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Male Dwarf Fighter/Wizard 4
N Medium humanoid (Dwarf)
Init +1 ; Senses Perception +0
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Defense
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AC 24, touch 12, flat-footed 22 (+10 armor, +1 Dex, +2 Shield, +1 Dodge)
hp: (4d10+ 12 Con)
Fort +7, Ref +3, Will +5
Defensive Abilities: Bravery: +1 vs Fear;
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Offense
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Speed: 20 Ft
Melee: Dwarven Waraxe +8 (d10+4; x3)
Ranged: Touch +5
Special Attacks:
Spells (CL 4; Concentration +9; Spell Failure = 50% (35%)) *=Spell Failure
Level 0 (4): Acid Splash*, Detect Magic*, Read Magic*, Flare
Level 1 (4+):Burning Hands* x2 , Feather Fall, Liberating Command(t), Protection from Evil*
Level 2 (3+): Blindness/Deafness, Blur, False Life*, Rope Trick (t)*
Spellbook
Level 0 (): All
Level 1 (7): Burning Hands, Endure Elements, Enlarge Person, Feather Fall, Liberating Command, Magic Missile, Protection from Evil
Level 2 (4): Blindness/Deafness, Blur, False Life, Rope Trick
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Statistics
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Str 15 (16), Dex 13, Con 16, Int 16, Wis 10, Cha 8
Base Atk +4 ; CMB +7; CMD 18
Racial Abilities:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class Abilities:
Bravery +1: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training: Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Advanced Armor Training: Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) . If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level. Source: Pathfinder Player Companion: Armor Master’s Handbook
Arcane School (Chosen / Opposition: Enchantment and Necromancy: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Transmutation Arcane School: Transmuters use magic to change the world around them.
Physical Enhancement: You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Change Shape: At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Arcane Bond (Item-Dwarven Waraxe):At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.
Rules for bonded items are given below, while rules for familiars are located here: Familiars.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools (see arcane school below).
A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Traits
Focused Mind: You gain a +2 trait bonus on concentration checks.
Deft Dodger: You gain a +1 trait bonus on Reflex saves.
Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Arcane Strike (Combat): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
Still Spell: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
Level Increase: +1 (a stilled spell uses up a spell slot one level higher than the spell’s actual level.)
Dodge: +1 Dodge bonus to AC
ABP: Resistance +1, Armor Attunement +1, Weapon Attunement +1
Skills: Appraise +9 [1], Knowledge: Arcana +10 [4], Knowledge: Dungeoneering +7 [1], Knowledge: Engineering +7 [1], Knowledge: Geography +7 [1], Knowledge: History +7 [1], Knowledge: Local +10 [4], Knowledge: Nature +9 [3], Knowledge: Planes +7 [1], Knowledge: Religion +7 [1], Linguistics +8 [2], Spellcraft +10 [4]
Languages: Common, Dwarven, Giant, Draconic, Orc, Ignan, Terran
Combat Gear: MW Fullplate (1650 gp, 50lbs, -5 ACP, 35% Spell Failure), MW Dwarven Waraxe (Free, 8 lbs), Spiked Gauntlet (5 gp, 1 lbs), MW Large Wooden Shield (157 gp, 10 lbs, -1 ACP, 15% Spell Failure),
Gold: 1168 Silver: 4 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll* 1/1 5 0.1 gp
*= Carried in backpack.
Total Weight lbs lbs light or less/ medium / heavy
Crastor Deems grew up in Janderhoff. His parents were scholars in the city who would travel and assist with diplomatic efforts of the city leadership. Crastor was able to travel with them quite often and learned much about the outside world in his youth. On his parents final trip, Crastor was forced to remain home as he was starting his apprenticeship with a local mage who saw great potential in the young dwarf. On that trip, a raiding band of Frost Giants struck out from their mountain fortress and attacked the caravan that Crastor’s parents were on. Both of his parents were slain by the giants and their bodies were lost in the raid.
Crastor was devastated by the loss of his parents and swore a great grudge to one day deal a blow to the giants responsible. To do this, he took up his grandfather’s dwarven waraxe and began to learn the martial trade to go with his studies in magic. When word of the giants beginning to gather came to Janderhoff, Crastor was quick to stride forward in his armor and offer his magic and knowledge to stopping the oncoming tide of violence before more in Janderhoff fell to the giants.

Kurgan Kegstalker |

Completed Entries
* Grumbaki: Kurgan Kegstalker
- Mutation Warrior Fighter / Mixologist Vivisectionist Alchemist
- Brewer looking for the ingredient needed to make his name
* TheWaskally: Orthoon Kegstalker
- Fighter / Cleric of Cayden Cailean
- Orthoon Kegstalker is about a decade younger than his brother Kurgan Kegstalker. Orhoon comes from a long line of dwarven brewers. The dwarven cleric is seen as the black sheep of the family because he worships, according to his parents, a 'human god'. Orhoon gets along better with the humans and halfings of Janderhoff, than the dwarven population. Orhoon looks up to his older brother and occasionally assists in his alchemical work.
* Eriktd: Klien
- Weapon Master Fighter / Zen Archer Monk
- A dwarf raised by elves who came to Janderhoff after her village was destroyed by giants
* Veniir: Norter Skyshield
- 2 Handed Fighter/Empyreal Sorcerer
- Comes from a family of adventurers, left Janderhoff so that he may return home in glory
* Robert Henry: Brunner Hammerfell
- Fighter/Unchained rogue (dual dwarven warshields)
- Son of a paladin and cleric of Torag, with older siblings who followed in their footsteps. After asking 'why' too many times, was sent to train with the finest burglars of Janderhoff. Works as a trapfinder and combatant.
* Trawet71: Dolgrym Giantfoe
- Fighter/Ranger (twin thunders build)
- Clansdwarf of Clan Giantfoe. The short dwarf hates giants and has the goal of unaliving them so they cannot hurt others.
* Rdknight: Biruta Rovesdam
- Lore Warden Fighter / Natural Philosopher adn Cartographer Investigator
- Investigator with the Natural Philosopher and Cartographer archetypes, paired with Lore Warden Fighter
- Comes from a mining camp, lost her parents in a raid. Now works as a guide and seeks revenge.
* Luke_Parry: Sergei von Janderhoff
- Eldritch Guardian Mutation Warrior Fighter / Crystal Tender Mammoth Shaman
Sadly this is where quoting runs out of space. Bleh! Still, I like reading the backstories of the applicants too much to cut them out.
* Dorian Gray: Mad Marvin Dundlerock
- Fighter/ Goliath Druid
- Formerly worked for the technic league, is now a hermit. Returned to Janderhoff with a warning.
* Sphinxtreecat: Barwyn Giantbane
- Savage Warrior Fighter / Goliath Druid
* Pancakes: Brighid Stoneheart
- Fighter/Warpriest
- An expert smith joining the expedition out of a sense of duty to protect her people, to see first hand how her creations do on the field, and for a chance to swing her oversized warhammer around to smack some giants. Plus, someone has to look after the team's equipment.
* Djack Nymbal: Ulfrec Aesgrim
- Lore Warden Fighter / Warpriest of Calistria
* Glade Wolf: Glade
- Armor Master Fighter / Arcanist
- Enslaved dwarf, escaped alongside group of elves. Adopted by them.
* Andostre: Kaalu Bazt
- Fighter / Inquisitor of Torag
- Raised to be a respectable dwarven warrior, but is obsessed with threats posed to the dwarven people. This has led to him to learn skills that most other dwarves would not pursue.
* Ironperenti: Nebuzaradan
- High Guardian Fighter / Crossblooded Sorcerer
- Raised to be a soldier by his Clan. Developed natural magical abilities, which he was trained in alongside soldiering.
* Malinor: Crastor Deems
- Fighter/Wizard
- Raised by scholars. During his apprenticeship, his parents died in a frost giant raid. Swore vengeance, took up his grandfather's axe, and branched out his studies to learn how to use said axe.
* SirLongears: Urmir Dagrog
- Brawler Fighter / Beast-Wrestler Brawler
- He is a seasoned fighter from the land of the linnorm kings, used to fight plenty of trolls coming from Irrisen.

Ivar Stonewrought |

Completed Entries
You missed me! (Unless you were holding off because I said I might come back and fill in the background. Don’t worry about that, the crunch is done.)
Ok, this is Ouachitonian's submission. Ivar enjoys yelling "You Shall Not Pass!" at giants, appearing to be a bearded stone golem, wielding an entire door as a shield, and one-handing a huge freaking spear. But definitely not long walks anywhere. We dwarves are natural sprinters, after all.
From a more OOC perspective, Ivar is a Fighter (Phalanx Soldier)/Paladin (Stonelord). He wears stoneplate, carries a tower shield in one hand and a Dwarven Giant-Sticker in the other. Phalanx soldiers are fun. Plus, the Stonelord archetype incorporates a lot of features of the Stalwart Defender PrC (the old 3.5 Dwarven Defender, essentially) but without the need to multiclass (plus DR/adamantine and fortification! Defenses for days!). Should be a really enjoyable combo for a tanky dwarven frontliner.
I'll fill in some background at some point. Probably.

Brunner Hammerfell |
Monday is close of submissions.
Two days left, we're getting down to it.
I'm looking forwards to seeing your selections drbuzzard. I also want to thank you for running the game, we players appreciate it.
I've played with drbuzzard, whoever gets in will enjoy the game. Good luck everyone and good gaming.

KoolKobold |

Gonna get the crunch down later today, but my idea for the bloodrager dwarf is that he was born from a family of renowned dragon hunters, only for this individual to grow scales, blue colored beard and golden eyes. When they found out one of their ancestors who slayed Kazavon must have had his bloodline tainted by the dragon’s magic, they abandoned the boy thinking him a curse. So he dedicated his life to perfecting his dragon skills, renaming himself Kazasun (Kazavon’s son) with the goal of reversing all the damage Kazavon did in his life.

Kazasun |

Here be Kazasun, shunned by his dragon hunting family for being infected with Kazavon's draconic magic, hoping to go out and honor his family and city with heroics, to one day fix the damage the blasted dragon did to the world!
Koolkobold's submission-dwarf bloodrager (draconic)/fighter! If there's any mistakes I've made in the creation let me know!

Kaalul Bazt |
1 person marked this as a favorite. |

Gonna get the crunch down later today, but my idea for the bloodrager dwarf is that he was born from a family of renowned dragon hunters, only for this individual to grow scales, blue colored beard and golden eyes. When they found out one of their ancestors who slayed Kazavon must have had his bloodline tainted by the dragon’s magic, they abandoned the boy thinking him a curse. So he dedicated his life to perfecting his dragon skills, renaming himself Kazasun (Kazavon’s son) with the goal of reversing all the damage Kazavon did in his life.
That’s a really solid backstory. Very nice!

drbuzzard |
2 people marked this as a favorite. |

Took a while to go through all the submissions. Thanks to all who went to the trouble of making a character. Gestalt builds aren't trivial.
I picked people on the basis of trying to make an effective party. For example there had to be a cleric(or oracle) since I am going to beat you all like red haired stepchildren. I also picked other classes which could offer supplementary healing. I think the party should be fairly balanced in covering all the important bases.
And since you've been waiting:
Grumpy, a giant hunter
Orthoon Kegstalker
Kurgan Kegstalker
Crastor Deems
Biruta Rovelsdam
Dolgrym Giantfoe
Kaalul Bazt
I'll be opening the discussion and play forums up shortly. Those selected please head on over.

drbuzzard |

OK, lost someone due to a misunderstanding of what I mean by 'beer and pretzels'. This is a simple, humorous hack and slash game. You will interact with NPC for information, aid, and tasks. I will not make the generic man on the street available for you to discuss how many angels can dance on the head of a pin.
The party has lost the trapfinder type. I would like to replace that ability.
Build rules are:
Race: Dwarf- everyone is from Janderhoff, those tall folks can't be trusted.
gestalt with one side as fighter
Single class on the other side, no prestige classes, archetypes are fine on both sides
no summoners, firearms, occult classes
Automatic Bonus Progression and 3000 gp to start
Spells: Core, if you want other spells, ask. There's still too many sketchy spells out there which evaded a balance pass.
Stats: 20 point buy
Traits: 2, you can use the Giant Slayer campaign ones , but don't have to. You can't use other campaign traits.
Race: Dwarf- everyone is from Janderhoff, those tall folks can't be trusted.
Classes with 2 skill ranks per level instead get 4.
No background skills.

Djack Nymball |