Hengeist Karlsson |
Here is my Dwarf Hunter, and his dog Ripper.
HARKAN OUTSEEKER
Male Dwarf hunter 1, NG medium humanoid (dwarf),
Init +5; Senses Darkvision (60 ft.), Perception +8,
Languages Common, Dwarven, Undercommon
AC 15, touch 11, flat-footed 14, hp 10 (1HD)
Fort +4, Ref +3, Will +4, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft. (4 squares)
Melee longaxe (dwarven/cold iron) (two handed) +3 ((two handed) 1d12+4/x3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +1 (1d4+3/19-20)
Melee dagger (alchemical silver) +3 (1d4+2/19-20)
Ranged dagger (alchemical silver/thrown) +1 (1d4+2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Base Atk +0; CMB +3; CMD 14 (18 vs bullrush) (18 vs trip)
Known Hunter Spells (CL 1st):
1st (2/day) - cure light wounds (DC 15) , lead blades (DC ) , summon nature's ally i
0th (at will) - create water , detect magic , mending (DC 14) , spark (DC 14)
Abilities Str 17, Dex 12, Con 14, Int 12, Wis 18, Cha 9
Special Qualities Animal Companion, Animal Focus, Darkvision, Defensive Training, Greed, Hardy, Hatred, Improved Initiative, Nature Training, Orisons, Stability, Steady, Stonecunning, Weapon and Armor Proficiency, Weapon Familiarity, Wild Empathy,
Feats Improved Initiative
Skills Acrobatics (Jump) -4, Appraise +1, Appraise (Precious metals and gemstones) +3, Artistry +1, Bluff -1, Climb +2, Craft (Untrained) +1, Diplomacy -1, Disable Device +5, Disguise -1, Handle Animal +3, Heal +4, Intimidate -1, Knowledge (Dungeoneering) +5, Knowledge (Geography) +5, Knowledge (Nature) +5, Perception +8, Perception (Notice unusual stonework) +10, Perform (Untrained) -1, Sense Motive +4, Stealth +4, Survival +8, Swim +2,
Possessions hat (common); longaxe (dwarven/cold iron); masterwork armored coat; outfit (explorer's); thieves' tools; smoked goggles; Backpack, Masterwork [ Waterproof Bag; Whetstone; Survival Kit (Masterwork); Wire Saw (Common); Soap (per lb.) (x2); Shovel; Oil (1 Pint Flask); Iron Spike (x4); Rope (Silk/50 ft.); Bedroll; Blanket (Winter); Coffee Pot; Crowbar; Grappling Bolt (x2); Grappling Hook, Common; Shaving Kit; Coffee (Cup) (x10); Rations (Trail/Per Day) (x10); String (50 feet) (x2); ]; Waterproof Bag [ Stationery; Inkpen; Ink (1 oz. Vial); Scroll Case; ]; Scroll Case ; Belt Pouch [ Fishhook (x2); Sewing Needle (x2); Compass; ]; Wrist Sheath [ Dagger; Dagger (Alchemical Silver); ]; Canteen ;
Animal Companion (Ex) At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals on the druid list. This animal is a loyal companion that accompanies the hunter on her adventures. The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier
Animal Focus (Su) You can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated. The ability is usable 1 minutes per day. The animal companion gets a constant benefit.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.
Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.
Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Nature Training (Ex) Count as druid or ranger for feats, traits, and options that modify or improve an animal companion. [Not implemented].
Orisons Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-6 under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again.
Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.
Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking.
Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Weapon and Armor Proficiency Hunters proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Wild Empathy (Ex) At 1st level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds 0 (Hunter level + Charisma modifier + any other bonuses) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
RIPPER
Male Companion Dog animal 2
Init +4; Senses Low-Light Vision, Perception +5, Scent,
AC 17, touch 15, flat-footed 13, hp 18 (2HD)
Fort +5, Ref +7, Will +1
Speed 40 ft. (8 squares)
Melee bite +3 (1d4+1)
Base Atk +1; CMB +1; CMD 15 (19 vs trip)
Abilities Str 13, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Special Qualities Hunting, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,
Feats Diehard
Skills Acrobatics +4, Acrobatics (Jump) +8, Artistry -4, Climb +1, Escape Artist +4, Fly +6, Intimidate -2, Perception +5, Stealth +12, Survival +1, Swim +1,
Hunting An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes 6 weeks.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Bonus Tricks 1
Diehard When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Harkan is a solid looking, quiet Dwarf. His chestnut hair and beard tidily maintained. His skin is weathered, showing he spends his time outdoors.
He wears a battered hat on his head proudly, a heavy leather coat and sturdy clothing. A heavy longaxe is strapped to his pack, ready to be drawn quickly.
Harkans clan is unusual for Dwarves, they prefer to explore and travel. Harkan shares this family trait fully, spending his time scouting and delving.
He has explored and survived a number of old ruins and other trap laden sites as part of his families training.
Hearing of the chance to explore and make safe lost and dangerous lands Harkan is eager to take part, Hurrying to Restov to offer his skills of wilderness exploration and survival.
He found Ripper scrapping with other dogs over food and liked the scarred brutes courage. Making friends with him and taking him with him on his journeys.
For his trait I took Trapfinder, so Harkan can cover Rogue as well.
Montis Ironhide |
Marko here, posting! (If the answer is no to the wand I'll remove it). The character sheet is otherwise done including Oscar, his bear animal companion. Mechanically he'll serve as a good source of damage and tanking in combat and out he'll be the best damned tracker there is. And with a wand he can even help out others with their injuries. (Hence my interest in purchasing one.)
Montis 'Monty' Ironhide, Invulnerable Barbarian Warrior and Druid
Appearance: Despite his profession, fighting style, interests, pets and even general dwarven nature Montis is actually a very well kept man. His gold hair is long but neatly bound in braids and even his similarly gold beard has them. His dark skin and worn skin shows the weathers of a travelers and a single gash down his right eye shows the marks of a warrior. On such a tidy looking dwarf, the mass of muscles and the crude Earthbreaker he carries both seem out of place.
Background: Montis was born to a family of warriors, so it was no surprise that when he was young he took after them and learned to fight the good fight. Harnessing his rage, wearing armor, and swinging weapons were his curriculum. After his first battle however he got lost. He spent many a day wandering trying to find his way back home and it is here where he encountered Oscar. The brown bear was little more then a cub at the time and seemed to be equally lost. Rather then let it die, Montis felt pity and sympathy, and took the creature with him.
He was still lost though and now he had a second mouth to feed. On the eight day, when even his dwarven constitution was starting to fail him, he was found by a wandering druid. The elven man was surprised to see a dwarf, and a what looked to be a warrior at that, carrying around the half starved cub. So surprised that he made sure it was not a pelt first. When Oscars life was confirmed, the Elf took both in, and after regaining their vitality Oscar discovered something. He didn't want to leave. Not yet at least.
He sent message to his folks who were relieved to here he was alive and angered to here that he had begun learning the ways of a druid rather then returning home to his responsibilities. They grew even more upset, at first, when he did not return home after his apprenticeship ended. But as time grew on and the messages he sent kept coming, describing the locales he went to and mapped out for gold, they learned to accept that their son was no longer a warrior like them. He was something more. An adventurer.
Thomen "The Omen" |
Hi. What are your rules about Combat Stamina? Not allowed, bought as a feat, free for fighters?
Also, I added a new paragraph to the fluff, which I thought would make some interesting interactions and stories :) Let me know if you don't like it and I'll change it.
Edit: The biggest hammer I could find was the Earth Breaker. I know this is a Shoanti weapon, but I guess just any big, two-handed hammer could use its stats, right?
EmissaryOfTheNorth |
I will throw my dwarven hat here, probably with something that isn't usually done in any gestalt game (but still considering options till I submit) a pure martial character!
Options could be the Rangebarian, the Fightbarian, the Rangter, the Roghter and such. A big meaty dwarf, with a nice backstory to round it down.
For now, let's praise Moradin for good rolls:
Rolls: 3d6 + 6 ⇒ (1, 3, 3) + 6 = 13
Rolls: 3d6 + 6 ⇒ (3, 1, 5) + 6 = 15
Rolls: 3d6 + 6 ⇒ (6, 1, 1) + 6 = 14
Rolls: 3d6 + 6 ⇒ (2, 3, 5) + 6 = 16
Rolls: 3d6 + 6 ⇒ (3, 3, 1) + 6 = 13
Rolls: 3d6 + 6 ⇒ (3, 4, 6) + 6 = 19
Rerolling 1s: 5d6 ⇒ (6, 2, 5, 4, 1) = 18
And another 1: 1d6 ⇒ 6
So we have 15-14-17-14-15-16
*Amazed whistle* Those are damn good. Not as good as others have rolled, but quite indeed.
oyzar |
Hi. What are your rules about Combat Stamina? Not allowed, bought as a feat, free for fighters?
Also, I added a new paragraph to the fluff, which I thought would make some interesting interactions and stories :) Let me know if you don't like it and I'll change it.Edit: The biggest hammer I could find was the Earth Breaker. I know this is a Shoanti weapon, but I guess just any big, two-handed hammer could use its stats, right?
The dwarven longhammer is just as big, it's a martial weapon for dwarves I believe.
Vinsomner |
Olaf the Holy: It has to do more with the general lore of Galorian of the ancient dwarven cities, called the Sky Citadels. Now the reasoning for this campaign to be all dwarven is more of contraption that I'm brewing up, but there is a very good reason why the swordlords would've chosen the players (all dwarves). Now part of the exact reason wont be given as it would spoil something down the road that would prove to be quite entertaining to see unfold. So in short, yes there is a coincidence. It's just not known to the cast yet.
Andrian Timeswift: You can craft your character with any tool you wish, as long as they confirm to the guidelines in the recruitment post and post your stat blocks and other required information to your characters alias.
Thomen Rhogdharslagsun: I find how useful the Combat Stamina is to the fighting classes but it doesn't solve the CMD disparity but it does help. I would tentatively say its allowed as a purchased feat, but I will make a better ruling in a moment.
Marko: I see no harm in letting you buy a wand with fewer charges on it.
Let me know if I missed you
Current Posted Applications:
Jereru -> Thomen Rhogdharslagsun
Marko -> Montis Ironhide
Harken Outseeker
Gerald -> Agna Tarnhammer
oyzar |
Hmm, I was thinking a swashbuckler/magus, either inspired blade or flying blade. Sadly those don't work at all with the dwarven swashbuckler FCB. I don't suppose you would allow a flying blade to count picks and axes for its FCB if I pick up throw anything or to use a pick or waraxe instead of a rapier for inspired blade?
I guess slashin grace doesn't actually work with spell combat anymore either (nor with thrown weapons). If you would allow that it would be nice, otherwise I'll just have go with agile picks for my weapons (assuming you allow either of the two other options).
Did you miss my questions about using more dwarven weapons (picks or axes) for the two swashbuckler arcehtypes Flying Blade and Inspired Blade?
Olaf the Holy |
Also, here's Regdar Greenshield.
Hopefully, he shall eventually take on the moniker Regdar 'Runehammer'.
Anyway, Arsenal Chaplain Warpriest//Magus. Hits stuff with a warhammer, and also does magic.
Furnok Stoneshoulder |
Hello Tharasiph here, this is my guy urnok Stoneshoulders, still being converted over.
For the changing to 15RP
Can I take Advanced (4 RP)
and do I get 1 pt back because I am not using the Specialised stats a dwarf normally gets for 1 RP?
If so can I then take (which costs 1 RP as a Dwarf has a -1 RP speed normally)
Normal Speed (0 RP): The race has a base speed of 30 feet.
Shady_Motives |
Hello Tharasiph here, this is my guy urnok Stoneshoulders, still being converted over.For the changing to 15RP
Can I take Advanced (4 RP)
and do I get 1 pt back because I am not using the Specialised stats a dwarf normally gets for 1 RP?
If so can I then take (which costs 1 RP as a Dwarf has a -1 RP speed normally)
Normal Speed (0 RP): The race has a base speed of 30 feet.
The dwarf stats are not specialized they are standard and cost 0 RP. If you have the normal speed and advanced that would put you at 16 RP.
Mark_Twain007 |
Lets give this a shot
A: 3d6 + 6 ⇒ (6, 1, 1) + 6 = 14
B: 3d6 + 6 ⇒ (2, 2, 2) + 6 = 12
C: 3d6 + 6 ⇒ (3, 4, 1) + 6 = 14
D: 3d6 + 6 ⇒ (3, 3, 6) + 6 = 18
E: 3d6 + 6 ⇒ (6, 2, 5) + 6 = 19
F: 3d6 + 6 ⇒ (1, 4, 4) + 6 = 15
Reroll A: 1d6 ⇒ 1
Reroll A: 1d6 ⇒ 3
Reroll C: 1d6 ⇒ 1
Reroll F: 1d6 ⇒ 5
Reroll A again: 1d6 ⇒ 2
Reroll C again: 1d6 ⇒ 1
Reroll C again again: 1d6 ⇒ 5
Finally Totals:
A 15
B 10
C 16
D 15
E 17
F 15
GM, would you you or someone else mind double checking my math, lot of rolling. Want to make sure I got it all right.
Vinsomner |
Mark_Twain: Olaf counted right, Roll C ends up being 15. Everything else seems to check out.
Ouachitonian: You can have an unchained class on one side, and an archetype on the other.
Yzar: Flying Blade is designed for small weapons(daggers and starknives). Dwarven weapons, even throwing axes, are not small by any means. So no for that one. For Inspired blade, it revolves around scoring critical with rapiers. Dwarven weapons don't crit that often enough but you could swap it out. Granted the archetype is built around critting a lot, which dwarven weapons don't do well, so be warned it wouldn't work out that well as it would with a scimitar or rapier.
So in short:
Flying Blade - No
Inspired Blade - Yes, but wouldn't work out well for the archetype.
Mark_Twain007 |
A:6+6+3
B:6+2+2
C:6+4+5
D:6+3+6
E:6+6+5
F:5+6+415, 10, 15, 15, 17, 15, I think. But I might be wrong too.
You are right, that 16 I have is a 15.
GM Vinsomner, If I played a rogue, would it be a regular rogue, or unchained rogue?
Remove:
Slow +1
stability -1
defensive training -1
hardy -3
Add:
Fast +1
advanced dexterity +4
Extra Weapon familiarity +1(dwarven Waraxe, Dwarven Urgosh right now still thinking. Trying to determin if I can/want to weapon finesse with dwarven waraxe)
Total=13
I'm a skinny kind of sickly looking dwarf, who got beat up alot, so while others were leaning how to defend themselves, and avoid giants, I was learning just to protect myself from anything.
Vinsomner |
Olaf the Holy wrote:A:6+6+3
B:6+2+2
C:6+4+5
D:6+3+6
E:6+6+5
F:5+6+415, 10, 15, 15, 17, 15, I think. But I might be wrong too.
You are right, that 16 I have is a 15.
GM Vinsomner, If I played a rogue, would it be a regular rogue, or unchained rogue?
** spoiler omitted **
That is up to you really. If you want to use an Archetype, then a regular rogue. If you prefer the unchained rogue(no archetype), then that one :)
Jereru |
Furnok Stoneshoulder wrote:The dwarf stats are not specialized they are standard and cost 0 RP. If you have the normal speed and advanced that would put you at 16 RP.
Hello Tharasiph here, this is my guy urnok Stoneshoulders, still being converted over.For the changing to 15RP
Can I take Advanced (4 RP)
and do I get 1 pt back because I am not using the Specialised stats a dwarf normally gets for 1 RP?
If so can I then take (which costs 1 RP as a Dwarf has a -1 RP speed normally)
Normal Speed (0 RP): The race has a base speed of 30 feet.
Wait, wait, all this made me check... I think I messed it all up by substituting Str with Wis, that would cost me a RP. I'll fix it.
nate lange RPG Superstar 2012 Top 32 |
I love dwarves! And I have several gestalt ideas I've been hoping to try out. And I'm very curious about the kingmaker style campaign... This sounds awesome!
please don't screw me RNG...
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (5, 2, 5) = 12
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (4, 4, 6) = 14
3d6 ⇒ (3, 4, 4) = 11
rerolls: 2d6 ⇒ (3, 5) = 8
:(
Well, that seems underwhelming after a lot of the sets I've seen... But, 17, 16, 11, 15, 16, 14 is definitely workable.
Olaf the Holy |
Wouldn't it be cool if everyone ended up submitting some sort of divine caster?
Dwarven stats are pretty perfect for it, and I've seen a lot of druid/cleric/inquisitor/warpriest/hunters being floated around - we could have a theocratic nation, with everyone bringing a different (or maybe sometimes the same) deity to the pantheon.
TheOrcnextdoor |
Wouldn't it be cool if everyone ended up submitting some sort of divine caster?
Dwarven stats are pretty perfect for it, and I've seen a lot of druid/cleric/inquisitor/warpriest/hunters being floated around - we could have a theocratic nation, with everyone bringing a different (or maybe sometimes the same) deity to the pantheon.
Only if we get a dwarf pope
nate lange RPG Superstar 2012 Top 32 |
nate lange RPG Superstar 2012 Top 32 |
Are we using standard Golarion pantheon? If not, whatnot herbivorous are there? If so, can we pick which hammer to use as our deities favored weapon of their entry just says "hammer"? What about philosophies or family gods/spirits (could we submit a request for sort of a custom faith with an outline of tenets, a couple domains, and a favored weapon)?
Savarend Whiteroot |
Here is the submission for Tanner Nielsen. Please let me know if anything needs to be fixed. Thanks!
Savarend Whiteroot
LG Monk (tetori) / Rogue
Possible Kingdom Roles: Councilor, Treasurer
Hair: Brown
Eyes: Blue
Height: 5'1"
Weight: 150lb
You see a well-groomed dwarf man with neatly-trimmed black hair. His jaw is clean-shaven, and he keeps a thick mustache that reaches the corners of his mouth. His eyes are a deep blue, with small flecks of silver near the iris. His skin is fair and pale, with high cheek bones and a strong jaw. He is dressed in a blue buttoned shirt, tan pants, and a rust-colored cloak. He wears a dagger at his belt. He also wears a thick leather workman's apron. He is tall for a dwarf, with a solid frame and straight posture.
Savarend leads personal interactions with a no-nonsense, business-like attitude that comes from many years working as a craftsman. He works hard to be more personable, but he usually appreciates the company of his tools more than people. He is loyal and courageous to those who have his friendship - while terrible and vindictive to those who attack or betray him.
Savarend is a native of Highdelve, the dwarven fortress-stronghold in the Golushkin mountains.His forefathers were craftsmen and builders, dedicated to maintaining and reinforcing the strong walls and crenelations that guarded their people. Savarend was raised to follow in their stead and recently graduated from apprentice to journeyman. During the celebration to mark the occasion, he shocked his friends and family by expressing his wanderlust after many years of keeping quiet. The elders were not pleased. The Whiteroot clan does not go galumphing across Golarion like vagabonds! With many earnest appeals and promises to return home some day to report his successes, Savarend was given the blessing of the family along with a small largesse "to make sure you don't starve." Savarend made his way to Restov, and is just getting a feel for the city when he hears the call to tame the southern lands.
In his free time, Savarend loves a good drink and a good wrestling match. In fact, he was the three-time champion in his age group back in Highdelve. All that time chiseling stone and laying brick paid off. He is physically robust, and loves the opportunity to engage in athletics.
First and foremost, Savarend is a builder. He dreams of helping establish not just any kingdom, but the most well-planned and organized kingdom Varisia has ever seen outside of the dwarven clans. Ramshackle huts will simply not do! Once again, it is up to the dwarves to shine the light of civilization, honor, and indoor plumbing on the inhabitants of Golarion.
nate lange RPG Superstar 2012 Top 32 |
Nuson the Nervy |
3d6 ⇒ (5, 2, 2) = 9 Drop [2]+6 = 13
3d6 ⇒ (1, 1, 4) = 6 Drop [4]+6 = 16
3d6 ⇒ (5, 3, 4) = 12 Drop [3]+6 = 15
3d6 ⇒ (2, 6, 6) = 14 Drop [2]+6 = 18
3d6 ⇒ (6, 5, 5) = 16 Drop [5]+6 = 17
3d6 ⇒ (4, 4, 1) = 9 Drop [4]+6 = 14
Reroll
3d6 ⇒ (5, 5, 4) = 14
Not a bad set of rolls. '[Just noticed it is 13, 14, 15, 16, 17, 18]