Dwarf

Aemin Whitespark's page

21 posts. Organized Play character for Trisane_Imphawke.


Full Name

Aemin Whitespark

Race

Dwarf

Classes/Levels

Cleric (Forgemaster)/1

Gender

Male

Size

Medium

About Aemin Whitespark

Aemin Whitespark
Male Dwarf Cleric (Forgemaster) 1
LG Medium Humanoid (Dwarf)
Aura Lawful Good
Init +0; Senses Darkvision 60 ft., Perception +8 (passive +10 vs unusual stonework)
-----DEFENSE-----
AC 15, Touch 10, Flat-Footed 15 (+4 Armor, +1 Shield)
hp 12 (1d8+4)
Fort +4, Ref +0, Will +5 (+2 vs emotion and fear effects)
Defensive Abilities Defensive Training
-----OFFENSE-----
Speed 20 ft.
Melee Warhammer +0 (1d8), Light Steel Shield +0 (1d3)
Ranged Light Crossbow +0 (1d8/1d8-1 Silver)
Special Attack Artificer’s Touch +0 (1d6)
Spell-Like Abilities (CL 1st; Concentration +4)
At will – Mending
Spells Prepared (CL 1st, Concentration +4)
At will – Detect Magic, Spark, Stabilize
1/day – Animate Rope (Domain), Bless, Magic Weapon
-----STATISTICS-----
Str 10, Dex 10, Con 12, Int 16, Wis 16, Cha 8
Base Atk +0; CMB +0; CMD 10
Feats Technologist, Toughness
Skills Craft (Armor) +7 (+9 vs metal or stone), Craft (Mechanical) +7 (+9 vs metal or stone), Craft (Weapons) +7 (+9 vs metal or stone), Knowledge (Engineering) +8, Knowledge (Religion) +7, Perception +8 (passive +10 vs unusual stonework), Profession (Blacksmith) +7 (+9 vs metal or stone), Spellcraft +7
Languages Common (Chelish/Taldan), Dwarven, Goblin, Orc, Undercommon
SQ Slow and Steady, Darkvision, Defensive Training, Craftsman, Industrious Urbanite, Unstoppable, Iron Citizen, Stonecunning, Weapon Familiarity, Languages, Aura, Domains, Artificer’s Touch, Steel Spells, Divine Smith, Runeforger
Combat Gear Warhammer (12g, 5lbs), Light Crossbow (35g, 4lbs), Light Steel Shield (9g, 6lbs), Armored Coat (50g, 20lbs), Durable Cold-Iron Bolts x5 (10g, 0.5lbs), Durable Silver Bolts x5 (15g, 0.5lbs), Alchemist’s Fire (20g, 1lb), Acid (10g, 1lb) Other Gear Artisan’s Outfit (*g, 4lbs), Adventurer’s Sash (20g, 3lbs), Waterskin (1g, 4lbs), Belt Pouch (1g, 6 silver coins, 8 copper coins, 0.78lbs), Mess Kit (2s, 1lb), Tankard (2c, 1lb), Holy Symbol of Torag (Iron) (5g, 1lb), Signet Ring (Forgemaster of Highhelm) (5g), Crowbar (2g, 5lbs), Artisan’s Tools (Common, Craft Armor) (5g, 5lbs), Artisan’s Tools (Common, Craft Mechanical) (5g, 5lbs), Artisan’s Tools (Common, Craft Weapons) (5g, 5lbs), Grappling Bolt (1g, 0.5lbs), Silk Rope 50’ (10g, 5lbs), Journal (10g, 1lb), Inkpen (8s), Ink (8g), Skymetal Bauble (Adamantine) (100g). Total Encumbrance = 80.28lbs

Traits:
Skymetal Smith: (Campaign Trait)
The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Seeker: (Social Trait) You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Guardian of the Forge: (Religion Trait) (Torag) Torag’s sacred duties are to protect the faithful, take lessons from the great craftsmen and strategists of the past, and prepare against dark times. You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (your choice = Engineering) is a class skill for you.

Pride: (Drawback) You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Physical Description:
Aemin Whitespark is 110 years old and of average stature for a dwarf, standing 4’4” tall and weighing 190lbs. He has grey-blue eyes, rough, forge-stained skin and a rust-colored, braided beard. Few pieces of sentimental ornaments adorn his otherwise practical appearance. An iron holy symbol of Torag hangs from a chain around his neck and a ring bearing the symbol of a Forgemaster of Highhelm on his right hand. He also wears a worn artisan’s apron and trusty tool-belt at nearly all times.

Personality:
Aemin Whitespark has the temperament of a typical dwarf: stoic, short-tempered and stubborn. He takes great pride in his craft, his faith and his kin. He also takes great offense toward anyone who would threaten or insult that which he holds most dear. Aemin strives diligently to share the fruits of his labor with those around him from armaments to repairs and other public works. He has a clear idea of his place in the world, holds great reverence for the past and yet he hopes someday to surpass the crafting knowledge of his forebears.

Backstory:

In the year 4604, Aemin Whitespark’s parents, Igmar and Agna Whitespark, travelled hundreds of miles north of the Five Kings Mountains with a cadre of dwarven artisans and forgemasters to investigate the rumors of a mysterious purple “Torch” blackening the hills of Numeria. Shortly therafter, a small village of not only dwarves but other curious locals arose surrounding the site with the intent of discovering the potential benefits of such an unusual heat source. With the power to melt adamantine and any other metal with ease, this flame could prove to have nearly unlimited crafting applications. Though a highly skilled forgemaster, Igmar was no match for the sudden and unexpected flares that destroyed his family’s newly constructed forge and sent him to an early grave, only months before Aemin was born.

In the decades that followed, Aemin was raised by his surviving mother, Agna and the other dwarven craftsmen that inhabited the burgeoning town now called “Torch”. He became a cleric of Torag just like his mother and learned well the combat strategies and faith of his kin over the years. He also highly excelled in creating quality armor, weapons and mundane goods yet his mother instilled in him a great fear and respect for the powers of the purple flame nearby. She seemed cold-hearted and very strict at times but every now and then a glimmer of kindness shone though. Aemin did his best to obey her and toiled diligently in the forges but he yearned to discover the secrets of the strange skymetals scavenged into town day in and day out.

A full century passed and much remained the same in Torch except for Agna’s failing health. The oppressive influence and heavy taxation of the Technic League did little to improve the quality of life in town either. In 4704, Agna could no longer bear the sight of the violet fires that had stolen her love and decided that it was at long last time to return to her home, to Highhelm. She made little effort in persuading Aemin to come with her and their parting was nearly devoid of sentiment save for the gifting of a Forgemaster’s ring. It belonged to Igmar, perhaps it was the Great Forgefather’s will that he remain to do what his own father could not.

Reinvigorated with purpose, Aemin began to embrace the new technology within his grasp that was once forbidden to him. He tinkered with devices rarely seen in any other part of Golarion and frequented the Foundry Tavern to hear tales of the latest “never before seen” inventions. Every new year brought new discoveries and in 4714, Aemin dared to face his father’s bane, he would finally test his skills against the mighty Torch. The initial results were… passable. The object resembling a gear of sorts was finely forged but non-functional. Regardless, it held great sentiment to Aemin as a token of his first steps beyond his father’s trail and he would undoubtedly have to try again. Unfortunately, when he awoke the next morning, he discovered that the flame that had burned his entire life had suddenly disappeared and things were about to change.

-----Special Abilities-----

Dwarven Racial Traits:
+2 Constitution, +2 Wisdom, -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stone work. 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 non-magical items and 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.

Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high intelligence scores can choose from the following languages: Giant, Gnome, *Goblin*, *Orc*, Terran and *Undercommon*.

Cleric (Runeforger) Class Features:
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). (Torag LG)

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Runeforger (Su): A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time. This ability replaces channel energy.

Forgemaster’s Blessing: The inscribed non-magical item functions as a masterwork item.

Domain (Artifice): A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Artificer: A forgemaster gains only one domain, which must be the Artifice domain (not including subdomains). If she worships a deity, it must grant the Artifice domain (Torag).

Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: *1st—animate rope*, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere.

Steel Spells: A forgemaster adds the following spells to her spell list: 1st—crafter’s curse, crafter’s fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.

Divine Smith (Su): Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice = cure spells). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Feats:
Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Toughness You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).