Reksew_Trebla's Untitled Campaign

Game Master Reksew_Trebla


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Phntm888, The wizard I'm submitting is going to be a toolbox-style wizard; I'll focus on having spells for numerous situations, and try to contribute that way. And provide scrolls, so if your character needs a spell, I can probably provide it since a bunch of my starting gold went into expanding my spell repertoire.

level 2 HP: 1d6 ⇒ 4

I'll present to you Rogna Runscythe, a Sword Binder Wizard.

Spoiler:

Rogna Runescythe
Male dwarf wizard (sword binder) 2 (Pathfinder Player Companion: Arcane Anthology 11)
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 20 (2d6+10)
Fort +4, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk falcata +3 (1d8+1/19-20/×3)
Special Attacks hand of the apprentice (6/day), hatred
Wizard (Sword Binder) Spells Prepared (CL 2nd; concentration +7)
. . 1st—detect secret doors, feather fall, grease
. . 0 (at will)—acid splash, detect magic, prestidigitation, read magic
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Statistics
--------------------
Str 13, Dex 17, Con 18, Int 17, Wis 17, Cha 11
Base Atk +1; CMB +2; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Arcane Strike, Breadth Of Experience[APG], Scribe Scroll
Traits arcane depth, arcane scholar, focused mind
Skills Acrobatics +3 (-1 to jump), Appraise +7, Craft (bookbinding) +5, Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Knowledge (arcana) +12, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +9 (+11 on checks that pertain to dwarves or their enemies), Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +7, Perception +4 (+6 to notice unusual stonework), Sense Motive +3 (+1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +9; Racial Modifiers lorekeeper[APG], +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Gnome, Sylvan, Terran
SQ arcane bond (masterwork falcata), pride
Combat Gear potion of cure light wounds (2), scroll of alarm, scroll of blood money, scroll of ears of the city, scroll of identify (2), scroll of keep watch (2), scroll of mage armor, scroll of mage armor, scroll of memorize page (4), scroll of secluded grimoire (4), acid, alchemical grease[APG] (3); Other Gear haramaki[UC], mwk falcata[APG], ioun torch ioun stone[APG], backpack, bedroll, belt pouch, blotter (0.2 lb), flint and steel, ink, inkpen (2), knife for cutting quills into pens (0.5 lb), mess kit[UE], pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), scroll belt (silent image)[UI], scroll box[UE], scroll case, scroll case, soap, spell component pouch, spring loaded scroll case, trail rations (5), vial, waterskin, wizard starting spellbook, 166 gp, 3 sp
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Special Abilities
--------------------
Arcane Bond (Masterwork falcata) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Hand of the Apprentice (Bonded sword only, 6/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Pride (drawback) -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Rogna's last name, Runescythe, wasn't the one he was born with. Born to common blood, he had been discovered to have great magical talent by a local master of magic, Magnus Runescythe. Rogna's parents were unwilling to let him go, since they needed him to help with their family business, one that utterly squandered Rogna's talents. Magnus, instead, bought him out, paying the family a large ransom, equivalent to what Rogna would have made them for the next 50 years.
Effectively bought, Rogna spent decades learning under Magnus' tutelage. Magnus' specialty was his namesake: binding a scything blade imbued with dwarven runes that could strike down enemies from afar.
After graduating, Rogna had intended on moving to a sufficiently distant place of the world and setting down roots, building a sanctum, and becoming the local master of magic much like his master had. Days before his departure, he received a hastily worded message spell. Something had gone wrong at Magnus' sanctum, and his help was desperately needed.
Rushing to his master's side, he discovered that some kind of magical mishap had twisted his master's sanctum into a convoluted mess, trapping Magnus within.
Rogna had a limited time to figure it out, but went right at it. Three days and several painful lessons later, Rogna managed to suss out the core of the problem and solved it, releasing Magnus from the trap. Which was when Magnus revealed that the entire arrangement was just a final, and true, graduation test. Magnus gifted Rogna with a masterwork Falcata, and granted Rogna the right to carry on his namesake, Runescythe.


rungok wrote:

I'm going to make a dwarf wizard. I'll have him ready after I get some sleep and think about spell selection and whatnot. Going to start with some scrolls crafted if that's okay. I shouldn't step on anyone's toes with this one.

Since you're going for a 2-15 game, what is your stance on crafting feats and how often we'll get to use them?

Crafting feats will be allowed. You’ll regularly return to Dhar Malduhr every now and then, to gather more supplies, such as food or replacement of gear.


1 person marked this as a favorite.

That should work, rungok. We can discuss it further if we both get in.

Dark Archive

Pathfinder Adventure Path Subscriber

In progress crunch, after skills have been done, mainly so I can show pre-game crafting in a post.

Statistics:
Male Dwarf Warpriest of Torag (Forge Priest) 2
NG Medium Humanoid (Dwarf)
Init +0; Senses Perception +5, Darkvision 60ft
------------------------------
DEFENSE
------------------------------
AC 10, touch 10, flat-footed 10 (+0 armor, +1 dex, +0 shield, +1 natural)
hp 22
Fort +7, Ref +1, Will +6
------------------------------
OFFENSE
------------------------------
Speed 20 ft.

Melee

Ranged
------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 16, Int 16, Wis 16, Cha 8
Base Atk +1; CMB +0; CMD 10
Traits Eye of the Father (Craft (Armour)), Warsmith
Feats Weapon Focus (Dwarven Longhammer)*, Toughness, Ironhide, Stone Strider
*Designates class bonus feats
Skills Adventure Diplomacy +4, Knowledge (Religion) +8, Perception +5, Sense Motive +8, Spellcraft +8 BackgroundCraft (Armour) +9 (+12 for metal armour), Craft (Weapons) +8 (+11 for metal weapons)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

------------------------------
SPECIAL ABILITIES
------------------------------
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.

------------------------------
Spells
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0th (at will)

1st (0/day)

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GEAR/POSSESSIONS
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Adventuring Gear
Other GearMasterwork artisans tools (Craft (Armour)), Common artisans tools (Craft (Weapon))
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 1140 GP 0 SP 0 CP

Crafting Maths:

Assuming taking 10 on craft checks is permitted, he'll spend 500 gp on the raw materials for plate armour, another 50 on the raw materials for a masterwork component, and with a total craft armour bonus of +14, and a DC of 19, taking 10 will have a suit of masterwork plate armour ready in 18 weeks, which is 36 normally, however double normal progress is made due to an alternate racial trait.

Similarly, pre game crafting of his weapon, a masterwork dwarven longhammer is 23gp 3sp and 3cp in raw materials, with another 100 gp in raw materials for the masterwork component. Craft DC for a longhammer is 18, bonus is +12, which results in a total crafting time of 3 and a bit weeks when taking 10 on the check, due to once again double normal progress.

Total expenditure on pre-game crafting 673gp, 3sp, 3cp of 1140gp, along with 21 and a bit weeks beforehand.

Assuming of course taking 10 is allowed


Here are the links to my submission from the other recruitment:

Original submission (link)
Origional Rolls (link)

However, I am going in another direction **Changing class/build **. After doing a little research I found that in the ultimate wilderness pathfinder companion there is a grizzly bear companion that starts as medium in size. With the undersized mount feat I just might be able to pull off the dwarven bear rider of my dreams. With that said I will be building a hunter with a grizzly bear companion.

More to come.


Chobo wrote:

Here are the links to my submission from the other recruitment:

Original submission (link)
Origional Rolls (link)

However, I am going in another direction **Changing class/build **. After doing a little research I found that in the ultimate wilderness pathfinder companion there is a grizzly bear companion that starts as medium in size. With the undersized mount feat I just might be able to pull off the dwarven bear rider of my dreams. With that said I will be building a hunter with a grizzly bear companion.

More to come.

I’m recommending the Beast Rider Cavalier. At 7th level, you can make a Bear Companion Large sized.

EDIT: Nevermind, the Grizzly Bear would be better at level 7 through Natural Armor, having grab with its claws, and I believe a point higher of Wisdom. Though the Bear (not Grizzly) through Beast Rider, has the ability to use Claw Attacks in place of Hoove attacks gained from feats, like say Evolved Companion giving you the Hooves Evolution. This would mean compared to the Grizzly Bear with the exact same build, the Grizzly Bear would have to spend a feat improving the hooves attack, whereas the Bear wouldn’t, because he makes additional claw attacks instead.



Cenäth Foehammer
was my submission for Dwarves Deep. I'll work on updating his story to fit this one. Will change his surname as well.


Man...and of course really strong competition for this one as well!


Aye, it seems many folk understand the mighty appeal of dwarves.


At least there will be many stories to tell when this is finished. Let us hope that some of them are good warning stories.


Dolores' background has been updated. Still waffling a bit on feat selection (if the party decides on a teamwork feat, that will be it, otherwise Improved Initiative for so many reasons.)


Reksew_Trebla wrote:


I’m recommending the Beast Rider Cavalier. At 7th level, you can make a Bear Companion Large sized.

EDIT: Nevermind, the Grizzly Bear would be better at level 7 through Natural Armor, having grab with its claws, and I believe a point higher of Wisdom. Though the Bear (not Grizzly) through Beast Rider, has the ability to use Claw Attacks in place of Hoove attacks gained from feats, like say Evolved Companion giving you the Hooves Evolution. This would mean compared to the Grizzly Bear with the exact same build, the Grizzly Bear would have to spend a feat improving the hooves attack, whereas the Bear wouldn’t, because he makes additional claw attacks instead.

I thought about the Beast Rider and bear but the bear starts small and doesn't become medium until 4th level so no riding until then... However I like the evolved familiar/ beast rider combo. I'll have to give it some thought.

Liberty's Edge

I can flush out my build a bit if you would like to see my plans. I don't have every one of my feats and stuff picked out bit I can add a build page to my sheet with my basic plans


Small updates:

(1) Changed Earthbreaker To Heavy Pick. For a Dwarven miner it just felt right for him to fight with the tool of his trade.
(2) Picked up a Helmet with a candle on it. Also known as an Ioun torch. Because again, miner.
(3) Edited Background Skills to also make him a gemcutter. I see it as a hobby of Thurin’s. To sniff out precious gems and to bring out their beauty. Not much in the way of mechanical benefits, but it helps flesh out the character.

So in total cost some gold, do a bit less damage each hit (sans a critical hit, of course), and use a less effieicent damage type. But he feels much more in character now.


Thurin Foehammer wrote:


(3) Edited Background Skills to also make him a gemcutter. I see it as a hobby of Thurin’s. To sniff out precious gems and to bring out their beauty. Not much in the way of mechanical benefits, but it helps flesh out the character.

Actually, gemcutter is great because you can take some of the stones we do find during adventures and clean them up to improve their value. If you can cut the occlusions off of a fist-sized diamond and make it, say, half a fist-sized but perfect, it's actually way, way more valuable.


Thurin Foehammer wrote:


Edited Background Skills to also make him a gemcutter. I see it as a hobby of Thurin’s. To sniff out precious gems and to bring out their beauty. Not much in the way of mechanical benefits, but it helps flesh out the character.

So you clearly had some lessons with dad, cousin Thurin?


It would be a poor son who didn’t learn from his own father.

Also I like the teamwork of Thurin using treasure scent/miner to find gems, gemcutter to prepare them, and then turning them over to Bjarki to be made into jewelry. Truly, a clan based endeavor.


Okay Reksew you got into my head with your Beast Rider idea. Would I be able to get a grizzly bear as a mount so I could ride it with undersized mount feat right away? No worries if the answer is no I can still go hunter.


Chobo wrote:
Okay Reksew you got into my head with your Beast Rider idea. Would I be able to get a grizzly bear as a mount so I could ride it with undersized mount feat right away? No worries if the answer is no I can still go hunter.

I’ll allow it.


Sweet! found this cool image to inspire me! Dwarf Bear Rider (link)


Not this one?


Almost, lol.


i think I've (finally) settled on a Slayer. Here are my GP and HP rolls:

5d6 ⇒ (4, 6, 5, 1, 3) = 19x10=190

1d10 ⇒ 6


~scratches head~ Ok...so curious to see how this looks.

Stats: 4d4 + 6 ⇒ (3, 2, 1, 4) + 6 = 16 15
Stats: 4d4 + 6 ⇒ (2, 3, 3, 1) + 6 = 15 14
Stats: 4d4 + 6 ⇒ (1, 2, 1, 4) + 6 = 14 13
Stats: 4d4 + 6 ⇒ (2, 4, 4, 4) + 6 = 20 18 Nice
Stats: 4d4 + 6 ⇒ (2, 2, 4, 1) + 6 = 15 14
Stats: 4d4 + 6 ⇒ (3, 4, 3, 2) + 6 = 18 16

Honestly not even terrible to just keep as is. 47 Point buy is obviously not terrible. So I'll toy with it a bit and see if there are things I wanna change. Definitely can make some strong concepts.

Easy enough change up, 10,14,14,16,16,18

Nice and dynamic character. A great stat, a couple of good stats, some decent stats, and a normal stat. Makes for an interesting character I think.

HP?: 1d8 ⇒ 6

Starting Gold: 3d6 ⇒ (4, 5, 3) = 12


Bjarki Foehammer is ready to go!

I have used the Earth Breaker's stats since dwarves seem to like big hammers, even though it is technically a Shoanti weapon - it's really a dwarven two-handed hammer. If you fell like it, I can change it for any other thing two-handed.


Jereru wrote:

Bjarki Foehammer is ready to go!

I have used the Earth Breaker's stats since dwarves seem to like big hammers, even though it is technically a Shoanti weapon - it's really a dwarven two-handed hammer. If you fell like it, I can change it for any other thing two-handed.

It’s fine. Originally I was going to have Feejan use an Earth Breaker as well, for when he gets backed into a corner and can’t use his reach weapon Dwarven Longhammer, but then I decided that he should have a Warhammer instead, since in this game he’ll be a worshipper of Torag. Also can’t have him being the star of the show, since he’s an NPC now. So yeah, Earth Breakers are fine.


Kharaz mostly fights using rocks. He doesn't dull his pick on enemies.

He's also a stonecarver in addition to being a miner. Lets him make good, high-quality tunnels.


Gunnar is almost ready. Maybe the GM could inspect the character and give me some feedback!


Helikon wrote:
Gunnar is almost ready. Maybe the GM could inspect the character and give me some feedback!

Yeah.

Combat Maneuver Defense wrote:


The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

I think you missed this for your CMD. I’m still looking over your character, so I’ll let you know if I see anything else like this.


This is Ouachitonian, presenting Blue Lucien. He's a bit dolorous, you see. I definitely didn't reuse an alias from a defunct campaign. :)

Lucien is a TWF slayer, wielding a pair of dwarven maulaxes. Give him a move action to set up, and he's good against any opponent you care to name, but especially aberrations and drow (Deep Warrior and Ancient Enmity alternative racial traits). He's also built up a serious resistance to magic and poison, over the years (Steel Soul, plus the Glory of Old and Iron Liver traits). Doesn't like non-dwarves (Condescending drawback). I plan on staying in Slayer all the way up, unless some Prestige Class suddenly calls to me, but nothing sounds interesting right now.


Reksew_Trebla wrote:
Helikon wrote:
Gunnar is almost ready. Maybe the GM could inspect the character and give me some feedback!

Yeah.

Combat Maneuver Defense wrote:


The special size modifier for a creature's Combat Maneuver Defense is as follows: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8. Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers. A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
I think you missed this for your CMD. I’m still looking over your character, so I’ll let you know if I see anything else like this.

The sheet calculates this automatically.

CMD 10+ 2(str) + 4 (Dex) +2 (Bab) + 1 (dodge) = 19
But many thanks for checking him up.


Fosead GreatBelly:

Fosead GreatBelly
Male dwarf shaman (witch doctor) 2 (Pathfinder RPG Advanced Class Guide 35, 113)
N Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 18 (2d8+4)
Fort +1, Ref +3, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee mwk battleaxe +5 (1d8+3/×3)
Special Attacks hatred, hexes (evil eye, healing[APG], misfortune[APG])
Shaman (Witch Doctor) Spells Prepared (CL 2nd; concentration +7)
1st—; magic stone[S]
0 (at will)—detect magic, detect poison, know direction, read magic
S spirit magic spell; Spirit Stone Wandering Spirit
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 14, Wis 20, Cha 12
Base Atk +1; CMB +4; CMD 17
Feats Extra Hex[APG], Extra Hex[APG]
Traits highlander (hills or mountains), mathematical prodigy
Skills Acrobatics -1 (-5 to jump), Diplomacy +6, Handle Animal +6, Knowledge (arcana) +7, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Profession (herbalist) +10, Spellcraft +7, Stealth +5 (+7 in hilly or rocky areas), Survival +10 (+12 to avoid becoming lost); Racial Modifiers highlander (hills or mountains), lorekeeper[APG]
Languages Common, Dwarven, Gnome, Orc
SQ mountaineer[ARG], rock stepper[ARG], spirit animal (rhamphorhynchus named Snithers), touch of acid
Other Gear mountain pattern armor[UC], mwk battleaxe, animal harness[APG], bedroll, compass[APG], fishing net, flint and steel, masterwork backpack[APG], mug/tankard, snuffbox, bone[ACG], waterskin (2), weapon cord[APG], whetstone, winter blanket, musk ox, bear trap, bear trap, bear trap, bear trap, bear trap, exotic pack saddle, jug, pot, small tent, trail rations, 645 gp, 4 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Misfortune (1 round, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rhamphorhynchus named Snithers)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Touch of Acid (4/day) (Su) As a standard action, melee touch deals acid damage.

--------------------

Corporal Moo CR –
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
--------------------
Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ docile
Other Gear bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], exotic pack saddle, jug (2), pot, small tent, trail rations (20)
--------------------
Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.

--------------------

Snithers CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 9 (1d8)
Fort +2, Ref +7, Will +5
Defensive Abilities evasion, improved evasion; DR 5/adamantine
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 10
Feats Lightning Reflexes
Tricks Attack, Fetch, Hunt, Sneak, Track, Watch
Skills Acrobatics +3 (-5 to jump), Diplomacy +2, Fly +11, Handle Animal +2, Perception +6, Spellcraft +0, Stealth +16, Survival +4
SQ attack, empathic link, fetch, hunt, sneak, track, watch
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fetch [Trick] The animal will get a specific object.
Fly (40 feet, Good) You can fly!
Hunt [Trick] Hunts or forages for food to bring to handler.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak [Trick] Creature stays hidden.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
Track [Trick] The animal will track a scent.
Watch [Trick] Stands watch over designated area.

Here is my submission, Fosead Greatbelly. While most Dwarves are in the castes and clans to do battle, create brilliant works of art out of stone and precious metal, some simply must do the jobs that others take for granted. Clan Greatbelly has been in charge of growing herbs of all kinds, on top of helping handle problems nearby farmer might have in order to keep relations going well for the people of the Five Kings Mountains.

Fosead spent some time traveling the nearby lands, visiting the fields of other herbalists, studying at the side of each of the major settlements of the mountains to earn the right to be called a GreatBelly. And finally he'd returned home with all the knowledge of his ancestors to aid in his craft. But the life was boring, it was true Dwarves valued his work to a degree. Some used various herbs to help make their beers, their ales unique. Others used them to held slow the spread of disease amongst the mushroom fields or what precious few livestock they kept underground. Still, it was a boring life, one that kept Fosead sitting in a chair staring out into the sky many a night smoking his pipe.

Two odd things of interest had ever really happened in his life. One, was the realization that some of the ways he calculated growth, found rare plants, and recognized poisonous plants from regular actually turned out to be magic. Most would've assumed he might have been good to be a wizard or even study in the halls of the priests of Torag but his magic was not of their ilk. Thus, like most odd Dwarves, he was left to nurture his craft in silence and in hope that it would either lead to something great or fade into the stone in obscurity.

The other was during his travels, delves into forests, and dealing with merchants, he had stumbled upon a fair few eggs. Something of a delicacy to Fosead, he always tried to keep a few eggs in his pack for breakfast and was always keen to try any he found. However, one egg he may have kept to long. His pack had made for quite the insulating nest and soon Snithers was born. Fosead and a few other Dwarves had looked her over many times and never did really figure out what she was exactly. She seemed to be avian in some aspects but then just as you were settling on it being a bird, you'd run into the alarming amount of reptilian qualities. Thus, he kept her, an oddity like himself.


Well a funny thing happened along the way to creating the bear rider of my dreams. I vomited this guy out (see below). You will notice that he is neither a bear rider or a dwarf .... rather he is a svirfneblin unchained rogue with the scout (link) and earthshadow (link) archetypes.

Anyway he will be a sneaky little guy that fights with a light pick, shovel, and grappling hook thanks to a trait and a feat. He will go for at least 8 levels in Unchained rogue and then maybe shadow dancer. He also too the trap finder campaign trait linked below in his crunch. Let me know if I need to change it but I think it works with his background.

I really like this little guy and I hope you do too!

Mjll Crunchy bits:

Mjll
Male Svirfneblin Rogue [unchained] (Scout/Earthshadow) 2
N Small Humanoid (gnome)
Init +4; Senses Perception +10; Darkvision 120' low-light vision
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DEFENSE
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AC 21, touch 18, flat-footed 14 (+3 armor, +4 dex, +3 dodge, +1 size)
hp 21 (13 class, 6 con, 2 fab)
Fort +5, Ref +9, Will +5
SR 13
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OFFENSE
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Speed 20 ft.

Melee
Pick, light +7 1d4+2 /x4 or Grappling Hook +3 1d6+2/x2
Ranged
Crossbow, light +6 1d6 (19-20/x2) range 80 or Dagger 1d3+2 range 10
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STATISTICS
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Str 14, Dex 19, Con 16, Int 14, Wis 17, Cha 10
Base Atk +1; CMB +3; CMD 17
Traits Trapfinder [campaign], Rough and Ready [equipment], Deft dodger [combat]
Drawback Xenophobic
Feats Weapon finesse (bonus class), Combat Expertise (bonus GM), Dodge (1st level), Hook Fighter (rogue talent [Combat Trick])
Skills (12 points/ level; 8 class, 2 INT, 2 background)
Acrobatics +9 (2r)
Bluff +4 (1r)
Disable Device +9 (2r)
Escape Artist +8 (1r)
Climb +6 (1r)
Knowledge (dungeoneering) +9 (2r)
Knowledge (engineering) +3 (1r) - background
Knowledge (geography) +3 (1r) - background
Knowledge (local) +8 (2r)
Linguistics +7 (2r)
Perception +10 (2r)
Profession Miner +9 (1r) – background
Profession Cook +9 (1r) - background
Sense Motive +7 (1r) [-2 different races]
Stealth +13 (2r) [+15 underground]
Survival +4(1r)
Swim +6 (1r)
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 to stealth, perception, and alchemy;
Languages Common, Dwarven, Gnome, Undercommon, Terran, Dragonic

------------------------------
SPECIAL ABILITIES
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Darkvision 120’
Defensive Training +2 dodge
Deft dodger + trait bonus to reflex saves
Earth Craft [4 points] gain a pool of earthcraft points daily equal to half of rogue level plus wisdom modifier, and spend earthcraft points to use certain spell-like abilities. The caster level of these spell-like abilities is equal to the earthshadow’s rogue level. Earthcraft effects affect only the earthshadow, even if the spell could normally affect others.
* 1 point to cast blend only in areas of natural earth or unworked stone.
Favored Class Bonus: HP (1st), HP (2nd),
Finesse training: gain Weapon Finesse as a bonus feat. Starting at 3rd level select any one type of weapon that can be used with Weapon Finesse with the selected weapon adds Dexterity modifier instead of her Strength modifier to the damage roll.
Fortunate +2 on saving throws
Hatred +1 attack bonus vs reptilian and dwarf subtypes.
Hook fighter You treat a grappling hook as a one-handed weapon that deals piercing damage equal to a heavy pick of its size and that has the disarm and trip special weapon features. You do not incur penalties as you would for using a grappling hook as an improvised weapon. If you are proficient with whips and your grappling hook has at least 10 feet of rope or chain attached to it, you can treat it as a two-handed melee weapon with 15-foot reach, though you can use it against foes anywhere within your reach (including adjacent foes), though you don’t threaten any squares with it. Changing between using a grappling hook as a normal weapon and a reach weapon is a move action. When performing a reposition maneuver with a grappling hook, you can only move the target toward you from its original position.
Low-light Vision see twice as far as humans in conditions of dim light.
Rogue Talent
* combat trick [Hook fighter]- select a combat feat
Rough an Ready [Miner] When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack.
Skills +2 on stealth checks (+4 underground). +2 on craft alchemy and perception checks.
Sneak Attack [1d6]
Spell Resistance [SR 3] spell resistance equals 11 + class levels
Stonecunning +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stoneseer +1 to the caster level of any spells with the earth descriptor they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—magic stone, stone shape, stone tell; caster level equals the svirfneblin’s class levels
Trapfinder you gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Xenophobic you have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

------------------------------
Spell like abilities
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(1/day)
Magic Stone, Stone shape, stone tell
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STARTING GEAR/POSSESSIONS
------------------------------
Silk Spider Body Suit [MW] (1000gp, 2lbs), Pick, light (4gp, 1.5lbs), Light Crossbow (35gp, 2lbs), Bolts [20] (2gp, 1lbs), Dagger (2gp, .5 lbs), Shovel (2gp, 4 lbs) Rogue’s Kit(5ogp, 19lbs) [includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin];
Carrying Capacity
Light 0-43.5 lb. Medium 44-87 lb. Heavy 88-131 lb.
Current Load Carried 30 lb.

Money 45 GP 0 SP 0 CP


Appearance:
Mjll is short and lanky standing a few inches over three feet, with a lithe but well-muscled build. He has long and ropy limbs of corded muscle and sinew with gnarled callused hands that attest to a life of hard labor. The willowy svirfneblin has a smooth shaven head and a gloomy, scarred, almost sinister face that always looks as if he is about to scream or scowl appearing as if he is angry at the world. His face is dominated by an overly large bulbous nose, which juts out of a long snow white beard, and sits above a thin crooked mouth which is set in a perpetual frown. Mjll has small, feral looking, grey eyes, the color of the sky right before a storm, that appear to miss little and ears the size of saucers with three hooped earrings protruding from his right earlobe. His ashen skin is covered in scars and tattoos that accentuate the hard, dangerous lines of his body, and stands in stark contrast to the white of his beard, appearing to absorb the light around him.

The rangy svirfneblin always stands with his head cocked to the side, eyes darting, and nose uplifted as if always scanning for danger. He walks on the balls of his feet, judiciously picking his path, while producing little sound when he chooses and is always ready to hide at the first sign of trouble. Mjrr is usually adorned in spider-silk armor with an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body. He usually has a grappling hook close at hand and carries a pick axe and shovel strapped across his back. For someone so small he has a loud booming voice like rocks grinding together.

Personality:

Mjllis at heart a product of the darklands and his insular svirfneblin clan. He tries to keep the old ways, recognizing his ancestor’s spirits in the stone around him but is first and foremost a survivor, a bit slow to trust, always looking out for his clan’s and his own self-interest. The deep gnome has a strong, cold, and sardonic personality rarely mincing words. He can be quite callous and blunt but those who are close to him come to appreciate his peculiar ways and wry sense of humor. Mjll can be meticulous, especially when it comes to the care of his gear or scouting new territory.

While he is a product of his insular svirfneblin clan there is more to Mjll then meets the eye. He is inquisitive as well as a lover of debate and physical challenges, embracing these as experiences which will please his ancestors. Additionally, he often gives advice in riddles, aphorisms, and metaphors of his people. He can be stubborn and dedicated to seeing tasks through to completion. However, he is not fool hardy. Rather he is practical knowing it’s better to live, and fight another day, than to die in a hopeless cause. Mjll enjoys sharing a good meal with his companions and his one weakness is fish; poached, boiled, fried, or sautéed he loves them all.

Background:

The dark bowels of the earth, where the light never reaches, are hard and unforgiving lands that have produced hard and unforgiving creatures that prowl its depths. Mjll is one such product, a Svirfneblin of the Blingdenstone clan who has wandered these underground halls for close to fifty years.

Deep beneath the peaks of the highest mountains and below the rivers that dot the surface lands, hidden amidst the small and twisted tunnels of the darklands sits the svifneblin enclave of Whistling Grotto, population 12. The community was a series of burrows concealed within a tangled warren of stalactites and stalagmites, and amongst the residents Mjll was considered an accomplished, miner and scout. He knew the surrounding terrain like the back of his hand, every underground river and cavern was etched in his memory. These twisting tunnels was his home, part of his being, and he knew many of the rocks and stones by name and would often converse with them. He roamed far exploring ancient tombs, abandoned mines, and forgotten dungeons where he developed a keen sense for danger and quick reflexes. Mjll was elusive, quick, and smart having been trained in the dwarven art of the earthshadow by his father which was passed down through the generations. these skills helped him survive in the darklands.

Mjll's clan's lives changed a few months ago when the earth began to move and the stones of the darklands quaked, tunnels collapsed, lakes disappeared, and chasms swallowed entire villages. These dire events caused the elders of Whistling Grotto to call a moot. The purpose of the moot was to determine the community’s response to the dreadful happenings in the darklands. Proposals were made, the stone was consulted, prophecies were read, and finally a vote was taken. The elders concluded that these signs pointed to a return of the dwarves from the surface with the decision being that Mjll would go into the uplands of the dwarves and consult with them about a course of action. Mjll protested and was reminded that he was the best at stonecraft, had singlehandedly killed Skittles the rabid spider, but most importantly he was the only one who spoke the uplander tongue. Grudgingly he admitted that he was the best candidate to find out what was happening and protect the interests of his community.

Mjll recently arrived in Darven city Dhar Malduhr and to his great consternation the tight lipped dwarves have told him little.

To 2nd level:

As you sit in the common room of the Bulging Keg tavern, running your fingers across the worn oaken table , you speculate about your future and your selection by the Dwarven elders. Your musings are interrupted as a sour looking creature approached your table carrying a tray of food.

It takes a second your eyes focus on the creature in front of you finally realizing that it is a Svirfnebln. He is a sour looking deep gnome with a frown on his face and large ears which protrude straight from the sides of his head, one ear is adorned with three hooped earrings. His face is dominated by and overly large nose which pokes out of a long snow white beard with large mustaches. The Gnome’s eyes are feral looking and are the color of storm clouds and he is wearing some sort of silk armor with an assortment of pouches, bandoleers, scroll cases, and containers strapped to his body. He has a grappling hook at his waist and a pick and shovel strapped across his back. As your brain catches up with your eyes you realize that he is talking to you.

“Uplander Common, you do speak, yes?” As he looks at you his frown deepened, “I thought quicker of wit were the Dwarven woman.”

Curtly you replied, “I’m not a woman.”

The Svirfnebln shrugged his shoulders, “Oh well, to me alike you all look.”

With his frown still plastered on his face the deep gnome continued toward your side of the table and complains, “Dinner, I suppose, wanting some will ye?”

You remember your dwarven manners and offer, “Can I help you with that tray.”

The deep gnome stepped back and with a look of frustration retorted, No! These things do I can, you think that I can’t but do I can. No. No. No. Back step please,” and he placed the tray on the table in front of you.

Taken aback by the Svirfnebln's actions you curtly ask, “Why do you speak so funny?”

“Oh,” he stroked his long white beard as he considered for a moment and continued, “Apologies, I spent most of my life talking to the rocks and stones of the darklands and they speak and think a little backwards, as you can imagine, and sometimes I forget. Is this more correctness?”

"That’s better,” you nod as you take a bite of the food on the tray and ask with a satisfied smile on your lips. “What is it,” you ask pointing a thick finger at the food on the tray.

The Gnome's frown disappeared for a second, “This is a fish cake liberally spiced with lichen that I learned to make during my travels.”

Smiling, you give the gnome a compliment, “It tastes great. How long have you been the cook?”

Testily the gnome snaps, “Oh because I be small, I can’t be going on the expedition like you. Only dwarven folk can be selected." He crossed his arms and continued,"So by your logic I can only be the cook. Well Svirfnebln can do great things, you don’t think I can do these things but I can!”

Controlling your temper, you manage to get a word in, “Sorry, you’re right there is more to you than meets the eye, why don’t you tell me about yourself?”

"Well let me start over," he replied curtly in a voice like gravel. “I am called Mjll, svirfnebln emissary and darklands traveler as well as renowned cook, miner, and etymologist which is the study of languages, not entomologist which is the study of insects, disgusting creepy crawly little critters, some are poisonous, prone to swarming, no I would never study that, ugh ... dangerous and disgusting except when covered with chocolate or caramel, the serpent folk have an interesting dish, served as an appetizer with a strong mead. Makes my mouth water just thinking about it, maybe I’ll make it tomorrow… no tomorrow is grilled mushrooms. Anyway, I dabble in engineering, mathematics, and mushroom farming. I'm currently studding the effects of being swallowed whole."

His frown deepens and he shook his head, “I’m sorry, I forgot my manners, I am all flubergated… tea, tea usually helps me when I’m flubergated” Mjll picked up the kettle from the tray and begins to pour two cups of tea.

Over the next hour and several cups of sweet tea you learn that Mjll is an accomplished scout and practitioner of the dwarven art of the Earthshadow. although he suggests that it was originally a Svirfnebln art. The dour deep gnome relayed that he is a protector of his clan and has had a hand in keeping the enclave of Whistling Grotto safe from the evil denizens of the darklands. He has confounded Drow and Duegar alike creating false paths and tricking them away from his clan. During Mjll's most recent exploit he single handedly killed the giant spider Skittles who had terrorized his village for months. As a reward the village elders presented him with armor made from the slain spiders silk.

Why chosen:

Mjll was chosen by the Svirfneblin Elders of Whiling Grotto as the clan’s emissary to the dwarves because he was sneaky, capable, and was the only member of the clan that spoke dwarven and common. Mjll is stubborn and will see the task through even though he is suspicious of the dwarfs and their motives. He believes that by going on the expedition he will be able to protect his clans interests.

The dwarves probably selected him because he is familiar with the darklands and might be the only one who knows the way to the old dwarven kingdom.


Combed through the crunchy bits and found a few mistakes and made a few changes. All updates can be found in this alias (link). Basically I used medium weapon damage instead of small. Also, got rid of the deft dodge trait (ref save is already good) and took the surprise weapon (link) trait.

Also, you should consider that when Gandalf was putting together a party to take on an ancient dragon, did he want a cleric? Nope. A wizard? Nope. Another dwarf? Again no. He got himself a burglar. Why? Because rogues kick but. That little guy wound up being the single most valuable member of that party. He saved their bacon more than anyone including Gandalf.... just saying ;)


It doesn't look like I'm going to have time to start another game, so I must remove Brunner from consideration.

Thanks for running the game Reksew_Trebla and good luck all.


Okay, I’m giving the 3 day notice. You have only 3 days remaining to get your characters in order, so chop chop.

Though I’m saying now we probably won’t start right away. Stuff is complicated right now, but don’t worry. It won’t stay complicated for too long.


My concepts just aren't meshing with the mechanics. Nothing wants to gel into a playable character. I'll be dropping out of the running. Good luck to all those who managed to get theirs to work.


Okay, recruitment is now closed! I will be looking over the characters tomorrow, because right now my state’s basketball team is playing, and I’ll be going to bed right after. Expect to see the roster sometime around 3-5 pm Central Standard Time.


Can’t wait!

Ok, I can. Because we have to. Anyways...

Khazukan Kazakit -HA!


Good luck.


I, um, have, um, a family emergency to deal with for the next few days. I’ll try to look at the characters in my free time, but I doubt I’ll have free time in that time. I’m terribly sorry about making you all wait more. I hope you can forgive me. I’ll be back probably after the weekend.


It's fine. Life happens.


Agreed. RL takes priority.


1 person marked this as a favorite.

Life happens. Dwarves have the patience of stone. Family is important. Do what you must.


No worries. Real life always comes first.


Don't worry about it. We can wait.


Real lift first! Always!


Hi, I apologize that I'm doing this late, but I'm going to withdraw my application. I hope everyone is well and has fun!


Chobo, trait bonuses don’t stack. So if you want to change one of your traits, I’ll let you.

No I’m not back yet. I just had a couple of minutes to look over one of the characters. Still dealing with the family emergency. In fact, the time I’ll be gone has officially extended to at least Friday.

If anyone wants to know what’s up, my mom just had her fiancé leave her. I’m taking care of her to make sure nothing happens, until she gets better.


Good to know you're there when she needs you.

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