| Romboldt |
Ah, in-thread dice roll system, neat. ^_^ Damned shame to lose those rolls, I used a dice roller to get 'em fair and square. :( Oh well, here's hoping I don't turn into a sad excuse for a dwarf now, lol.
Dex: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Con: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Wis: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Cha: 2d6 + 6 ⇒ (4, 3) + 6 = 13
| Romboldt |
Well I suppose I can't complain with that turn-out, numbers turned out similar. ^_^
For simpler reference:
Focus: Strength
Foible: Intelligence
Stat Changes: +2 Str, +2 Cha, -2 Wis
Result:
20Str (18+2)
12Dex (3+3+6)
18Con (6+6+6)
8 Int (8)
8 Wis (10-2)
15Cha (13+2)
Patron Votes: Honor, Dwarven Steel
Reckless
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| 2 people marked this as a favorite. |
Bryggya
The Steel Sister
Goddess of Dwarven Steel, Elemental Earth, and Secrets Under the Mountains
Alignment LN
Domains Community (subdomains available: Cooperation, Family), Earth (subdomains available: Caves, Metal), Knowledge (subdomain available: Memory), Law (subdomain available: Loyalty), Travel (subdomain available: Exploration)
Favored Weapon heavy pick
Symbol Violet mushroom, with silver tiger stripes which can only be seen with darkvision
In the time before the world was fully formed, Drychos, The Molder, Dwarven God of Craft and Toil, felt a longing for companionship in his daily work. Having six brothers, none of whom particularly got along, Drychos decided he needed a sister. Travelling to the elemental plane of earth to find the purest iron in existence, he began forging a sister for himself.
From this iron, he created the finest dwarven steel ever crafted, and shaped it into Bryggya, the Steel Sister. Bryggya was the purest thing ever crafted by Drychos, and he breathed within her the fires of life, imparting her with some of his divine power. Drychos wished for an obedient sister, unlike his continually bickering brothers, and he forged her without a mouth, reasoning if she couldn’t talk she’d never disagree with him.
Once she was thus brought into being, Drychos grew fearful. What if his brothers saw this perfect being and demanded sisters of their own? That would never do; Bryggya was Drychos’ and Drychos’ alone. He brought her to one of his hidden forges, in the heart of a volcanic mountain chain. Sharing his sister with no one, he taught her all the secrets of his crafts, often depending on her when the Father’s demands were great. Together, they forged the continents and gave shape to the world.
For Bryggya, these times were filled with learning and wonder. She was created to accompany her brother’s works, and it was in this companionship she found satisfaction. Yet, as time wore on, Drychos spent less and less time in the mountain forge, seeking rarer materials on the elemental planes with which to work his crafts. Bryggya began to yearn for the company of others, to feel the mountain passages beneath her feet, and to learn. She began to explore the range, learning its secrets, shaping new pathways, and becoming known to the Dwarves living there.
Drychos’ absences became longer and more frequent, causing Bryggya to wander farther on these expeditions to find new things. During one of her explorations, she delved deeper than she ever had before, entering the underworld and happened upon the lair of Arrydagia, the Drow Goddess of Fleshcrafting. Bryggya was captured, chained with adamantine, and subjected to horrific experiments by the Drow Goddess. Yet, try as she might, Arrydagia could neither bend nor break Bryggya to her desires, for dwarven steel is stronger than any flesh, and Bryggya’s will was also steel. Indeed after time, Bryggya escaped her captivity, taking with her all the knowledge of Arrydagia’s ways. Later, some would say that Bryggya had arranged for her imprisonment all along as a means of securing this knowledge from the Drow Goddess.
Bryggya use this knowledge and what she had learned from her brother to craft wondrous dwarven steel limbs, enabling her to do more work and travel farther and faster than she ever had before. She used Arrydagia’s knowledge of spidersilk to fashion vast webs of iron beneath the mountains of the world, and taught the Dwarves the means to harvest the iron web and craft it into fine steel. It is said that Bryggya still roams under the mountains of the world, learning their secrets and passing this knowledge down to her followers.
Priests, Temples, and the Church
Bryggya’s priesthood consist primarily of clerics and oracles, although it also boasts a fair number of inquisitors, monks, and paladins Rarer are druid or diviner priests. Priests of Bryggya are responsible for exploring hidden knowledge under the mountains of the world and spreading this knowledge among the worthy, as well as guarding it from the unworthy. They are the stewards of dwarven crafting techniques and are charged with keeping the memory of such techniques alive in the dwarven community- and out of the hands of outsiders.
A typical temple of Bryggya is set in a smithy, inside an inactive volcano, or in a cavern deep below the earth. Services are usually structured affairs, practicing a specific craft or creation, and are usually performed in complete silence except for the sounds of tools being worked.
Bryggya’s churches tend to be clan- or familial- based, with a few outsiders who have proven their trustworthiness included. Typically the priest is a learned craftsman and spends much of his time visiting his congregation, teaching the young ones skills and learning from the elders anything she can. At least once every few decades, the mantle of priesthood is handed to another as the old priest begins a deep journey, a spiritual quest for hidden knowledge in the bowels of the world. These deep journeys can last years, and end only when the priest feels she has accumulated worthy knowledge to share with her church. She returns, sharing her findings with her successor, who, in turn, spreads them to the congregation.
Paladins of Bryggya are charged with protecting the priests and the church, safeguarding both the knowledge and the congregation from outside hands. They often accompany the priest during the deep journey, and act as guardians to caravans bringing dwarven goods to outsiders. A Paladin of Bryggya is expected to be an emissary to the world; providing the benefits of knowledge without sharing secrets. They are expected to be loyal, forthright, and brave in the face of opposition. A Paladin of Bryggya will rarely speak of vows, choosing rather to act in the manner they have sworn. A Paladin of Bryggya is careful in her judgments, but unwavering and unyielding once that judgment has been rendered.
Inquisitors of Bryggya are relentless in their pursuit of those who have betrayed the secrets of the church, rooting out traitors and those who have benefited from the treachery as well, doing their best to contain or destroy any leaks of knowledge to outsiders. When not engaged in these activities, they pursue additional craft, skill, and knowledge for the church, bringing their findings to the priests for further adaptation and growth.
Monks of Bryggya seek enlightenment through the repetition and perfection of specific katas and crafts. They serve the church as guardians, instructors, and explorers. Appropriate monk vows are chains (representing Bryggya’s captivity at Arrydagia;s hands), fasting, silence, and truth.
Holy Days and Celebrations
The church of Bryggya does not generally celebrate mass holy days; rather, each individual member of the church has specific days that are holy days of worship. For example, the anniversary of a member’s first masterwork craft, the celebration of a unique discovery, the beginning or end of a deep journey. These holy days are usually celebrated by sharing the craft, discovery, or journey with one’s community or recreating the item or event.
Aphorisms
Share knowledge, keep secrets. Just as Bryggya’s brother taught her his craft and she passed it down to the Dwarves, so should you teach those in your trust. However, she never shared their secrets with her jealous siblings nor any of the other races of the world, even when under the duress and torture.
Show your steel. When a dwarf’s heart and will are steel, she cannot be bent or broken.
Don’t tell, do. Doing something is better than talking about doing something.
Bryggya shows. Without a mouth, Bryggya’s communications are limited to actions, signs, visions, and portents. She doesn’t tell you what to do or how to do it, she shows you the way.
ESLA(Explore, Seek, Learn, Adapt.) Bryggya doesn’t just keep the secrets she knows, she looks for new ones and learns from them, then adapts them to what she already knows.
Bryggya as a Patron
Perhaps Bryggya has seen the dwindling population of dwarvenkind. Perhaps she has seen bits and pieces of knowledge once only held by her followers slowly drip into the hands of other races. Maybe she has seen the loss of too many secrets once held by her followers: true mithral, elder magics and enchantments, and even the fate of Dammerhall are now lost and forgotten.
There is a way into Dammerhall; not a way of the surface world, but rather an underground, hidden route. Bryggya shows. The way is long, and it will take more than luck to find it. It will take courage and persistence; it will take nerves of dwarven steel.
She has chosen seven keys to unlock this mystery. Some she has shown bits and pieces, some she has called in the only voice she has: hammer on steel. Some she has even saved from what fate would have chosen for them. Not all come eagerly, but all know that if Dammerhall is to be found, if the dwarven people are to ascend once more to greatness, if what is lost can be regained, having the Steel Sister reveal the secrets under the mountain will be an important part of that journey.
minoritarian
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Bryggya
The Steel Sister
Goddess of Dwarven Steel, Elemental Earth, and Secrets Under the Mountains
Alignment LN
Domains Community (subdomains available: Cooperation, Family), Earth (subdomains available: Caves, Metal), Knowledge (subdomain available: Memory), Law (subdomain available: Loyalty), Travel (subdomain available: Exploration)
Favored Weapon heavy pick
Symbol Violet mushroom, with silver tiger stripes which can only be seen with darkvisionIn the time before the world was fully formed, Drychos, The Molder, Dwarven God of Craft and Toil, felt a longing for companionship in his daily work. Having six brothers, none of whom particularly got along, Drychos decided...
Holy s**t. I think you're going to be an amazing GM if this is any indication.
| Romboldt |
Well thought-out indeed, impressive. :) I think Magabeus raises a decent point, Artifice sounds like an appropriate domain.
Looking for a way to fit in with this Patron, the first and most likely connection that comes to mind would be the Trait weapon Korvek intends to possess, a Masterwork Greataxe. One I find myself tempted to refer to as a Runeaxe. Perhaps he is drawn to the group in his search for the missing gem of his weapon, joining the group without hesitation to aide them in their mission.
Reckless
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Question: is there a reason Bryggya does not grant access to the Artifice domain?
Donagh is required to worship a deity that grants access to that domain, he could off course be a cleric of Drychos. In that case I need to do some hard thinking why Bryggya takes an interest in him.
I don't see why I couldn't trade in Community and its subdomains for Artifice (and Construct and Toil subdomains.) They still fit thematically, and I don't think anyone is banking on Community.
I'll make the change in the campaign info tab (too late to edit the above post.)
| nilesr |
Paladins of Bryggya are charged with protecting the priests and the church, safeguarding both the knowledge and the congregation from outside hands. They often accompany the priest during the deep journey, and act as guardians to caravans bringing dwarven goods to outsiders. A Paladin of Bryggya is expected to be an emissary to the world; providing the benefits of knowledge without sharing secrets. They are expected to be loyal, forthright, and brave in the face of opposition. A Paladin of Bryggya will rarely speak of vows, choosing rather to act in the manner they have sworn. A Paladin of Bryggya is careful in her judgments, but unwavering and unyielding once that judgment has been rendered.
Nice. Garnult Tharmhammer will most definately be a Paladin of Bryggya. He will be swapping the Dwarven Waraxe at his waist for a Heavy Pick to be sure.
I'll adapt some of Torags and Abadar's Paladin Codes for Garnult With GM approval ofc
My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue. I do not tell the secrets of the Dwarfish ways, but I will allow others to benefit from my knowledge.
I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others.
Against my people's enemies I will show no mercy. I will not allow their surrender, except to extract information. I will defeat them, and I will scatter their families. Yet even in the struggle against our enemies, I will act in a way that brings honor to the Steel Sister.
I am a protector of the deep paths and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
Reckless
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Seeing as things are slowing down a bit is it possible to bump up the closing time? Feels silly to wait this long with so many viable candidates.
Also bumping to remind people thsi exists and to finish their characters arleady. :P
Well, I think we ought to say that no further applicants will be accepted, but that people still have until Friday to wrap up their characters, backstories, etc.
If everyone already present can get it done sooner, I can make my selections sooner. We certainly already have enough really good applicants; the only trouble I'm going to have is whittling the number down.
Reckless
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Question to the GM: do you mind if Donagh's warhammer gains the broken condition? Fits better with his background: it is the hammer he made for his brother that broke. I will subtract full price for it (otherwise it is dodgy with his mending ability).
Yes, it can start with that. Alternatively, you could give it the fragile quality (to represent its fatal flaw) and pay 3/4ths price.
| Romboldt |
Korvek hails from a fallen clan of Dammerhall. His ancestors had been spared the fall of the city by dumb luck, having been absent at the time to show a client progress on their weapon. With their home, their smithy, and their materials lost forever the forlorn dwarves did as they had to to survive. Korveks grandfather, Rokven Maidich, did all he could to continue his clans survival and prosperity but at all pleas and offers refused to sell the last weapon he had crafted in the halls of his great city. His great rune-axe forever hung inside his new smith as a reminder of days past. Though they managed a successful smithy known to produce the best quality in the region, without their lost forges and materials they were unable to regain their previous awe-inspiring workmanship. Early in Korveks training his father was claimed by disease, leaving the beardling with nobody to teach him the ways of his kin. Determined to bring honor to the last of his dying clan, he takes up his grandfathers last great creation: The greataxe which had gone unfinished nearly two centuries before. The time has come for him to learn to wield such a powerful weapon and find a way to make it whole at long last.
| Magabeus |
Below you can find my application, ready for review.
Donagh
Dwarf Cleric (Forgemaster) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +3
Speed 20 ft.
Str 8, Dex 12, Con 13, Int 20, Wis 17, Cha 18
Languages Common, Dwarven, Celestial, Giant, Gnome, Terran, Undercommon
AC 13, touch 11, flat-footed 13 (+1 Dex, +2 Leather Armor)
Base Atk +0; CMB -1; CMD 10 (14 vs. Bull Rush, 14 vs. Trip when standing on ground)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Melee
NA
Ranged
Light Crossbow +2, 1d8+1 within 30ft
Light Crossbow +1, 1d8 outside of 30ft
(+1 to hit vs elves)
Spell-Like Abilities
6/day—Artificer's Touch (6/day)
0
- Detect Magic
- Detect Poison
- Guidance
1
- Animate Rope (Domain Spell)
- Bless
- Magic Weapon (CL2)
Acrobatics -5 (-4 jump)
Appraise +9
Craft (armor) +9 (+11 on checks related to metal or stone)
Craft (blacksmith) +9 (+11 on checks related to metal or stone)
Craft (weapons) +11 (+13 on checks related to metal or stone)
Diplomacy +8
Knowledge (arcana) +9
Knowledge (history) +9
Knowledge (religion) +9
Perception +3 (+5 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Sense Motive +7
Spellcraft +9
Weapons
Light Crossbow
- bolts 20
Fragile Warhammer (broken)
Armor
Leather Armor
Other Gear
Backpack with
-Artisan's tools (Craft [armor])
-Artisan's tools (Craft [blacksmith])
-Artisan's tools (Craft [weapons])
-Bedroll
-Rations (10)
-Rope
-Spell Component Pouch
Bandolier with
-Alchemist's Fire*2
Holy Symbol (Steel)
Waterskin
Cash
6 gp, 4 sp
Racial Traits
Ancient Enmity Gain a racial bonus (+1) to attacks vs Elves.
Craftsman Gain a racial bonus (+2) on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training Gain a dodge bonus (+4) to AC vs monsters of the Giant subtype.
Hardy Gain a racial bonus (+2) to saves vs Poison, Spells and Spell-Like effects.
Slow and Steady Your base speed is never modified by encumbrance.
Stability Gain bonus (+4) to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Cleric (Forgemaster) Abilities:
Artificer's Touch (1d6+0) (6/day) (Sp):[/b] Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura The Cleric has an aura corresponding to his deity's alignment.
Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Runeforger (8/day)(Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk may be placed on an item at any given time. This ability replaces channel energy
Runes known
- Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Traits:
Anvil Heart You receive a +2 trait bonus to one craft skill involving metal-working (Craft: weaponsmithing). That skill is always a class skill for you.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Feat:
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
When it was time for them to learn the traditional dwarven ways the local priest of Bryggya, Bainok, took care of their eduction. When the dwarves were a bit older Bainok had them work for a year in the forges. At the start of that year it seemed that Deaglan was a lot better there than Donagh. Deaglan was better at the bellows, hauling coal and all the other menial tasks. However when they were allowed at the forge and tried to make a simple hammer all the strength and prowess of Deaglan did not help him, the steel shattered beneath his strokes. This was the place Donagh was meant to be: with just a few quick strokes at exactly the right place and time he made his first hammer. Deaglan was not accustomed to this and tried to surpass his brother at this, alas that did not happen.
It was clear that Donagh would be apprenticed to Bainok, while Deaglan was apprenticed to the honor guard. Donagh was a quick student who catched the smithing skills quickly. One thing he especially liked was tempering the steel, the flames make wonderful patterns while heating the steel. Once he saw two beautiful dwarven eyes form in the flames, watching him. When he was done with his duties for the day he wanted to say goodnight to Bainok, but the priest bade him to sit. Bainok told him that Bryggya had been watching Donagh and found him fit for her clergy. Bainok wanted to know if Donagh was willing to place his life in the Steel Sister's hands. Donagh was honoured and embraced his calling. In the next months he learned all the edicts that a true priest of Bryggya follows.
When Deaglan's apprenticeship ended Donagh was very happy for his brother and presented him with a fine warhammer. Donagh still rues that day, as he was daydreaming of all the great deeds that his brother would do as he was making the hammer. By not paying attention he had not seen a flaw in the material, a flaw that would cost his brother his life.
Soon word came to the hold that Deaglan had died because his hammer had shattered on the sword of a lowly goblin. After the burial rituals where concluded no-one knew where Donogh or the broken hammer were. In shame he had left the hold. The next years Donagh wandered the world, improving his skills at the forge and teaching dwarves in Bryggya's ways where he could. He is hoping to learn the secrets of forging true Mithral, and for that, he needs to go to Dammerhall...
| Mirrin of The Deep |
Finished mirrin. Had to dry some oranges so scurvy wouldn't be an issue. Most of the stuff I found to buy was a form of meat or carb which keeps well but isn't terribly nutritious.
I'm not making any changes to the backstory in light of the patron mainly because the patron fits so well anyway. She would share the knowledge of Dammerhall's place and existence wiht a person accustomed to traveling the area that he has a personal connection wiht the palce helps as well. Though he doesn't want to be a king anymore than he wants to deal with the nastier aspects of his culture the divine guidance and internal sense of duty to family is enough to kick him out of the caves adn seek out his cousins and younger brothers. :)
Maybe one of them can be the king. :P
| Korvek |
Finished mirrin. Had to dry some oranges so scurvy wouldn't be an issue. Most of the stuff I found to buy was a form of meat or carb which keeps well but isn't terribly nutritious.
I'm not making any changes to the backstory in light of the patron mainly because the patron fits so well anyway. She would share the knowledge of Dammerhall's place and existence wiht a person accustomed to traveling the area that he has a personal connection wiht the palce helps as well. Though he doesn't want to be a king anymore than he wants to deal with the nastier aspects of his culture the divine guidance and internal sense of duty to family is enough to kick him out of the caves adn seek out his cousins and younger brothers. :)
Maybe one of them can be the king. :P
Not sure Korvek would but King material, with wis/int scores int he toilet.. but he certainly has the mettle and he does have some charisma to him. I suspect he might be better suited to the role of a General, but if given cause to he would certainly fill the role of King dutifully and do all in his power to bring back the glory of his race. :)
| Pokeapache |
aand here we go, a bit about my dwarven druid :)
Wrekhlaem "Wrex" Quartzhaul is a rather old dwarf, adorned in plates of giant insect hide. His beard is grey with age and his skin darkened with dirt. By his side is a slug just as tall and hefty as him. Ol' Slick Wayhome is his trusty companion in the dark tunnels.
He is loyal to his fellow dwarves, but is very much an individual. While he understands the values of working together, he has no qualms with going in alone. He is eager to share his knowledge of the creatures lurking in the depths of the earth, and ready to teach his kin the heartbeat of the deep. He is prone to getting lost in thought, often speaking in ramble-filled bursts when he does remember to talk. His eyes are permanently adjusted to the darken caverns, and bright sunlight makes his eyes hurt-- his home is truly in the heart of the mountains.
Slick the giant slug has a taste in dwarvish brew and often gets into more problems than he's worth in the dwarven cities, but bellow ground his abilities are invaluable, sensing things invisible to even the strongest of dwarven eyes. Not to mention the acidic spit. Wrex swears he doesn't dribble too much in the ale. (That would be a lie.)
Often times, Wrex found he hadn't the resources to fight hordes of vermin or other dangers, and found himself discovering clever ways to outsmart and slip around such creatures. In the few times he has had to fight the monsters of the tunnels, he has found it easiest to work with vermin-- their simple, or lack of, mind makes it incredibly easy to point them the other way or trick them when fighting. His smithing skills grew rusty as he became one with the caves, but he remembered enough about armorsmithing to create his own hide armor from the giant vermin he fought against. Food was sometimes scarce for the dwarf, and he found himself eating all sorts of questionables, which only made his stomach stronger. These days, he's the first to pick apart and scavenge whatever he can find for food or other use when in the tunnels.
While traversing the underground, a giant slug who was all too interested in his last few drips of brew stumbled across him while he was resting. After sliming up the rest of his alcohol, Wrex decided that the slug was indebted to him. While it did take a while for the dwarf to get used to the slug, the creature was never hostile to him, and he eventually began to enjoy the company. Now, he often shares his beer with the strange creature. A few times, the creature came to his rescue, and it was almost hard to be angry at a creature that shared his love of hard dwarven drink. The slug was affectionately give the name Slick Wayhome after the time that Wrex became lost in a particularly nasty weave of caverns, and could only find his way out by retracting the drying slime left behind by the slug. The longer he spent in the tunnels with the giant slug, the more he felt in tune with the underground caverns and the closer he felt to his ancestral homeland.
Elder Dwarf Druid (Cave Druid) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +8
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6; +1 trait bonus vs. fear, -2 vs. [light] effects
Defensive Abilities deep warrior; SR 6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Warhammer +1 (1d8+1/x3)
Special Attacks ancient enmity
Druid (Cave Druid) Spells Prepared (CL 1):
1 (2/day) Expeditious Excavation (DC 15), Diagnose Disease
0 (at will) Know Direction, Create Water, Detect Poison
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 10, Int 14, Wis 18, Cha 17
Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Vermin Heart
Traits Deep Marker
Skills Acrobatics -4 (-8 jump), Climb -4, Escape Artist -4, Fly -4, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +6, Stealth -4, Survival +11, Swim -4; Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven, Terran, Undercommon
SQ animal companion link, minesight, nature bond abilities (animal companion, slug, giant), share spells with companion, slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Darkflare (5), Vermin repellent; Other Gear Hide armor, Heavy wooden shield, Warhammer, Backpack (17 @ 11.22 lbs), Bedroll, Hammer, Holly and mistletoe, Iron spike (10), Mug/tankard, Pole, Trail rations (3), Waterproof bag (1 @ 0 lbs), Waterproof bag (1 @ 0 lbs), Waterskin, 8 SP, 3 CP
--------------------
Special Abilities
--------------------
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs light effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Slug, Giant
N Medium Vermin
Init -1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
hp 16 (+2)
Fort +4, Ref -1, Will +0
DR 5/piercing or slashing
--------------------
Offense
--------------------
Speed 20 ft.
Melee Tongue (Slug, Giant) +2 (1d4+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1
Base Atk +1; CMB +2; CMD 11 (can't be Tripped)
Feats
Tricks Attack [Trick], Detect [Trick]
Skills Acrobatics -1 (-5 jump)
Languages
SQ acidic tongue +1, attack [trick], detect [trick], spit acid, 1d6, susceptible to salt
Other Gear Grappling hook, Pack saddle, exotic, Rope, Shovel, Trail rations (7), You have no money!
--------------------
Special Abilities
--------------------
Acidic Tongue +1 (Ex) Add listed acid damage to tongue attack.
Attack [Trick] The animal will attack on command.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect [Trick] Indicates unusual smells, noises, etc.
Spit Acid, 1d6 (Ex) Ranged touch attack vs foe in 30 ft for acid damage.
Susceptible to Salt (Ex) A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.
And I'll finish up the alias and whatnot in a bit. :)
Kiptera Stiresong
|
As requested. Just fine tuning the formatting now.
crunch summary
Dwarven Wizard 1st level.
The Dwarven Wizard to be her master, Ogin Theogar, was pulled out of retirement which accomplished several goals. The irascible old coot now had a focus for all his complaints, a new audience for oft repeated meanderings of yesteryear and an opportunity to teach the youngster respect(ie don’t ask questions, we know better) for her elders. Her first lessons were accomplishing the bucket list of the ol’coot, and bordered on remedial and almost useless, tasked with creating biographies of long dead dwarf wizards. ”Shouldn’t be that hard, not many of us choose this arcane path.” She learned much but her arcane studies were lacking. Scholar of the Ancient Ways. Ogin finally passed away, releasing her from the apprenticeship yet sorely limited in the repertoire of spells. Ogin did bequeath her a final task: restore a named masterwork hammer to its former glory. Small problem: no record exists of this hammer much less what its name was supposed to be. The only clue was the weaponsmith mark from under Dammerhall.
| Ridge |
Ok, updated Ulkra who is facing stiff competition :) I don't have a surname/clan name for her yet, but I think I'll leave that open so that if she makes it to the final selection, and if it's okay with someone, I can make her a cousin or even sister of a nonroyal. If that doesn't work out, then I'll just go with a surname all on her lonesome
| Ingrit Stoneblood |
Just throwing out there for possible party connections. Ingrit is certainly not noble/highborn caste. She's from simple miner stock, and could be related to other lowborn dwarves.
Other characters might have participated in search parties for her when she was younger, or been involved in the rescue for the miners trapped in the cavein and heard evidence of her healing powers.
| Korvek |
Just throwing out there for possible party connections. Ingrit is certainly not noble/highborn caste. She's from simple miner stock, and could be related to other lowborn dwarves.
Other characters might have participated in search parties for her when she was younger, or been involved in the rescue for the miners trapped in the cavein and heard evidence of her healing powers.
With Korvek coming from a blacksmithing background, the two could easily have met through purchase/repair of mining equipment/tools. Knowing Korvek it's also not unlikely for him to have joined such a rescue team. He's a smaller version of the hulk afterall.
| Dain Harladorn |
Dain is progressing nicely, albeit slowly. Crunch almost done (equipment missing), backstory is to follow.
Just a brief outline - Inquisitor of Bryggya, who was raised as a slave in drow captivity, along his parents. His father was forced to betray the secret of perfect beer brew while captive. Bringing along him knowledge of drow elves and their language, Intimidation left and right, a team oriented mind, maybe a spell or two and very potent beers (or would you prefer ale's) he brews himself.
EDIT: Used Ultimate Campaign background generator and stuck to the results like crazy ;-) (hence the interesting starting traits, I took only those "uncovered" by background). Just realized I missed to put in a drawback, will add it soon.
| Magabeus |
This might be the last update, I think this is going to be an amazing campaign. I saw a lot of awesome characters and think Donagh faces stiff competition. Good luck everyone!
Update of all the current applicants with links to the character sheet if these are available.
Note that I only put in those that have rolled their ability in this thread according to the campaign info. I have sorted everyone based on the post in which they rolled their ability scores.
Disclaimer: I still have no influence in the decision making of the GM.
Applicant List #7
Neil Mansell - Vorn Redhand, Bard (Thundercaller) | Patron: Secrets beneath the mountain, Elemental earth
Manzcar - Gordax - Rogue | Patron: Family, Honor
nilesr - Garnult Tharnhammer son of Thorkil - Paladin | Patron: Divine Right of Rulership (2), Honor
TarkXT - Mirrin of the Deep - Ranger | Patron: Secrets beneath the Mountain, Divine Right of Rulership
mdt - Resigned
Edward Sobel - Resigned
Pokeapache - Wrekhlaem "Wrex" Quartzhaul - Druid (Cave Druid) | Patron: Elemental Earth , Secrets beneath the Mountain
Whack-a-Rogue - Rogar the Beardless - Sorcerer, Cross&Wildblooded (Sage/Earth Elemental)
Hutwil - Druid (Cave Druid) ?
drBuzzard - Tycho Coldhearth - Barbarian (Invulnerable Rager) | Patron: Bravery, Secrets beneath the Mountain
Walter das Sombras - Rasengard - Monk | Patron: Forgotten Lore, Fortune Favors the Bold
Havocprince - Enna - Terracotta Monk | Patron: Law and Tradition, Divine Right of Rulership
Ridge - Ulkra - Cleric | Patron: Mercy and Healing (2), Secrets Beneath the Mountain
KMBCross - Cavalier ?
DM Yodler - Caesk Bristlebeard - Fighter (Brawler) | Patron: Bravery, Travel and Exporation
Magabeus - Donagh - Cleric (Forgemaster) | Patron: Dwarven Steel (2), Secrets beneath the Mountain
Big OM - Grunyar - Rogue | Patron: Secrets Beneath the Mountain, Travel and Exploration
John Stout - Hodr Thunderburd - Alchemist
Cuàn - Resigned
Mihajlo Velickovic - Dain Harladorn - Inquisitor | Patron: Dwarven Steel (2), Secrets beneath the Mountain
dathom - Brundig Loreaxe Fighter (Lorewarden) | Patron: Dwarven Steel, Fortune Favors the Bold
Daynen - Wizard? | Patron: Forgotten Lore, Secrets Beneath the Mountain
ReckNBall - Kiptera Stiresong - Wizard
Deylinarr - Bromen Vrektel The Spellbane - Fighter (Twohanded) | Patron: Glory, Prowess in Battle
Devastation Bob - Ingrit Stoneblood - Oracle of Stone | Patron: Secrets Beneath the Mountain, Elemental Earth
minoritarian - Elmador Tarnhammer - Wizard (Earth) | Patron: Secrets Beneath the Mountain
Alex Mack - Resigned
Rombolt - Korvek Maidich - Fighter (Unbreakable)
Question marks are in if no character sheet was available at the time of posting. Meaning that class can / could change.
If I missed anything that has been posted, please feel free to PM me.
| Dain Harladorn |
"Crunch" completed finally! Who would have thought that I would spend so much time deciding on domain/spells and equipment :-(
Maybe not among the typical choices for Orisons, but picked up both Create Water and Detect Poison, so I guess we'll not be thirsty and at least we'll know what is (not) allowed to be eaten.
A question - Trait Weathered Emissary is giving me +1 trait bonus on Linguistics, therefore I have added 1 extra language (undercommon), although I did not put any ranks into this skill. Is that correct?
Off to write background finally.
| Brundig Ironeater |
A question - Trait Weathered Emissary is giving me +1 trait bonus on Linguistics, therefore I have added 1 extra language (undercommon), although I did not put any ranks into this skill. Is that correct?
Off to write background finally.
Best I can remember, you gain a bonus language for each skill point you put in Linguistics. It doesn't include stat, trait and other bonuses. I could be wrong about that though.
| Dain Harladorn |
Brundig Loreaxe wrote:Best I can remember, you gain a bonus language for each skill point you put in Linguistics. It doesn't include stat, trait and other bonuses.I agree.
Thanks for the clarification guys. "Extra" language deleted from character sheet. Although, with GM's approval, and in-line with my background story (raised as a drow slave) I would like to ask if it is possible for Dain to start with Dwarven and Undercommon then, instead of usual Dwarven+Common combo?
Other than that, character sheet (even a drawback), including backstory completed. Is 15 days of (trail)food enough or should we bring more? How 'bout a keg of dwarven finest stout? ;-)
| Magabeus |
Is 15 days of (trail)food enough or should we bring more? How 'bout a keg of dwarven finest stout? ;-)
I like your thinking! Create water works, but it stays water ;-(
Donagh packs 10 days of rations if I remember correctly. Might be a thing to discuss in character when it becomes clear that the party is heading for the underdark.
| Korvek |
If memory serves Korvek is lugging around two weeks worth of grub. He can drink ale til the cows come home, but he generally waits until he's in civilization to do so.
I suspect that a lot of preparations would be worked over in character. This kind of expedition isn't taken lightly. At least.. not by dwarves with a bit of common sense knockin around in their skulls.