
Forso Understone |

LessPopMoreFizz wrote:Before I submit, any preferences between the two following build ideas...Either one would work, but the Investigator would probably give you your best shot. There are quite a few ranged builds already. I'm going to try to avoid pigeonholing people into certain roles on the basis of their class choices, but (at the same time) I'm not likely to choose a party of all zen archers, either.
Well then! Forso is here to convince people that this band of Dwarves is anything but a bunch of good-for-nothing sociopathic drunks with his wit, knowledge, and forceful arguments, which may or may not be backed up by forceful fists...
Still need to do gear, and I'm not 100% settled on the relative Str and Dex scores (and of course, Weapon Finesse as a result), but this is pretty much what he looks like. A lot of his skills are going to be very mediocre until he hits level 3, at which point he gets to use Int for them - but he should solidly fill the Face and Traps&Locks roles as needed, as well as being handy in a fight. :D

GM Sarpadian |

i made a monk
You don't qualify for Step Up. Also, you should probably suggest a dwarf- or monk- themed feat to use as your campaign bonus feat because the default one isn't doing you any good right now (though that changes if you replace Step Up with Light Armor Proficiency). Most everything else seems to be fine.

GM Sarpadian |

Where does it say this
I didn'trealize you wanted it as your bonus feat. It's not on the list of bonus feats in the campaign info tab, so you would have to ask about it. I thought you were trying to take Lingering Performance as your 1st level feat and Toughness as your bonus feat. There are monk archetypes that replace monk class abilities with Toughness, so I wasn't going to make an issue out of it not being on my list of acceptable bonus feats. Lingering Performance, however, is not by any means either dwarf-themed or monk-themed. Since those were the criteria I required for suggesting bonus feats, Lingering Performance would have to be your 1st level feat, and you don't qualify until 2nd level (when you take your 1st level of skald and get raging song). "Your 3rd level feat is the first feat you get to pick after you qualify for Lingering Performance" would probably have been a better way to word it, I suppose.
EDIT: Ninja'd by Nate, and he said it far more concisely.

Jubal Breakbottle |

This campaign looks very interesting. Like others, I'm struggling to find something that fits well with monk. Two questions:
1. Would you consider allowing the starting class be brawler instead of monk?
2. How do those extra feats like Hex strike work? The character needs the class ability for the feat but the character must start as monk, so they wouldn't qualify, right?
Cheers

nate lange RPG Superstar 2012 Top 32 |

I could be mistaken but I believe that the GM already said no to brawler; and, typically, if you posess a feat which you don't qualify for you don't lose it but can't use it until you do qualify... (That doesn't come up often because you can't normally choose a feat you don't qualify for, but occasionally comes up with bonus feats, or when you lose a prerequisite- like power attack if your Str drops below 13). In this case that means you get the feat at first but can't actually use it until you do me the requirements.
I'm feeling better but my kids are sick now... I'll try to sneak something in before the deadline tomorrow but I can't make any promises... either way, good luck to all!

![]() |

Trask Morgath (Regular dwarf race traits)
Monk of the empty hand 1/skald 1 (War drummer?) (FC skald)
Stats
Str 15
Dex 13
Con 14
Int 12
Wis 10
Cha 15
Hp 25
Weapon: Masterwork Drum Sticks +5/+4,+4
AC 17 (Brestplate, dex)
Feats: Toughness, Catch off guard, Blind fight
Saves
Fort: 4
Ref: 3
Will: 2
Skills (ACP included)
Skill:rank:total
Acro:1:1
Bluff:1:6
Climb:1:2
Diplomacy:1:6
Intimidate:1:6
Knowlage (history and local):1:6
Perception:1:4
Peform (percusion) 1:7
Spellcraft 1:5
Traits: Mentor (perform percussion), Surprise weapon
Spells:
0: Prestidigitation, light, detect magic, mending.
1: Grease, saving final
Rounds of raging song: 5
Alright, I think this is all the important stuff.

GM Sarpadian |

Here's my submission: Thondain Bokreran
I love the fluff. The character sheet could be better organized. I don't see where you've noted most of the dwarven racial traits. Even something like "standard dwarven traits" would be sufficient for now (if I hadn't known them before, I would after auditing all these submissions), but I'd suggest that you look through the alternate racial features in case you find one you like. Also, while I normally refrain from giving optimization advice during the submission process (I feel like my job as GM is to make sure that the build is legal, but otherwise let you play the character you want to play, even if it's not as strong as it could be), I'm going to break that rule here. Flurry of blows and Two-Weapon Fighting are pretty much redundant. You should either find an archetype that trades out flurry of blows and keep TWF, or keep flurry and pick monk weapons so that you can flurry with them.
Two questions...
1. No. (Bad Will save=no go.) 2. Nate's right.
Trask...
Just so we're clear, you can't flurry with your drum sticks unless you take Nalbrin Armor Adept as your bonus feat and wear armor with no check penalty. (The popular options so far seem to be mwk studded leather and mwk chain shirt with the Armor Expert trait.)

![]() |

Just so we're clear, you can't flurry with your drum sticks unless you take Nalbrin Armor Adept as your bonus feat and wear armor with no check penalty. (The popular options so far seem to be mwk studded leather and mwk chain shirt with the Armor Expert trait.)
I was about to ask where it said that, then I found it in the proficancy block. I'll take that as my bonus feat and mst chain shirt with armor master.

![]() |

Corrected charecter sheet
Trask Morgath (Regular dwarf race traits)
Monk of the empty hand 1/skald 1 (FC skald)
Str 15
Dex 13
Con 14
Int 12
Wis 10
Cha 15
Hp 25
Weapon: Masterwork Drum Sticks +5/+4,+4
AC 15 (Msk chain shirt, dex)
Feats: Toughness, Catch off guard, Nalbrin Armor Adept
Saves
Fort: 4
Ref: 3
Will: 2
Skills (ACP included)
Skill:rank:total
Acro:1:1
Bluff:1:6
Climb:1:2
Diplomacy:1:6
Intimidate:1:6
Knowlage (history and local):1:6
Perception:1:4
Peform (percusion) 1:6
Spellcraft 1:5
Traits: Armor expert, Surprise weapon
Spells:
0: Prestidigitation, light, detect magic, mending.
1: Grease, saving final
Rounds of raging song: 5
All my charecters have a ton of items, and not all of it is adventuring gear. I will compile how much gold I have left after I buy artwork, give tithes, ect. (I love micromanageing money, I will not bother you with it though). Speaking of which, where do we live, and how do we live?

![]() |

update
Bartholomew Swank
Male dwarf monk (hungry ghost monk) 2 (Pathfinder RPG Advanced Player's Guide 110)
LN Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 untyped bonus)
hp 22 (2d8+6)
Fort +6, Ref +5, Will +5; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee unarmed strike +4 (1d6+3+1d4 bleed) or
. . unarmed strike flurry of blows +3/+3 (1d6+3+1d4 bleed)
Ranged or
. . cold iron shuriken flurry of blows +2/+2 (1d2+3) or
. . cold iron shuriken +3 (1d2+3)
Special Attacks flurry of blows, hatred
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Belier's Bite, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Punishing Kick[APG]
Traits glory of old, reactionary
Skills Acrobatics +7 (+3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +7, Perception +7, Sense Motive +6, Stealth +6, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven
SQ dwarf monk, rock stepper
Combat Gear universal solvent, heatstone, smelling salts; Other Gear cold iron shuriken (50), healy myrrh, raucous canard, sleeves of many garments, traveler's any-tool, backpack, belt pouch, blanket, grappling hook, hemp rope (50 ft.), iron vial (2), silk rope (100 ft.), soap, trail rations (5), waterskin, wrist sheath, spring loaded (2), 245 gp, 9 sp
--------------------
Special Abilities
--------------------
-2 hardness vs. clay, metal, or stone objects. Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flurry of Blows +0/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Punishing Kick (Push 5', 2/day, DC 13) You can push or knock down an opponent with an unarmed attack.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Sleeves of many garments Transform current clothes into any non-magical new form.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

nate lange RPG Superstar 2012 Top 32 |

sorry this is so late, and not so well presented as I would like... if i somehow get selected i'll clean it up, create a profile, and flesh out the background some within a few days.
Ulfgar Helmhammer
As a young child he learned the importance of keeping oaths when he broke one and was sentenced by his father to a month with no meat or ale. He has carried that lesson with him his whole life and today he carefully considers all promises before making them, holds completely to them once made, and requires of others that they do the same.
Str 14 (5)
Dex 14 (5)
Con 16 (5) [14+2 race]
Int 10 (0)
Wis 18 (10) [16+2 race]
Cha 8 (0) [10-2 race]
Feats: light armor proficiency, nalbrin armor adept
Skills: acrobatics +7 (2 ranks +3 class +2 dex), sense motive +9 (2 ranks +3 class +4 Wis)
blessings: glory, strength
traits: armor expert, birthmark
gear: masterwork chainshirt (350), masterwork backpack (50), mundane adventuring gear [ropes/graple/etc] (50), alchemical items (50), 500g of potions and scrolls
HP: 24; AC 20 (+4 armor +2 dex +4 Wis); Fort +5, Ref +2, Will +7 (plus racial and trait bonuses)

trawets71 |

Here is my submission for the game Gunnar Hammersmith Unfortunately I've run out of time so he isn't quite finished. I'll see if I get a chance today after work to finish him by 9PM.
He's a Monk/Forgemaster (Cleric). I'm planning on him being secondary front liner and possible face. If chosen he may have the highest charisma in the party if there are no bard/sorcerers/paladins.

![]() |

Final Charecter Sheet
Trask Morgath (Regular dwarf race traits)
Monk of the empty hand 1/skald 1 (FC skald)
Str 15
Dex 13
Con 14
Int 12
Wis 10
Cha 15
Hp 25
Weapon: Drum Sticks +4/+3,+3
AC 14 (Msk Studded Leather, dex)
Feats: Toughness, Catch off guard, Nalbrin Armor Adept
Saves
Fort: 4
Ref: 3
Will: 2
Skills
Skill:rank:total
Acro:1:5
Bluff:1:6
Climb:1:6
Diplomacy:1:6
Intimidate:1:6
Knowlage (history and local):1:6
Perception:1:4
Peform (percusion) 1:9
Spellcraft 1:5
Traits: Surprise Weapon, Talented
Spells:
0: Prestidigitation, light, detect magic, mending.
1: Grease, saving final
Rounds of raging song: 5
Gear: Msk Studded Leather, Masterwork Instrument (snare drum), Longsword, Hand Axe, Dagger, Shortbow, 30 arrows, 5 alchemist fire, Msk Backpack, Blanket, Bedroll, Canteen, 5 bags of chalk, Crowbar, Flint and Steel, Mess kit, Belt pouch, Silk rope 50ft, Five days of trail mix, 4 Candles, 5 Alchemist kindness, 555 gp.
Still alot to spend.

Griff Earthminer |

So this is Griff's back story. I took a few liberties with background setting, specifically 2 factions and the timeline. All of witch could be adjusted accordingly.
Of course Griff’s delusions changed when the Orc hordes assaulted his homeland. While he was on leave helping his father and brothers work a seemingly obscure and tertiary tunnel, Griff sensed that something was not right. The tunnel they were working on was far too close to the surface to yield any Ore of value. Then earthquakes began to shake the tunnel,instead of retreating into the safer reaches of the tunnels, Kord spurred his sons to work faster! Obediently Griff channeled the powers of Torag, turning his heavy pick hard as adamantine, and began to cut through the rock as if it were softer than mushroom. The moment light peaked out from behind the dirt, Kord Sounded a horn. Griff burst through the side of the mountain, the tunnel opening into sharp chilled air.
The sounds of battle could be heard from within the mountain range and quickly the battle itself overwhelmed the four dwarves. In only moments a platoon of Deep Iron Dwarves Flowed out of the tunnel down into the battlefield. Dwarven steel clashed against Orcish blood. Alas the Orcs began to swarm, without reinforcements of their own, the dwarves Retreated into the hole from whence they came. The orcs Cunningly countered, Pincering the second half of the Dwarven retreating force. Vastly outnumbered at this point The remaining dwarves surrendered. The elders were slaughtered and the young shackled into slavery.
Years went by, Griff in chains was forced into the labor camps. Toiling away turning big rocks into smaller rocks and felling the trees that once made his mountain home once beautiful. Time passed but Griff never forgot the look in his fathers eyes before an axe disconnected head from shoulders. Eventually the orc Campaign shifted from blitzkrieg to entrenchment. Seeing an opportunity, Griff led a Small disheveled group of slaves to revolt and escape into the mountains. Without the resources to pursue them, the orcs lost valuable slave labor that day.
When griff returned he was welcomed with open arms of his mother and his community. The years of constant saige had changed everything, xenophobia was rampant. After word spread of Giff’s return he was immediately conscripted into the Nalbrin. His training was rigorous but he made it through seemingly unscathed. His once boyish demeanor was boiled down into his now stoic grimace. He knows what he has to do now, what his future will look like. Pain. Blood. Triumph. Justice.

GM Sarpadian |

Then I'll replace step up with belier's bite. And can I recomend steel soul as a bonus feat?
Missed this question earlier. OK on both counts.
Revised sheet for Thondain.
Most everything seems fine now. I think your Bluff modifier should be -1 (+1 with studied target), since you have a -1 CHA mod. You're also entitled to one bonus language, but that can be chosen later. I would suggest getting a regular shortbow, instead of a composite one, since you can only afford a +0 STR bonus composite bow. It's my understanding (though I am open to being convinced otherwise) that the STR bonus of a composite bow is set at creation, so you might as well save the gold. I'm going to add Thondain to the list of completed characters.
EDIT: I'm still working my way through the submissions. Two hours will probably not be enough time to finish giving feedback, but I will stop accepting new applications at 9:00 EST. If you wish to be considered, please have at least a basic character sheet posted by that time.

trawets71 |

I've more or less finished Gunnar Hammersmith. I still have some money to spend but feats and traits are done.

GM Sarpadian |

Some of the submissions still have kinks that need working out, but enough pieces are in place for me to pick a party--well, actually, two parties.
Party 1 (stay in this thead):
Odirin Mithrilrasp
Gunnar Hammersmith
Thondain Bokreran
Arvanon Vanach
Ihro
Griff Earthminer
Party 2 (Go here):
Mattock of Torhold
Ulfgar Helmhammer
Foreso Understone
Riuk Blood
Falgard Dalvik
Trask Morgath
Please create your alias, if you have not done so already, and check into your respective thread. I will review your character, both crunch and fluff, and then we wll begin. Feel free to go into as much detail with your backstory as you want to, but remember to keep it reasonable for a 2nd level character and have it fit the crunch (this is the main reason I ask for crunch first). Also, you should take the time to consult among yourselves and make sure that you have as many skills and languages covered as possible. I did some basic work in that regard as I broke you up into separate parties, but some of you hadn't picked skill ranks, so I didn't see a point in trying to micromange it. I hope you are as excited as I am about this kicking off!

Ulfgar Helmhammer |

As GM mentioned recruitment for table 2 has reopened! We lost 2 players but I thought anyone interested might appreciate knowing what we already have... So here's the current line up:
- zen archer/inquisitor (with pet)
- master of many styles/fighter
- monk of the 4 winds/wizard
- sacred fist
So we more or less have all the bases covered... Some more skills wouldn't hurt, and party buffs would be nice. But we could also probably afford one odd build too (as long as your not completely dead weight).

GM Sarpadian |

Recruitment for the second table of this campaign is reopening. Our warpriest is having to take an indefinite vacation from the boards, so we need to replace him. The character doesn't have to be a dedicated healer (Ulfgar wasn't), but some healing capability is a must. Recruitment will close whenever the party finishes the encounter they're currently dealing with, assuming I have a suitable submission by then.
Level: 2. The catch is that your first level has to be a level of monk. Your 2nd (and subsequent) levels can be in any class except barbarian and gunslinger. Archetypes are acceptable.
Alignment: LG, NG, LN, N. Normal alignment restrictions for classes are still in effect.
Races: Dwarf...just dwarf :).
Stats: 25 pt. buy.
Traits: 2 (no drawbacks)
Wealth: 1,000 gp
Campaign Bonus Feat: In my world, every race gets a bonus feat at 1st level. See the campaign info page.
HP: Max for your monk level, max for your 2nd level, and subsequent levels will be .5*HD+1.

GM Sarpadian |

The Iron Mountain dwarves are essentially a fortress society, holding on to their ancestral home by the slimmest of margins. They were already an incredibly disciplined society, but it has gone to a whole new level since the Taloth invasion. If the Taloths ever learn the location of the secret cave exits, they will have no trouble either overwhelming the dwarves with an assault or starving them out. Therefore, knowledge of the exit locations is strictly controlled. Only those who undergone a grueling program of training become Nalbrin, i.e. "Guardians of the Secret," and have the right to interact with the outside world; non-Nalbrin are called Brokal, "tenders of the hearth," and they must stay within the Iron Mountain range. Nalbrin training is designed to hone the natural dwarven self-discipline and impress on would-be Nalbrin the gravity of their position. The washout rate is intentionally quite high, but the few who make it through know that they are the best of the best, and they're ready for whatever the outside has to throw at them.
The level of monk, with all good saves and a lawful alignment restriction, represents Nalbrin training. The metaphor I like to use is that the monk level represents basic training, and then at level 2 a Nalbrin chooses a specialty (represented by further levels in monk or starting in a different class).