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W Canepa |
![Newt](http://cdn.paizo.com/image/avatar/PZO1124-Newt_90.jpeg)
Sorry for dealy, laptop crashed and I had to rewrite!
Here he is (I also have a profiler eady for him):
Evandrik Zale's grandfather was a fiendsih oni that ravaged the countryside of a distant land. Evandrik's mother Evadne fled to distant lands after she betrayed him to celestial powers. She eventually fell in love with an explorer and hunter of the undead named Degar Zale, and they settled in a fortified cottage near a trade town. Growing up on stories of angels and demons, and battling the dead that rose in the forests and ruins near his home, Evandrik sought out the legendary prison that his mother says holds his grandfather. His tremendous stature and combat prowess assured him work as a mercenary and guard wherever he went.
Male onispawn tiefling trapper/deep walker ranger 1
N Medium outsider (native)
Init +2; Senses darkvision 60 ft., Perception +8 (+9 vs traps, +10 vs undead)
Defense
AC 17, touch 12, flat-footed 15 (+2 natural, +2 Dex, +3 armor)
hp 13 (1d10+2+1)
Fort +4, Ref +4, Will +2
Defensive Abilities cold resistance 5, electricity resistance 5, fire resistance 5
Offense
Speed 30 ft.
Melee large greataxe +5 (3d6+6/x3)
Ranged heavy crossbow +3 (1d10/19-20)
Statistics
Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 5
Base Atk +1; CMB +5; CMD 17
Feats: Armor of the Pit (ARG)
Skills: Climb +8, Bluff -1, Disable Device +6 (+7 vs traps), Knowledge (dungeoneering) +4, Perception +8, Stealth +8, Survival +6 (+7 to track)
Languages: Common, Abyssal
SQ trapfinding, track, wild empathy, favored enemy (undead) (+2 bluff, knowledge, perception, sense motive, & survival, +2 atk/damage)
Gear: studded leather armor, heavy crossbow, 100 bolts, large greataxe, thieves tools, mw Perception tool (scout's goggles), backpack, 400ft hemp rope, 4 grappling hooks, rations x12, flint & steel, waterskin x3, whetstone, flask, 5 torches, chalk x10, oil (5 pint flasks), empty sack x3
Racial Traits:
fiendish resistance, prehensile tail (replaces fiendish sorcery), oversized limbs (replaces spell-like ability), skilled (+2 bluff & stealth)
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![Seltyiel](http://cdn.paizo.com/image/avatar/PZO9235-Seltyiel.jpg)
Crunch is pretty much done, but with my choice of race/class/bloodline and the backdrop for the campaign, I'm at a complete "duuuuuuuh" for the background. Just gonna have to toss it around a bit and see if something good pops out.
side note: it was interesting trying to spend 125gp on a sorcerer with a 7 STR without loading him down. Will work on an alias presently, and the background will get put up as it forms in my head (collaboration is welcome, and will almost certainly speed things up.)
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Orfamay Quest |
![Illithid](http://cdn.paizo.com/image/avatar/illithid.jpg)
Submissions so far:
Ranged Damage
Kowus - Ranger
Evandrik - Ranger
Ungrim - Monk (Zen Archer)
Aurora - Fighter (Archer)Divine Caster
Sefra - ClericMelee Damage
Ingred - BarbarianMelee Tank
Krieger - PaladinArcane Caster
NoneSo far lots of ranged, no arcane.
I am happy doing an arcane caster instead of my Zen Archer; I do that a lot for my home tabletop games. Given the emphasis on ranged damage, we probably don't need a blaster, but I can easily do a God-wizard, or even "God's Hot Sister."
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![Poog](http://cdn.paizo.com/image/avatar/PZO9500-5-Poog.jpg)
@Corsario: Our paladins could have met at the temple of Torag, we could be traveling companions and long time friends.
Krieger is a dwarf of aasimar descent. As such he is taller then most dwarves, his long beard seems to be made of wiry gold. His eyes are charcoal gray but sometimes in moments of righteous anger streaks of reds covers the pupils as if someone blew on hot coals.
At birth, because of his unusual size and appearance, Krieg was seen as a sign of portent by his clan and was taken to the temple by the elders. The temple refuted such claims but the clan would hear no such thing and decided to leave him in the care of the followers if Torag. Krieger spent his formative years at the temple where he learned the ways of the dwarves, the forge and Torag. Since he was a strong lad of fine wisdom and strength he was offered training to be one of the blessed warriors of the faith.
When Krieg heard of Cleftwood's plight, he did not hesitate. He grabbed his warhammer, the armor and shield he made at the temple and offered his service. With the 50gp he was given, he bought a silver sword and several supplies for his quest.
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![Skeleton](http://cdn.paizo.com/image/avatar/D2-Dance-of-the-Dead-1.jpg)
MAGNITOFERA SKELLER
Dwarf Female Paladin 1
Init +2; Senses Perception +1, Darkvision 60 ft
==DEFENSE==
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 12 (1d10+1)
SR 0
Fort +3, Ref +0, Will +3
Armor Scale Mail, Medium
Shield Heavy Wooden Shield
Defensive Abilities Defensive Training (PFCR 21), Hardy (PFCR 21), Stability (PFCR 21)
==OFFENSE==
Spd 20 ft/x3
Melee Warhammer +2 (1d8+1) 20/x3
Melee Lucerne Hammer +2 (1d12+1) 20/x2 brace, reach, see text
Melee Melee Dagger +2 (1d4+1) 19-20/x2
Ranged Thrown Dagger +1 (1d4+1) 19-20/x2
Ranged Shortbow +1 (1d6) 20/x3
Special Attacks Hatred (PFCR 21), Smite Evil [1] (PFCR 60-61)
==STATISTICS==
Str 13, Dex 10, Con 12, Int 10, Wis 12, Cha 16
BAB +1, CMB +2, CMD +12
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Power Attack (PFCR 131), Shield Proficiency (PFCR 133)
Skills Diplomacy +7, Knowledge (religion) +5
SQ Slow and Steady (PFCR 21), Aura of Good (PFCR 60), Detect Evil (PFCR 60)
MC Code of Conduct (PFCR 63-64)
Traits Child of the Temple (Faith) (PFAPG 328), Tunnel Fighter (Race: Dwarf) (PFAPG 331)
Languages Common, Dwarven
Gear Warhammer 12gp, Hammer, Lucerne 15gp, Dagger (2) 4gp, Shortbow 30gp, Arrows (20) 1gp, Outfit, Explorers (Free), Kit, Paladin 11gp, Kit, Dungeoneering 15gp, Dominos 1gp, Kit, Chronicler's 40gp, Kit, Grooming 1gp, Blanket 5sp, Chalk (10) 1sp, Hook, Grappling 1gp, Whistle, signal 8sp, Compass 10gp, Agate earrings 20gp
Money GP: 5, SP: 5, CP: 10
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![Redcap](http://cdn.paizo.com/image/avatar/B2_Red-cap.jpg)
Ratfolk Magus Nimh applying for a position.
Nimh
Ratfolk Magus 1
CG Small Humanoid (ratfolk)
Init +4; Senses Darkvision; Perception +7
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee
Rapier +5 (1d4/18-20/x2)
Dagger +5 (1d3/19-20/x2)
Dart +5 (1d3/x2) and
Kukri +5 (1d3/18-20/x2) and
Light Mace +5 (1d4/x2) and
Magus Spells Prepared (CL 1, 1 melee touch, 5 ranged touch):
1 (2/day) Shocking Grasp, Mud Ball (DC 15)
0 (at will) Acid Splash, Daze (DC 14), Detect Magic
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB -1; CMD 13
Feats Weapon Finesse
Traits Conspiracy Hunter (Perception), Highlander (hills or mountains)
Skills Acrobatics +3 (-1 jump), Climb -1, Craft (alchemy) +10, Escape Artist +3, Fly +5, Knowledge
(arcana) +8, Knowledge (dungeoneering) +8, Perception +7, Ride +3, Spellcraft +8, Stealth +12, Swim -1,
Use Magic Device +4 Modifiers Highlander (hills or mountains), Rodent Empathy
Languages Aklo, Common, Draconic, Goblin, Undercommon
SQ Arcane Pool (+1) (5/day), Cornered Fury, Spell Combat
Combat Gear Dagger, Dagger, Dagger, Dagger, Dart (4), Kukri, Light mace, Rapier, Studded leather
armor;
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Special Abilities
--------------------
Arcane Pool (+1) (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or
selected item powers.
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this
in hilly or rocky areas.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
I have only spent 66GP or so, out of my cash. Nimh has Craft-Alchemy of +10. Would it be reasonable to assume that he could Take 10 (DC 20), making some Alchemical Items @ half price?
A few Crunch details still to come (Namely, whether to take an Archetype or not)...
Backstory blurb coming soon.
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Master of Dungeons |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
I will allow pregame crafting using these rules:
You have approximately 1 week to craft before setting out. This is enough time for a standard item (weapon, armor, items etc) to be crafted, and 7 magic items (rods, wands, potions, scrolls etc) to be crafted. You can take 10 if that would allow you to succeed.
If crafted a standard item, provide your roll and the item you are crafting. If you manage to roll high enough to craft in less then a week, you can attempt a second item (if it takes a full week that will be fine). Must pay 1/3 the base price.
If crafting a magic item, provide your roll and the items you are crafting. If you fail (DC = 5 + Caster Level of item), the day and materials are wasted. In this way, you can prepare for the adventure by spending the week before hand crafting. Must pay 1/2 the base price.
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Anthony Krast |
![Baron Galdur Vendikon](http://cdn.paizo.com/image/avatar/Vendikon.jpg)
I present to you, the mighty wizard:
LG Medium Humanoid
Init +8; Senses: Low-light Vision, Perception +7 (+9 with familiar)
Languages: Celestial, Common, Draconic, Dwarven, Elven, Infernal
--------------------
Defense
--------------------
AC 12, Touch 12, Flat-footed 10 (+2 dex)
HP 9 (6, +2 Con, +1 Favoured Class)
Fort(0) +4, Ref(0) +2, Will(2) +4
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Offense
--------------------
Speed 30 ft.
Acid Splash +2 (1d3)
Dagger +0 (1d4)
lvl 0 spells DC 14
lvl 1 spells DC 15
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Statistics
--------------------
Str 11, Dex 14, Con 14, Int 19, Wis 10, Cha 7
BAB: +0; CMB: +0; CMD: 12
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Feats
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- Improved Initiative
- Scribe Scroll
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Traits
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- Eyes and ears of the city (+1 Perception, always a class skill)
- Reactionary (+2 initiative)
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Skills (6 ranks)
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- Knowledge (Arcana)[1] +8
- Knowledge (Dungeoneering)[1] +8
- Knowledge (Nature)[1] +8
- Knowledge (Religion)[1] +8
- Perception[1] +7 (+9 with familiar)
- Spellcraft[1] +8
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Racial Abilities
--------------------
- Dual Minded (+2 Will saves)
- Elven Blood (Count as both Human and Elf)
- Elven Immunities (Immune to Sleep, +2 saves vs Enchantments)
- Low-Light Vision (See twice as far as humans in dim light)
- Keen Senses (+2 Perception)
- Multitalented (Wizard and Collegiate Arcanist)
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Special Abilities
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- Arcane Bond (Mongoose Familiar)
- Arcane School (Conjuration(Teleportation)) (Swift action move 5 feet pr 2 Wizard levels, 7/day)
- Cantrips
- Opposed Schools (Enchantment + Necromancy)
--------------------
Spells
--------------------
Known:
- Level 0: All except Enchantment and Necromancy
- Level 1: Color Spray, Enlarge Person, Grease, Infernal Healing, Mage Armor, Obscuring Mist, Vanish
Memorized:
- Level 0 [3/day]: Acid Splash, Detect Magic, Light
- Level 1 [2/day]: Color Spray[1], Enlarge Person[1], Mage Armor[1](School)
--------------------
Equipment
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- Backpack, 2 Lb
- Bedroll, 5 Lb
- 2x Bottle, glass, 2 Lb
- Flint and steel, 0 Lb
- Hourglass, 1 Lb
- 2x Ink vial, Black and Cyan, 0 Lb
- 2x Inkpen, 0 Lb
- Pouch, belt, 1/2 Lb
- 7x Ration, trail, 7 Lb
- Scroll Case, 1/2 Lb
- 20x Sheet of paper, 0 Lb
- Spellbook, 3 Lb
- Waterskin, 4 Lb
- 1x Scroll of Color Spray
- 2x Scroll of Infernal Healing
- 1x Scroll of Obscuring Mist
- Spell component pouch, 2 Lb
- Travelers outfit, 5 Lb
32 Lb Total (Light load = 38)
Wealth: 3 Gold, 2 Silver
Thalrik was born the son of a half-elven woman and a human man, orphaned, the moment he entered the world. His mother died giving birth to him, and as for his father, he had been simply a lover, not a husband, his identity lost with Thalriks mother. His only known relative was an old elven man by the name of Rindal, his great grandfather.
Rindal was a Wizard, a man of little emotion, though possessed of a kind heart and spirit. When his human wife had died of old age many years ago, he had retreated into his studies, and having to care for a child did not change that. As soon as Thalrik was of sufficient age, Rindal made him his apprentice, tutoring him in the ancient magical teachings of the elven people.
Living an isolated scholarly life, Thalrik became a mirror of his grandfather, aloof and cold on the surface, yet with a caring heart beating beneath.
However as the years went on, Thalriks human side steadily became as prominent in spirit as it was in body. He became restless, longing to travel and experience more than the walls of the library.
On his 25th birthday, he finally made his decision, thanked his grandfather for the years and education he had given him, and set out to make his own way.
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Ungrim |
![Molric](http://cdn.paizo.com/image/avatar/Molric.jpg)
Cymric wrote:Sounds nice... he can be the reason "Magna" (as he calls her) never took the Oath of Chastity.@Corsario: Our paladins could have met at the temple of Torag, we could be traveling companions and long time friends.
** spoiler omitted **
I have some elder siblings in my background, as well as a monastic upbringing. If anyone wants to tie Ungrim the dwarven archer into the emerging group, I'll happily cooperate (and rewrite as needed). Otherwise I figured I'd discover in play that I was a clansman of some other dwarf....
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littlehewy |
![Elan](http://cdn.paizo.com/image/avatar/Avatar_Elan.jpg)
I'll be submitting Erikan Staldidt, an infernal sorcerer who was created in the hope of playing the Way of the Wicked, but obviously hasn't been evil enough. If evil alignments are not allowed, I can change him to LN or N easily enough. I'll also be restatting him for a 20 point buy in the next 12 hrs. If his alignment needs to change, his backstory will also change to reflect that.
PS If I'm allowed to play an evil character, he won't be one that causes conflict with other characters, he'll be a perfectly charming guy who is just ruthless at heart, but has a strong sense of loyalty..
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Master of Dungeons |
![Dice](http://cdn.paizo.com/image/avatar/Plot-dice.jpg)
I will allow evil, but not Chaotic Evil, so long as it doesn't cause major conflict. I've always seen the alignment system as casting to much of a black and white on things. From wikipedia, examples of lawful evil would be Magneto or Boba Fett. I don't know too much about Boba, but I know that Magneto, while many times evil, was in an incredible ally to the x-men in numerous situations. Neutral evil would be Sawyer from Lost, again, not really a ruthless killer, just apathetic. Chaotic Evil - the joker. That could cause many conflicts lol. So Lawful and Neutral Evil are fine so long as you understand that a bloodthirsty killer isn't required to be evil and are willing to work with others.
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![Poog](http://cdn.paizo.com/image/avatar/PZO9500-5-Poog.jpg)
Here is my second character submission, she is an atheist witch who sees the well being of Cleftwood as a personal mission. The source of her power is in the pond and the willow of her shack, they are fey spirits of natural health and remedies but she herself is unaware of that. She takes the role of support and healbot with the Hedgewitch archetype. Her familiar is a goat that she finds very useful. I've put her into the middle age category for an elf (250) but did not alter her stat for it (felt like rule abuse) but am debating making her even older. I'd like it if she really was older then Cleftwood itself.
A few fun facts about goats. Goats can eat just about any plants (even some usually toxic ones, Nightshade will still kill them) and live comfortably, goat milk is excellent for the health and contains many vitamins and is a great source of calcium, further more, you can make creamy goat cheese in just about 20 minutes
Local legend says that before Cleftwood was ever built there was a witch. A witch who had built a shack by a pond underneath the arms of a gigantic willow tree. The legend says that when the founders of Cleftwood came, she showed them where to build so their village could prosper. They say she was there when the first child of Cleftwood was born, that she acted as the midwife. They say that not a child was born without her being present. They say that when the first mayor's son was bit by a snake, that she is the one who saved his life. That she killed the snake and made a strange brew and made him drink it. They say that if you need fortune told, to ask the willow witch. When farmers need to know what to plant this year, Willow knows best, if your cow wont milk or your chicken wont lay, ask Willow. If you cough or you sneeze or your tooth aches, your back aches and your joints swell or just cant get rid of an itch, go see Willow. She wont take a coin, a penny or a shilling but if you want Willow's help you better bring a gift. Sometimes a ham, sometimes a pound of coffee grains or even a good story. They say many a great things about Wise old Willow but they never say her true name for she has never given it. But all know that Willow takes care of Cleftwood and she needs no one's help.
Willow has been known to spit on holy symbols and hiss at servants of the faiths. She likes to say that there are no gods and that all who claim to detain powers from above are charlatans and hoaxes. She swears often and tolerates no fools and yet she remains endearing. Willow helps because she can, she helps because its the right thing to do and if she dont help then she just knows they wont do things right.
Willow is going after longtail before he starts infecting her precious Cleftwood with his lycanthropy, she knows she cant bring him down herself so she'll accept to work with those younglings that are going after him. Someone is going to need to patch them up if they run into trouble and she just knows that without her special touch things will just go badly.
Old lady Willow
Female Elf Witch (Hedge Witch) 1
CG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +3
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Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +2, Ref +3, Will +3; +2 vs. enchantments, +1 trait bonus vs. divine spells
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee Longsword -1 (1d8-1/19-20/x2)
Ranged Shortbow +3 (1d6-1/x3)
Witch (Hedge Witch) Spells Prepared (CL 1):
1 (2/day) Mage Armor, Ray of Enfeeblement (DC 14)
0 (at will) Mending, Spark (DC 13), Stabilize
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 17, Wis 13, Cha 12
Base Atk +0; CMB -1; CMD 12
Feats Breadth of Experience
Traits Forlorn, History of Heresy
Skills Heal +7, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +3(+5), Profession (herbalist) +7, Spellcraft +7 (+9 to determine the properties of a magic item), Survival +2(+5)
Languages Celestial, Common, Elven, Gnome, Goblin
SQ +3 to survival checks, elven magic, empathic link with familiar, hexes (healing), patron spells (healing), share spells with familiar
Combat Gear Scroll of Comprehend Languages, Healer's kit; Other Gear Arrows (40), Longsword, Shortbow, Backpack (13 @ 2.5 lbs), Candle (10), Cheese cloths, Fortune-teller's deck, Sewing needle, Spell component pouch, 13 GP, 9 SP, 11 CP
--------------------
Special Abilities
--------------------
+3 to Survival checks You gain the Alertness feat while your familiar is within arm's reach.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Healing (1d8+1) (Su) Use cure light wounds once per day/person.
History of Heresy +1 save vs, divine spells
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scroll of Comprehend Languages Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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I really like Willow, she's not powerfull but she seems fun to play
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![Poog](http://cdn.paizo.com/image/avatar/PZO9500-5-Poog.jpg)
I will allow pregame crafting using these rules:
You have approximately 1 week to craft before setting out. This is enough time for a standard item (weapon, armor, items etc) to be crafted, and 7 magic items (rods, wands, potions, scrolls etc) to be crafted. You can take 10 if that would allow you to succeed.If crafted a standard item, provide your roll and the item you are crafting. If you manage to roll high enough to craft in less then a week, you can attempt a second item (if it takes a full week that will be fine). Must pay 1/3 the base price.
If crafting a magic item, provide your roll and the items you are crafting. If you fail (DC = 5 + Caster Level of item), the day and materials are wasted. In this way, you can prepare for the adventure by spending the week before hand crafting. Must pay 1/2 the base price.
That wont allow enough time to craft my banded mail (easy enough difficulty but 2500 total craft point, i can make 442 per week on a 20) . Do you allow the four mirror armor? (medium +6 =2 MAX DEX -5 skills 45gp base price). Its craft price would be 450 so i would still technically need 2 weeks but thats a lot less then 10 weeks (average roll for the banded mail gives 289 cp per week)
That is, if I read the crafting rules correctly
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![Skeleton](http://cdn.paizo.com/image/avatar/D2-Dance-of-the-Dead-1.jpg)
I have some elder siblings in my background, as well as a monastic upbringing. If anyone wants to tie Ungrim the dwarven archer into the emerging group, I'll happily cooperate (and rewrite as needed). Otherwise I figured I'd discover in play that I was a clansman of some other dwarf....
One dwarven party coming up! ;)
Magnitofera has made a charity vow, and tries to have the least possessions she can... Except for a pair of earrings someone gave to her, and she felt obliged to keep, as it was a gift paid with a lot of effort...And that someone could be Ungrim... Someone heard "love triange" somewhere? :P
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![Poog](http://cdn.paizo.com/image/avatar/PZO9500-5-Poog.jpg)
Ungrim wrote:I have some elder siblings in my background, as well as a monastic upbringing. If anyone wants to tie Ungrim the dwarven archer into the emerging group, I'll happily cooperate (and rewrite as needed). Otherwise I figured I'd discover in play that I was a clansman of some other dwarf....
One dwarven party coming up! ;)
Magnitofera has made a charity vow, and tries to have the least possessions she can... Except for a pair of earrings someone gave to her, and she felt obliged to keep, as it was a gift paid with a lot of effort...
And that someone could be Ungrim... Someone heard "love triange" somewhere? :P
Was this your imagination or did Krieger's eyes really did start smoking?
1d20 + 6 ⇒ (12) + 6 = 18
1d20 + 6 ⇒ (10) + 6 = 16
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![Poog](http://cdn.paizo.com/image/avatar/PZO9500-5-Poog.jpg)
With the addded gold from the armor switch Krieger got himself a potion of enlarge person and pair of kinky manacles... i mean regular manacles
Krieger
Male Aasimar Paladin (Warrior of the Holy Light) 1
LG Medium Outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+6 armor, +3 shield, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +3 (1d4+2/x2) and
Javelin -1 (1d6+2/x2) and
Silver Shortsword +3 (1d6+1/19-20/x2) and
Warhammer +3 (1d8+2/x3)
Special Attacks smite evil (1/day)
Spell-Like Abilities Daylight (1/day), Detect Evil (At will)
--------------------
Statistics
--------------------
Str 15, Dex 12, Con 15, Int 10, Wis 13, Cha 15
Base Atk +1; CMB +3; CMD 14
Feats Shield Focus
Traits Adopted, Guardian of the Forge (Knowledge [engineering]), Tunnel Fighter
Skills Acrobatics -6 (-10 jump), Climb -5, Craft (armor) +6, Diplomacy +8, Escape Artist -6, Fly -6, Knowledge (engineering) +5, Perception +3, Ride -6, Stealth -6, Swim -5
Languages Celestial, Common
SQ aura of good
Combat Gear Potion of enlarge person; Other Gear Four-mirror armor, Heavy steel shield, Javelin (4), Silver Shortsword, Warhammer, Artisan's tools, masterwork (Craft [armor]), Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Candle (5), Chalk (5), Crowbar, Flint and steel, Grappling hook, Torag, Ink, black, Inkpen, Manacles, Parchment (10), Piton (5), Pot, Rope, Saw, Scroll case (10 @ 0 lbs), Soap, Trail rations (5), Waterskin (2), Whetstone, 6 GP, 5 SP
--------------------
Special Abilities
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Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Guardian of the Forge (Knowledge [engineering]) You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice) is a class skill for you.
Shield Focus +1 Shield AC
Smite Evil (1/day) (Su) +2 to hit, +1 to damage, +2 deflection bonus to AC when used.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
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Krieger is a dwarf of aasimar descent. As such he is taller then most dwarves, his long beard seems to be made of wiry gold. His eyes are charcoal gray but sometimes in moments of righteous anger streaks of reds covers the pupils as if someone blew on hot coals.
At birth, because of his unusual size and appearance, Krieg was seen as a sign of portent by his clan and was taken to the temple by the elders. The temple refuted such claims but the clan would hear no such thing and decided to leav him in the care of the followers if Torag. Krieger spent his formative years at the temple where he learned the ways of the dwarves, the forge and Torag. Since he was a strong lad of fine wisdom and strength he was offered training to be one of the blessed warriors of the faith.
When Krieg heard of Cleftwood's plight, he did not hesitate. He grabbed his warhammer, the armor and shield he made at the temple and offered his service. With the 50gp he was given, he bought a silver sword and several supplies for his quest. He takes comfort that his beloved Magna decided to come with him. Maybe its a sign that she might feel the same way about him that he feels about her. If only that Umgir "good for nothing" fellow would leave her alone
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![Skeleton](http://cdn.paizo.com/image/avatar/D2-Dance-of-the-Dead-1.jpg)
Anthony - the masterworked power armor comes after I have passed the Adeptus Initiatus and proven myself to the Ecclesiartes. It is good to meet one who is familiar with our Brotherhood, though.
You only need to prove yourself to the eyes of the emperor, brother... ;)
Yes, some of us know about it...![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
Anthony Krast |
![Baron Galdur Vendikon](http://cdn.paizo.com/image/avatar/Vendikon.jpg)
Sorry to keep "arguing" with you but this is as much for my own sake as yours.
Humanoid in "shape" does not mean humanoid in "type"
Aasimars type is "Outsider"
Atleast by 3.5 standards, it didnt work, but again I havnt looked into how it functions in Pathfinder (I kinda just assumed it worked the same)