his interactions with others. His power is received from Torag and the mountains themselves, and the training to earn them took place over the course of many decades in the dwarf's formative years. While he is right at home among the caves and mountain ecosystems of Ouros, and with the animals that live there, he is not quite as comfortable with those that can actually speak back. This awkwardness generally does not impact his work, however, so he tends to be a man of few words when working in society.
Character Sheet:
QUOMAUGH IRONMAW
Male Dwarf Druid (Goliath Druid) 1
NG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision, Perception +7
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DEFENSE
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AC 14, touch 11, flat-footed 13. . (+1 Dex, +3 armor)
HP 11 (1d8+2+1)
Fort +4, Ref +1, Will +5 (+3 on all saves vs. poison, spells and spell-like abilities)
Defensive Abilities defensive training
Dorn is a young dinosaur pup that Quomaugh picked up during his travels as a Mining Captain, and is named for the dwarf's late druidic master. With mottled olive skin and bright orange eyes, the tyrannosaurus youth stands just slightly shorter than his dwarven master, and roughly six feet from nose to tail. Curious and enthusiastic, one would not be able to guess that Dorn is descended from the legendary beasts that bore him. The inquisitive infant dinosaur is steadfastly loyal to Quomaugh, but takes a bit to warm up to others.
This is GenThunderfist's submission, Stalkid of the Forest. A fairly straightforward Caster Druid. The aim is to work towards Battlefield Control and Light Support. The crunch is pretty sorted out, and I'll have a back-story added in in no time.
I figured I should specify my character's overall build concept and party roles: Quomaugh is intended to be a melee combatant with a good assortment of magic (mostly for buffing, with a side order of summoning/battlefield control), martial capability (especially once Wildshape comes online) and skills (thanks to Breadth of Experience giving him access to all knowledge and profession skills, on top of his normal skills), to make a very all-rounder character.
Since he's going to be a bit spread-out in his build choices, he should be great for assisting people at stuff, and shouldn't steal the spotlight from anyone. :)