| miteke |
I did some research on the Archtypes I chose and they are not what I thought. So Dindae will use the Occultist archtype (which basically allows him to spend pool to summon) and hope to use the earth-infused template to give his character more AP appeal - if the GM will allow. I cleaned up the stats below so it is more readable too.
Dindae, along with his twin brother Warpac (a Warpriest), is a fey foundling Dwarf brought up in the northern part of the Five King Mountains near the border with Kyonin. His other-worldliness has caused him to be quite different from most dwarves with a severe case of Wanderlust and a dislike for steady occupations like forging. His chaotic temperament along with a wandering spirit just did not make him a ‘suitable’ dwarf, doomed (in his mind) to hours of designing and crafting things. A few weeks of that sort of thing he can handle, but some dwarves literally work on the same project for YEARS (*shudder*)! His wanderings brought him to Trunau where he works as part of a scavenging team. That fey streak in him also gives him a love for the outdoors. Though his brother prefers the waraxe, he likes the satisfaction his longhammer gives him when it makes that meaty thud and he enjoys choking up on the handle and smacking it into his hand to punctuate a sentence. He is stocky, even for a dwarf, and has blond hair with black streaks, sports a double braided beard, and comfy traveling clothes. He envies the other dwarves their armor. Sometimes he wears his brothers full plate just for the joy of it and pretends he is out thwacking giants instead of summoning rats. Its hard to get respect.
Loves:
1) A nice long trip to a new horizon, obviously
2) Gnomes. He thinks they are hilarious and, somehow, he just *gets* their humor.
Hates:
1) Staying in one place too long. Did I mention he has a severe case of wanderlust?
2) Lightning. Something about it just makes his nerves screech. It's not that he's afraid of it or anything, but it just, somehow, unnerves him. Could be his fey blood reacting in some strange way. But whatever the cause, he's lost a good many nights sleep due to a blustery day.
3) OK, so he also hates too many rules, but he is Chaotic Good and worships Desna so what do you expect. Don't get the wrong idea - he CAN follow the rules. He's not like *some* of those chaotic fellows, but a fellow sometimes just reaches a certain point...
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BASICS
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Character Name: Dindae
Race: Dwarf
Deity: Desna
Gender: Male
Age: Adult
Alignment: C/G
Class: Arcanist
Description: Stocky and Heavy (even for a dwarf), blond hair with black streaks, brown eyes
Origins: Five King Mountains
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STATISTICS
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Str: 10
Dex: 10
Con: 18
Int: 16
Wis: 12
Cha: 8
Initiative: +0
Speed 20 ft. 5 foot step allowed in some types of difficult terrain
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OFFENSE
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+0/2d6 reach attack, +1 attack vs. orc/goblin
Ranged N/A
CMB: +0
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DEFENSE
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AC: 10 (All types), +4 dodge bonus to AC against monsters of the giant subtypes.
CMD: 10, +4 when resisting a bull rush or trip (in most cases)
Hitpoints: 11
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SAVING THROWS
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Fort: +4
Ref: +0
Will: +3
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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SKILLS
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One rank in each of: Knowledge History, Linguistics, Perception, Spellcraft, Use Magic Device
See character sheet for total bonuses
+2 Knowledge History if giant related
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TRAITS
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Racial Traits:
Slow and Steady
Darkvision 60'
Defensive Training
Lorekeeper - +2 history
Hatred
Hardy
Stability
Rockstepper - 5 foot step in some types of difficult terrain
Weapon Familiarity with Dwarf Weapons
Traits:
Fates Favoered
Student of giantkind
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FEATS
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Fey Foundling
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LANGUAGES
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Common, Dwarf,
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EQUIPMENT
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Wizard's Kit - This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. 21 gp, 21 lbs
Longhammer, Dwarven. 70 gp, 20 lb
Spellbook. Free, 3 lbs
Carrying Capacity: 33/66/100
Current Load Carried 44 lb.
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SPELLS
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All Cantrips
Thunderstomp
Enlarge Person
Alarm
True Strike
Obscuring Mist
Mage Armor
Special Abilities:
Arcane Resevoir: 4
Planar Spells: An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.
Conjurer’s Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
Google Doc Character Sheet
| Jack Daniels |
Okay,recruitment is over and time to post my selections before I change my mind again. I was overwhelmed by the interest you have all shown and the great concepts I read. Thank you all for your applications. Unfortunately, I have to go by gut instinct and can take only five. The players selected are:
Varren Durensen - Paladin (Stonelord) (Orphaned)
Kurag Urlot - Ranger (Horselord) (Vexing)
Janek Frrarson - Sorcerer (Artifact)
Jalnara Steelhand - Druid (Giantslayer)
Ingra Forgeheart - Cleric (Artifact)
You may report to following Thread: Discussion
Thank you all.