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drbuzzard |
![Vulture](http://cdn.paizo.com/image/avatar/Paizo_LOF_Vulture-Food_HRF.jpg)
I've got a notion for a scouty fighter/slayer. Ultimately he will be a trapfindery/snipey/sneaky, throwy guy.
Angweld the Scout
Angweld is not the most fastidious fellow around. Given that he spends most of his time out away from the rest of his community, he maintains what hygiene is necessary.
He has black hair, wears stained leathers, but has a well maintained chain shirt over those.
He wears a brace of throwing axes, and carries a shield.
Black hair, average dwarfy height, and normal dwarfy weight round out his appearance.
He is taciturn, using exactly as many words as he needs in a given situation, but no more. Used to not talking to anyone on his scouting duties for an extended period, he is not in the least bit gregarious.
Angweld hearkens from a small settlement in the northern end of the Five Kings Mountains. Wanderlust manifested itself early on in his youth, and he apprenticed under a local hunter/trapper, and learned woodcraft.
Over time his wanderlust grew and he got to wandering further. Eventually leaving the community, and taking on occasional scout jobs for caravans. In due course he found himself in a Brevoy tavern at the end of one of his caravan runs.
Angweld
Dwarfy fighter 1/slayer 1/gestalt 1 (Pathfinder RPG Advanced Class Guide 53)
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 shield)
hp 13 (1d10+3)
Fort +6, Ref +6, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, lesser, hardy
--------------------
Offense
--------------------
Speed 20 ft.; swift as shadows
Melee handaxe +5 (1d6+4/×3)
Ranged throwing axe +4 (1d6+4)
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 17, Int 11, Wis 13, Cha 10
Base Atk +1; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot
Skills Acrobatics +3 (-1 to jump), Climb +4, Craft (traps) +2, Knowledge (geography) +4, Perception +5, Ride +3, Sense Motive +5, Stealth +3, Survival +5; Racial Modifiers greed, stonecunning
Languages Common, Dwarven
SQ track +1
Combat Gear acid (2), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), caltrops, cold iron (4); Other Gear chain shirt, heavy steel shield, handaxe, throwing axe (3), bear trap[APG], camouflage netting[UE], fishhook (5), hemp rope (50 ft.), masterwork backpack[APG], twine (50')[APG] (2), 113 gp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training, Lesser (Dwarf) (Ex) Gain a +4 dodge bonus to AC vs. humanoids of the chosen subtype.
Greed (Ex) +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy (Ex) +2 to save vs. poison, spells, and spell like abilities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Stonecunning (Ex) +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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.
Swift as Shadows (Ex) Reduce the penalty for Stealth while moving by 5 and reduce the penalty for sniping by 10.
Track +1 Add the listed bonus to survival checks made to track.
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
Nate Lange: We are currently using the standard pantheon, but I am open to the idea of the selected group casting a ballot for a custom faith, if everyone is on board with this idea after the recruitment.
Also... Pally/Ninja? Delivering righteous fury without ever being seen? Stealthy lay on hands?
Also, I'm stealing that word, Dwope, and I'm going to use it. It's too funny not to.
Nobody expects the dwarven inquisition!
Two existing classes:
Wizard / Bard - Grenadier Alchemist / Gunslinger
IMPORTANT NOTE:
If your submission does not have a link, please create an alias or an external character sheet. It helps with finding your submission later. Alias are preferred, if its an external character sheet ensure that your descriptions are contained on the sheet as well.
I believe I got everyone here, let me know if you don't see your submission in the following list.
Updated Submission List
Player -> Name - Class / Class
-----------------------------------------------------------
Jereru -> Thomen Rhogdharslagsun - Fighter / Warpriest
Marko -> Montis Ironhide - Barbarian / Druid
Harken Outseeker -> Harken Outseeker - Hunter / ?
Gerald -> Agna Tarnhammer - Deep Earth Sorcerer / Monk
Tharasiph -> Furnok Stoneshoulder - Fighter / Inquisitor of Torag
Tanner Nielsen -> Savarend Whiteroot - Monk / Rogue
Olaf the Holy -> Regdar Greenshield - Magus / Arsenal Chaplain Warpriest
TheOrcnextdoor -> Ivan Bronzebeard - Cleric / Fighter
drbuzzard -> Angweld the Scout - Fighter / Slayer
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Savarend Whiteroot |
Our family used to have beards. Beautiful, glorious beards. But then one day, Grandpa Uli was laying bricks too quickly for his own good and accidentally sealed his beard into a wall. He almost died of starvation before he would let us knock down the wall and save him. After that, all the men in our family instead grew manly mustaches.
Between stone masonry and blacksmithing and mining, it's a wonder that dwarves can keep their beards at all.
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Markus Lifender |
![Azmur Kell](http://cdn.paizo.com/image/avatar/PZO9542-Philo_90.jpeg)
Mark.Twain007's dwarf here. Markus Lifender. Fighter(cad)/Unchained Rogue.
I will build out the profile and spend gold later, but here is the important info.
Born Markus Lefler, in the Brevoy capitol of New Stetven, Markus had some issues. Issue 1, he was born without a father, or at least, a father that wanted anything to do with him. His mother, Cynthia, worked as a barmaid at one of the smaller taverns in the city. She had a habit of accepting the lecherous offers of the drunken patrons late at night, who never seemed as interested in her the next day. Though was probably due to the fact that many of them were married, but that part isn't important.
What is important is that for Markus this meant, no one was around to protect him from his second problem, he looked weird. Now, this is a work where you can see dragon people, and monsters that look like tree stumps, he didn't look that weird. But for a dwarf, being taller, skinnier, and not very sturdy or well balanced mean we was made fun of a lot. Other dwarves thought it was funny to ask him how the weather was up there, and the other races thought it was funny they found a dwarf they could finally knock over.
Markus learned from this though. He learned when they knocked him down not to get back up, but to bring them down with him. He learned to run from a fight if he needed to, or run just long enough to have the upper hand. This served him well as he got older. His mother could not support them both, and he had few marketable job skills, so he took up thievery. He was doing rather well for a while, until he was too slow one day and ended up in prison.
His mother could not afford to pay for his release, so he earned an early release fighting in a local arena. There he learned many of his favorite tricks. If an enemy is hitting you too hard, take their weapon. If they are running around too fast, trip them, or blind them. If they try and get fancy on you, hit them with everything you've got until they don't get back up. He gained a reputation is the arena, and a new name, Markus Lifender.
Upon his eventual prison release however, he left the arena, for even with his success, it did not pay well. He had however gained some marketable skills in prison. Perhaps fighting skills and speed would be useful to a scouting party headed into the untamed River Kingdoms. It sounds like easy gold. What could be there other than bandits and wolves?
Remove:
Slow +1
stability -1
defensive training -1
hardy -3
Add:
Fast +1
advanced dexterity +4
Extra Weapon familiarity +1(spiked chain, flails)
Total=13
However they attack me, I will have a plan. Dazzling Display, combat maneuvers, and Power attack. Dirty trick and disarm will be my go to maneuvers. Some interesting feats let me use my arena experience to do some performance combat checks in normal combat, speeding up Dazzling display to a swift action. Later levels, Shattered defenses, and Deadly Stroke(eventually with spiked chain and a bow) and some feats like greater Feint and Dirty Trick Master will keep the bad guys in pain, to either kill them myself, or just weaken them for my allies. Until I get to that point though, Rogue sneak attack, combined with Power attack with the spiked chain, will give me solid damage. Rouge trap detection and fighter HP and DPS should make me a solid front line man.
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Dotting...how do you feel about Summoner? Original or Unchained or either?
Thinking an original summoner with the synthesist archetype and barbarian or something else martial on the other side. Essentially a melee dude that literally turns into a monster.
Unfortunately synthesist doesn't really work with the unchained version of summoner.
Now to roll and see if I get stats that will fit the concept.
Roll, Roll, Roll Your Dice: 3d6 ⇒ (1, 4, 2) = 7 5+4+6 = 15
Gently on the Table: 3d6 ⇒ (1, 5, 3) = 9 5 + 3 + 6 = 14
Merrily: 3d6 ⇒ (4, 3, 4) = 11 4 + 4 + 6 = 14
Merrily: 3d6 ⇒ (6, 5, 1) = 12 6 + 5 + 6 = 17
Merrily, Merrily: 3d6 ⇒ (5, 4, 5) = 14 = 5 + 5 + 6 = 16
This life will be a fable.: 3d6 ⇒ (5, 5, 1) = 11 = 5 + 5 + 6 = 16
Rerolling da 1s: 4d6 ⇒ (5, 1, 4, 2) = 12
Out pesky 1!: 1d6 ⇒ 3
Nice...That seems doable.
Will wait for GM to weigh in on Synthesist summoner before I start working on build and fluff.
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Possibly. I think Dweckle sounds better though. :P
The only other thing I would need to run by you is to see how synthesist interacts with gestalt.
Synthesist reads "The synthesist uses the eidolon’s base attack bonus,"...but if the other side of my gestalt has full BaB instead of the 3/4s that the eidolon has could I use that instead? Seems silly that I become less capable when I summon the beast form.
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G-unit |
![Space Gnome](http://cdn.paizo.com/image/avatar/PZO7101-SpaceGnome_500.jpeg)
Not sure what I'll submit, maybe something that will eventually ride a pig, I mean boar.
3d6: 3d6 ⇒ (6, 3, 1) = 10 = 15
3d6: 3d6 ⇒ (5, 1, 3) = 9 = 14
3d6: 3d6 ⇒ (6, 3, 1) = 10 = 15
3d6: 3d6 ⇒ (6, 6, 2) = 14 = 18
3d6: 3d6 ⇒ (1, 6, 3) = 10 = 15
3d6: 3d6 ⇒ (6, 3, 2) = 11 =15
Rerolls: 4d6 ⇒ (1, 1, 2, 2) = 6
Very playable.
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Gunther Tark |
![Initiate of Flame](http://cdn.paizo.com/image/avatar/PZO1124-Flame_90.jpeg)
1 3d6 ⇒ (4, 2, 4) = 10
2 3d6 ⇒ (3, 1, 1) = 5
3 3d6 ⇒ (3, 1, 4) = 8
4 3d6 ⇒ (4, 3, 3) = 10
5 3d6 ⇒ (4, 3, 1) = 8
6 3d6 ⇒ (6, 1, 6) = 13
rerolls
2 2d6 ⇒ (6, 3) = 9
3 1d6 ⇒ 3
5 1d6 ⇒ 4
6 1d6 ⇒ 2
so...
1: 4,4,6 = 14
2: 3,6,6 = 15
3: 3,4,6 = 13
4: 4,3,6 = 13
5: 4,4,6 = 14
6: 6,6,6 = 18
Rerpurposing Gunther from a Carrion Crown submission.
Fighter (Unbreakable)/Cleric
Going dual purpose Tank/Healer...
Will be working on the fluff over the next couple of days
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Hengeist Karlsson |
![Valeros](http://cdn.paizo.com/image/avatar/PZO1126-Valeros2_500.jpeg)
Harkan Outseeker wrote:NO ONE SUSPECTS THE DWARVEN INQUISITION!I hunt them down, The Warpriest beats them down, and the Inquisitor puts them to the question!
Eyes everybody with paranoid suspicion. "Are you a heretic?"
That's 'NO ONE EXPECTS THE DWARVEN INQUISITION!'
Getting it that wrong... Suspicious...
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Ouachitonian |
![Tiger](http://cdn.paizo.com/image/avatar/PZO1129-Tiger_500.jpeg)
Mark.Twain007's dwarf here. Markus Lifender. Fighter(cad)/Unchained Rogue.
I will build out the profile and spend gold later, but here is the important info.
** spoiler omitted **
** spoiler omitted **...
Woohoo, halfbreed dwarves! I'm thinking about making mine part Gnome, somewhere back in his ancestry.
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BC4Realz |
1 person marked this as a favorite. |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Gnomezrule wrote:Harkan Outseeker wrote:NO ONE SUSPECTS THE DWARVEN INQUISITION!I hunt them down, The Warpriest beats them down, and the Inquisitor puts them to the question!
Eyes everybody with paranoid suspicion. "Are you a heretic?"
That's 'NO ONE EXPECTS THE DWARVEN INQUISITION!'
Getting it that wrong... Suspicious...
I think it's because he is secretly a gnome with highrise boots.
In other news, I have my crunch done, so I just need to do the fluff now.
Please take a look and let me know if I have any glaring mistakes.
Base dwarven form
Fused Eidolon form
More details about description will be coming when I do the fluff.
Racial Adjustments Total: From 11 to 15
Remove Standard Ability Score Modifier 0
Paragon Charisma (+4 Chr, -2 All Phys Scores) 4
Remove Greed -1
Remove Stonecunning -1
Remove Darkvision -2
Add Lowlight Vision 1
Remove Hatred -1
Sky Sentinel 3
Skill Training - Diplomacy & Knowledge Local 1
Background is this:
City Dwarves left their mountain homelands centuries ago, drawn into human cities by opportunities for commerce.
Because of this they no longer have the hardiness and wisdom of stone running through their veins, and are generally less physically fit than their brethren that live in the mountains. Instead, they have brushed up on their diplomacy skills and are generally seen as the nicest of dwarves.
No longer sharing the mountains with goblins and orcs, these city dwarves are still slightly agoraphobic and find the idea of anything attacking them from the sky to be off putting. As such they spend most of their lives training against creatures taller than them, like giants, and aggressive predators of the air.
Man...Serious wall of text...sorry about that. Decided to spoiler it all to make it less annoying.
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Cam James |
![Goblyn](http://cdn.paizo.com/image/avatar/Goblyn.jpg)
3d6 + 6 - 4 ⇒ (4, 4, 4) + 6 - 4 = 14
3d6 + 6 - 2 ⇒ (2, 4, 3) + 6 - 2 = 13
3d6 + 6 + 4 - 3 ⇒ (1, 2, 4) + 6 + 4 - 3 = 14
3d6 + 6 + 5 - 4 ⇒ (1, 1, 2) + 6 + 5 - 4 = 11
3d6 + 6 - 2 ⇒ (2, 4, 6) + 6 - 2 = 16
3d6 + 6 - 4 ⇒ (4, 6, 4) + 6 - 4 = 16
Rerolls: 3d6 ⇒ (4, 3, 2) = 9
Shoulddddd be correct. Doublechecks. Triplechecks.... Shouuldddd be correct :P
As for what I would want to build up, I have a few ideas to choose from :)
1st is a dwarven crafter. He carries around a heavy Anvil with him to craft anything and everything on. In combat, I would want him to fight with the anvil as an improvised weapon rather then any actual weapon, although he would very much be capable of maintaining the parties weapons!
Would be something martial like a barbarian, not sure about the other side.
How much damage would an improvised anvil deal?
2nd idea was to make a dwarven Master Trapmaker. If you would allow me to use the Alchemical Trapper archetype (normally kobold only, and dwarfs arnt much alike to a kobold, but they are legendary trapsmiths)
and then i could create a trapsmith.
3rd idea is to create an alchemist/Drunken Rager or Drunken Monk and build him up as a brewmaster. Lvl 2 infusion means he has created some truly outrageous drinks!
Although rage+mutagen is probably overkill, will have to see about that >_>
Edit: 4th
Actually, this might be a good chance to revive Rockjaw, my Stone obsessed armored hulk barbarian. Maybe gestalt him with sorcerer (have to check up on the ASF rules and armor first)
but he wears stoneplate, a boulderhelm, stone shield and stone warhammers ^_^
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Markus Lifender |
![Azmur Kell](http://cdn.paizo.com/image/avatar/PZO9542-Philo_90.jpeg)
Markus should be complete. I even bought a donkey
Markus Lifender
Male dwarf fighter (cad) 1/rogue (unchained) 1/gestalt 1 (Pathfinder RPG Ultimate Combat 45, Pathfinder Unchained 20)
CG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 14 (1d10+4)
Fort +5, Ref +6, Will +1;
--------------------
Offense
--------------------
Speed 40 ft.
Melee spiked chain +5 (2d4+3)
Ranged shortbow +5 (1d6/×3)
Special Attacks hatred, sneak attack (unchained) +1d6
--------------------
Statistics
--------------------
Str 15, Dex 19, Con 17, Int 15, Wis 12, Cha 13
Base Atk +1; CMB +3; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Combat Expertise, Power Attack, Weapon Finesse
Traits reactionary
Skills Acrobatics +6 (+2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +5, Disable Device +9, Handle Animal +5, Intimidate +5, Knowledge (local) +6, Perception +5 (+7 to notice unusual stonework), Perform (act) +5, Stealth +6, Survival +5; Racial Modifiers +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
SQ trapfinding +1
Combat Gear potion of cure light wounds (2), potion of enlarge person (2), caltrops (2); Other Gear chain shirt, buckler, arrows (40), shortbow, spiked chain, bandolier[UE], canteen[UE], canteen[UE], chalk (10), flint and steel, grappling arrow[UE], marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mirror, powder[APG] (2), silk rope (50 ft.), soap, whetstone, donkey, bedroll, pack saddle, tent, medium, trail rations, 31 gp, 4 sp, 6 cp
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Donkey
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear bedroll, pack saddle, tent, medium[APG], trail rations (5)
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
If you looked at just his body, you might guess Markus was a short human, not a dwarf. His legs were longer and skinnier than most dwarves, and he was much thinner than your average dwarf. Standing at 4' 10" he was a tall dwarf, but once you looked at his face, rounded nose and braided beard, there is no question he is a dwarf. His hair, a light brown, grows long not just from his beard, but from the sides and back of his head, flowing out from beneath the hat he is always wearing. He rarely bothers to cut his hair. What needs removed comes off during combat, and once, when he got careless in the arena, someone got an axe a but too close to his head. Leaving him with a large scar, and an oddly shaped bald spot. Some say if you look at it just right it looks like a dog, but that might only be after you have had several large ales.
What is important is that for Markus this meant, no one was around to protect him from his second problem, he looked weird. Now, this is a work where you can see dragon people, and monsters that look like tree stumps, he didn't look that weird. But for a dwarf, being taller, skinnier, and not very sturdy or well balanced mean we was made fun of a lot. Other dwarves thought it was funny to ask him how the weather was up there, and the other races thought it was funny they found a dwarf they could finally knock over.
Markus learned from this though. He learned when they knocked him down not to get back up, but to bring them down with him. He learned to run from a fight if he needed to, or run just long enough to have the upper hand. This served him well as he got older. His mother could not support them both, and he had few marketable job skills, so he took up thievery. He was doing rather well for a while, until he was too slow one day and ended up in prison.
His mother could not afford to pay for his release, so he earned an early release fighting in a local arena. There he learned many of his favorite tricks. If an enemy is hitting you too hard, take their weapon. If they are running around too fast, trip them, or blind them. If they try and get fancy on you, hit them with everything you've got until they don't get back up. He gained a reputation is the arena, and a new name, Markus Lifender.
Upon his eventual prison release however, he left the arena, for even with his success, it did not pay well. He had however gained some marketable skills in prison. Perhaps fighting skills and speed would be useful to a scouting party headed into the untamed River Kingdoms. It sounds like easy gold. What could be there other than bandits and wolves?
Remove:
Slow +1
stability -1
defensive training -1
hardy -3
Add:
Fast +1
advanced dexterity +4
Extra Weapon familiarity +1(spiked chain, flails)
Total=13
However they attack me, I will have a plan. Dazzling Display, combat maneuvers, and Power attack. Dirty trick and disarm will be my go to maneuvers. Some interesting feats let me use my arena experience to do some performance combat checks in normal combat, speeding up Dazzling display to a swift action. Later levels, Shattered defenses, and Deadly Stroke(eventually with spiked chain and a bow) and some feats like greater Feint and Dirty Trick Master will keep the bad guys in pain, to either kill them myself, or just weaken them for my allies. Until I get to that point though, Rogue sneak attack, combined with Power attack with the spiked chain, will give me solid damage. Rouge trap detection and fighter HP and DPS should make me a solid front line man.
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Ulfgar Helmhammer |
![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
This is Nate lange's alias. There's a lot of updating it needs but I'm leaning towards an unchained monk/cleric as an advanced dwarf (standard dwarf with advanced stat array: + physical, +4 wis, -2 Cha). If I don't end up with those two classes I'll probably still be some kind of melee/divine caster... Although a gunslinger/inquisitor would make for a pretty awesome marshal...
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cuatroespada |
![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
so... about these racial adjustments. at what point are you no longer a dwarf? are we free to change pretty much anything (within the point limitation, of course) so long as we appear to be dwarves and call ourselves such? i ask because when it said alter i assumed you meant add things so now i'm curious what you meant by "but they must be dwarves!"
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Shady_Motives |
![Beltias Kreun](http://cdn.paizo.com/image/avatar/c_beltais_final.jpg)
There are certain things that dwarves are. Slow. Tough. Can see in the dark. Genetics and magical influences can of course change things but those result in things like dwarf sorcerers. Some dwarves are dumb, tough and dour and some are beautiful and whimsical. But keep in mind these characters must be, at their core, dwarves. They aren't mutants and they aren't aasimar or tiefling.
There is more than one test involved in the character selection then the basic information we've asked from everyone. Be careful with what you choose to change in the dwarf template. This game is going to extremely skewed towards the dwarf culture so if your character deviates too far from that...well guess what might happen.
Since this is Kingmaker it is going to be very RP heavy. We're looking at certain characteristics in our players/characters and just how heavily you edit your dwarf is one of those things.
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
There are certain things that dwarves are. Slow. Tough. Can see in the dark. Genetics and magical influences can of course change things but those result in things like dwarf sorcerers. Some dwarves are dumb, tough and dour and some are beautiful and whimsical. But keep in mind these characters must be, at their core, dwarves. They aren't mutants and they aren't aasimar or tiefling.
There is more than one test involved in the character selection then the basic information we've asked from everyone. Be careful with what you choose to change in the dwarf template. This game is going to extremely skewed towards the dwarf culture so if your character deviates too far from that...well guess what might happen.
Since this is Kingmaker it is going to be very RP heavy. We're looking at certain characteristics in our players/characters and just how heavily you edit your dwarf is one of those things.
So, all that said, is what I have outlined as 'City dwarves' reasonable or did I take it a bridge to far?
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BC4Realz |
![Lem](http://cdn.paizo.com/image/avatar/PZO9059-Lem_90.jpeg)
Sorry but I've said all I'm going to say on the issue for now. If you think something is wrong with your character, change it. We don't even begin looking at character selection until the 27th.
That feels a little...shady.
*rim shot*
Sorry, couldn't help myself, it was right there!
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Vinsomner |
![Magma Dragon](http://cdn.paizo.com/image/avatar/PZO9434-MagmaDragon.jpg)
Cam James: An improvised anvil as a weapon? Those things weigh a bit much, you would have to make a STR check every time you picked it up and attempted to use it, especially in a fight. Your more likely to get skewered then effectively using it as a weapon. So I'm going to say no on that idea (using an anvil as an improvised weapon).
I think the list is up to date now.
Updated Submission List
Player -> Name - Class / Class
-----------------------------------------------------------
Jereru -> Thomen Rhogdharslagsun - Fighter / Warpriest
Marko -> Montis Ironhide - Barbarian / Druid
Harken Outseeker -> Harken Outseeker - Hunter / ?
Gerald -> Agna Tarnhammer - Deep Earth Sorcerer / Monk
Tharasiph -> Furnok Stoneshoulder - Fighter / Inquisitor of Torag
Tanner Nielsen -> Savarend Whiteroot - Monk / Rogue
Olaf the Holy -> Regdar Greenshield - Magus / Arsenal Chaplain Warpriest
TheOrcnextdoor -> Ivan Bronzebeard - Cleric / Fighter
drbuzzard -> Angweld the Scout - Fighter / Slayer
Mark.Twain007 -> Markus Lifender - Fighter / Unchained Rogue
Gunther Tark -> Gunther Tark - Unbreakable Fighter / Cleric
BC4Realz -> Falaich Atharrachadh - Synthesist / Fighter
nate lange -> Ulfgar Helmhammer - Unchained Monk / Cleric (?)
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Ivar Stonewrought |
![Bard](http://cdn.paizo.com/image/avatar/PZO9448-Bard_500.jpeg)
This is Ouachitonian's submission, Fighter(Aldori Swordlord)/Magus Tormak Book-Friend.
Alternate Racial Trait:
Fey Thoughts(replaces Hatred)
Drop:
Hardy (3RP)
Greed (1RP)
Stonecunning(1RP)
Drop Weapon Familiarity Heavy Pick and Battleaxe (1RP)
New purchases:
Craftsman (1RP)
Static Bonus Feat (Ironhide) (2RP)
Pyromaniac (3RP)
Advanced Ability Scores (+2 all physical stats, +4 INT, -2 CHA) (4RP)
Other Alterations:
Lesser Defensive Training-replace dodge bonus against Giants with Humanoid(Human)
Weapon Familiarity-Replace Warhammer with Aldori Dueling Sword
Description
History:
Tormak's clan were themselves unusual, a wandering band of mercenaries, rarely in one place for more than a year or two. Over the decades, they'd fought for and against every major leader in the River Kingdoms (and many minor ones as well), and had often ventured further afield, seeking employ in Taldor, Aldoran, Nirmathas, Mendev, and more besides. Young dwarves like Tormak were not taught to fight giants, as other clans were, but humans, because humans were the most common foe and employer (sometimes both at once) in Avistan. But by the time Tormak came of age, the elders had grown tired of wandering and taken a long-term post garrisoning the interests of a guild of dwarven merchants and miners in southern Brevoy. Decades came and went with no real combat. Tormak learned the use of the Brevic dueling sword, and how to use his natural nimbleness to strike enemies, and not just to avoid strikes. But he yearned for adventure, excitement, and knowledge. And so, just over a hundred years old, he left his clan to seek more interesting employment in Restov.
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Ivar Stonewrought |
![Bard](http://cdn.paizo.com/image/avatar/PZO9448-Bard_500.jpeg)
I've been moving ahead building as an unchained monk/cleric [crusader] of Kols. There is a lot of melee though, and not a ton of ranged... So I might switch to gunslinger/inquisitor...
Bows are for elves and other foppish races. Dwarves put cold steel in their foes' skulls, like the very manly men they are. Just look at the beards. No one with a beard likes that needs to keep their enemies at range Let 'em come. (Says the finessing, dueling sword-wielding dwarf, lol)
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Olaf the Holy |
I'm going to change my submission, in part because I came up with a fun idea for a dwarf, and in part to provide more ranged options.
Honestly, I don't think they really need ranged submissions that badly. The preselected players are a wizard/bard and alchemist/gunslinger, so if both the additional chosen players are melee, there'll be a 2/2 melee/ranged split.
Obviously, I don't have anything to do with the selection process whatsoever, but with all the authority vested in me as a random girl on the internet, I think that both the characters chosen from this thread should probably be melee.
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Thorin Ironbreaker |
![Harsk](http://cdn.paizo.com/image/avatar/PZO1126-Harsk_500.jpeg)
Thorin "Kaboom" Ironbreaker
Race: dwarf
Class: Gunslinger/Inquisitor 1
Alignment: LN
Age: 105
Alternate Racials/adjustments: (30ft movement)
Trait: Glory of Old
Ability Score: (normal dwarven modifiers)
Str: 12
Dex: 18
Con: 18
Int: 15
Wis: 18
Cha: 10
Defense:
HP: 14
AC: 18 FF: 14 T: 14
Save:
Fort: +6(+3 vs spells and SLA's)
Ref: +6 (+3 vs spells and SLA's)
Wis: +6 (+3 vs spells and SLA's)
CMD: 16 (+2 when on ground)
-------------------------------------
Offense:
Movement: 30ft
BaB: +1
CMB: +2
Musket: +6/+7
Damage: 1d12/+1
Spiked Gauntlet: +2
Damage: 1d4+1
-------------------------------------
Feats:
Gunsmithing, Exotic weapon proficiency (two handed firearms) Rapid Reload, point blank shot
-------------------------------------
Skills: 6+2+1=9/level
Sense motive: 1
Perception: 1
Stealth: 1
Craft(alchemy): 1
Know. History: 1
Know. Engineering: 1
Know. Religion: 1
Diplomacy:1
Acrobatics: 1
Linguistics: 1
Languages: Common, Dwarven, Elven, Orcish, undercommon
---------------------------------------
Gear:
Arms and Armor: MW Musket, Chain shirt, dagger, Spiked gauntlet, 60 shots, 10 alchemical cartridge (paper) 60 doses of black powder (506)
Equipment: Backpack, rations (10), Caltrops (5), 100ft rope, flint and steel, grappling hook, powder horn(2), Waterskin,
Magical Items: 2 potion of CLW
---------------------------------------
Spells:
Spells known: 0th:4, 1st: 2
0th:
Light
Detect Magic
Create Water
Detect Poison
1st:
Magic Weapon
Heightened Awareness
Background:
Thorin was always curious, a rather rare trait for a dwarf. Even more so in his birth clan. He never cared as much as his kin for the forging of armor and blade. Like any respectable dwarf however he did harbor a small joy of mining, particularly when it was to uncover gemstones or flexible ores. A tinkerer at heart he created several new designs to aid in the mining and smithing processes, and while some were implemented most were rejected with the age old argument of. "If it ain't broke don't fix it". One day, Thorin stumbled across a strange black powder that could be ignited with fire. And once again, as most things in his life, his curiosity got the better of him. He tinkered and toiled with this new powder and eventually designed something he believed would make mining through rock and stone easier. After a few failed attempts with the explosive powder not creating the force needed to break through the stone he was told maybe another time. Embarrassed and annoyed he closed himself off in his work chambers cutting corners in risk assessment and testing, disregarding the warnings his elders gave him after complains of minor explosions going off near his workshop. About a week after the incident he produced another "mining charge", promising better results this time. On the plus side it worked, however, it worked too well. The charge released a force so powerful that it brought the very stone down atop the heads of those in the vicinity. several lives were lost that day, and over two weeks of mining progress was lost. In the end, Thorin was pardoned, with mild punishments by dwarven standards and the further pursuit of research into this black powder was banned until further notice. Thorin however, riddled with guilt, and unable to give up his long time project cast himself into self imposed exile.
He shaved his beard until a time he deemed himself worthy of one, and set out in search of knowledge on the black powder. The entire time he worked on his invention, a "musket" he called it. Eventually his journey would lead him to a temple of Aroden, with a inventor had complied much knowledge on the functions of black powder. It was hear that Thorin finally learned the final parts he needed to complete his work and upon placing the last part together he felt something he hadn't felt before, it was more than pride, he sensed some form a divinity. Torag gave Thorin his approval that day,For Torag was the deity of artifice, and what more wondrous and intricate a thing has a dwarf made than this "firearm". Curiosity, tempered with caution, innovation, tempered with reason. Thorin then would become a sort of law-man, combating chaos where he found it and instituting and order if not necessarily laws. For Craft and knowledge cannot grow without stability, order, and communion. Now, the perfect chance presents itself, Thorin sees in this chaotic lands a potential to create thriving community of knowledge, Innovation, Order, and Artifice. First, order must be brought, then laws made, and finally, the knowledge acquired.
Personality: mostly kind, less rough and boisterous than many of his kin Thorin is still a naturally curious dwarf, although the follies in his youth taught him much. Now he often reminds himself to temper his curiosity. While he enjoys a rowdy evening of drink every now and then, he usually prefers the quiet while he works on his intricate creations as he found his new musket required a rather extensive maintenance. He enjoys a regimented life, but allows himself freedoms for spur of the moment times when his curiosity or inspiration takes him. He learns for two reasons, firstly for his creations, so that he may continue to contribute and create for his gods. Secondly, his insatiable curiosity of things, or otherwise for the fun of it.
Thorin is a strange dwarf in that his curiosity rivals that of a gnome. However, he also values order and tradition due to his past. So he seeks to find a perfect balance between innovation and tradition, freedom and order, and curiousness and caution.
heres my new submission
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cuatroespada |
![Nethys](http://cdn.paizo.com/image/avatar/nethys_final.jpg)
Honestly, I don't think they really need ranged submissions that badly. The preselected players are a wizard/bard and alchemist/gunslinger, so if both the additional chosen players are melee, there'll be a 2/2 melee/ranged split.
this. i was going to remind everyone of this last night because i imagined they'd forgotten why they all went frontliner or divine caster originally, but i fell asleep mid post. :p
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Ulfgar Helmhammer |
![Mayor](http://cdn.paizo.com/image/avatar/PZO1124-Mayor_90.jpeg)
I am also very dwarfish in proportion and appetite IRL. And I'm really pleased with my monk/cleric- I was largely thinking about changing to ranged because I just had surgery and I'm high as a kite on pain meds. I'm glad I didn't change anything because 1) I like this guy, 2) the 2 chosen already make it unnecessary, and 3) I would have changed to extremely similar to Thorin (ironbreaker, not the more famous oakenshield).