Goblin Squad Member. Organized Play Member. 125 posts (145 including aliases). 2 reviews. No lists. No wishlists. 16 Organized Play characters. 2 aliases.
In my case, our group of players realised that you can do incredibly broken things with Mythic, and we have a 'Gentleman's Agreement' with our GM (this was his idea). We don't super optimize, and neither will he.
We have 4 players (2 vets, 2 intermediate players), traditional class roles and a 15 point buy. Wizard (Abjurer), Cleric of Torag (Good/Glory), TWF Rogue and a Paladin. (Okay Oracle/Divine Scion/Paladin, but that's the exception.)
There have been a few fights where we dominated the field, but not too much more than any other AP. The fights have been quite challenging, but as I understand it our GM upped the CR's because he agreed that 1 tier does not equal 1/2 CR. The Wizard is starting to pull away around Book 4, though. As the Rogue I just can't keep up with the things he can do. Again, that happens in normal games though...
I ran this today. Considering that there are quite a few editing/spelling errors/omissions (rage powers), I'm of the opinion that two numbers for the puzzle changed places. The puzzle text is clearly supposed to be replaced by the relevant Act # in order of it being mentioned; this works for Dial 2 and 3, not 1 and 4, which doesn't make any sense. To anyone running this, don't punish your players. Dial #1 should be 6-9-7 and dial #4 should be 5-2-1-0.
Other than that, this was an excellent scenario. The fights were dangerous (5 players, high tier hard mode) enough to keep them on their seats while lacking the 'Hah, Got'cha' cheese that was making the rounds for a while.
Thank you to James Risner who pointed out the FAQ that states you can't replace base class levels with prestige class levels.
That's pretty disappointing! I don't understand why the FAQ isn't more along the lines of: "You can retrain a base class level into a prestige class level if your base class satisfies all the requirements for entering into the prestige class." as opposed to the blanket ban.
I've used retraining two times. Once, on my level 9 Paladin of Iomedae, removing the Sword of Valor archetype (it's awful!).
The biggest retraining was on my level 16 Wizard (first ever PFS character, whom I've always roleplayed as a Signifier, so when Paths of Prestige came out and I was already playing EotT, it was pretty annoying. Although quite expensive (41 prestige!!), it allowed me to me to retrain 6 class levels, 3 feats and 1 class feature to make him Wizard 10/Signifer 7.
It's a definite worthwhile addition to the campaign.
Be prepared to deal with zany party antics hat can derail the entire thing, such as scrolls of stone shape, soften earth & stone, earthquake, latticed immovable rods, teleport, dimension door, burrow/earth glide etc...
I know if I tried that on my players they'd spend more time trying to find a way to stop the wall than actually going along with the scenario.
This was quite fun to run, even though my group had a relatively easy time of it. 4 players, all 10-11, all with great fort saves and a character with +18 Survival. Even with them resting once they still only lost one Elf. (Took a bit over 12 hours). The Survival DC's seemed a bit low considering the locale. How would one adjudicate spells like Find The Path and Windwalk for this scenario? Since we couldn't work out Windwalk, they agreed not to use it. Considering that level 11 clerics have access to it, it seems pertinent considering that you move at 60 mph...
For Find The Path, I ruled that it showed the quickest path to their destination, but didn't 'eliminate' the need for checks.
The last combat was a bugger to set up, though! The leeches did nothing as everyone was flying at that point.
Would definitely like to run it again, especially for a low fort/survival group <evil grin>.
Oh, and one last thing; one of my players (whose family is full of archaeologists and professors), implored me to inform the developers that cold iron cannot be made into ingots, which defies the entire purpose of forging it at a lower temperature.
Does casting evil spells cause an alignment infraction?
Casting an evil spell is not an alignment infraction in and of itself, as long as it doesn't violate any codes, tenents of faith, or other such issues. Committing an evil act outside of casting the spell, such as using an evil spell to torture an innocent NPC for information or the like is an alignment infraction. For example: using infernal healing to heal party members is not an evil act.
Your GM was incorrect. I suggest contacting your local VC and getting that decision reversed.
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Also it might be addressed in the Animal Companion book, but can animals/familiars use ioun stones? (at minimum, I'm wondering if my faerie dragon can use ioun stones.)
I just spoke with the design team. An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.
I have added this to the FAQ, as well as the compilation post.
What about resonant powers for ioun stones slotted in a Wayfinder? Wayfinders are slotless items, so I know some players argue that it should work...
Mi-go cannot speak. How does this one cast spells, use wands, and use scrolls?
The statblock doesn't quite have that right. Mi-go CAN speak, they just pretty much only do so when forced to converse. There's a lot more flavour for Mi-Go in one of the Carrion Crown books.
We played it last Friday, and had no difficulty figuring out the solution to the color puzzle without using the town at all. Unfortunately, it is a pretty easy puzzle, but mostly it's difficult not to metagame it too much (using the order of colors in the rainbow and the obvious positioning of the holes above the door.)
I'm going to be running this soon, was there anything that stood out for you when you played it?
None of the images vanish, as swarms don't roll to attack.
"Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead."
Umbranus and Grick have the right of it. 1.5x strength instead of 1.0x strength on the first UAS from dragon style, as well as untyped half strength bonus on all UAS for the round.
5x1.5 = 7.5 (round down to 7)
5x0.5 = 2.5 (round down to 2)
for a total of +9, assuming Strength of +5.
This does not allow you to increase power attack damage.
From the PRD:
Power Attack wrote:
Benefit: 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.
Unarmed Strike Damage wrote:
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).
If a creature with natural reach (such as the Acolytus), performs a Grapple check sans Improved Grapple on a creature without Reach (such as a human without a reach weapon), does the maneuver still provoke an AoO?
I don't see anything under the Magical Beast or Celestial entries that would make it work any different. Magical beasts don't necessarily have Int higher than 2. The point is that the Handle Animal/Feat business is tied to Int, not type.
Likewise I think it just becomes a Magical Beast for purposes relating to such, you should still use the normal AC table for progression. Case in point, the paladin bonded mount. It's a a magical beast at level 11 but progresses as per normal AC rules.
Quote:
At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.
I don't think I can post the one for my Monk, "Honoured Fist'. Use your imagination for that one. He is still part of Team Monk, though. Ever rock up to a table with 3 Monks? Hilarity ensues.
My lovely Aasimar Paladin, however, has now been reduced to 'Angel Boy'.
Also, offering sacrifices is evil act most likely, so only neutral and good outsiders would be considered. Maybe even Imp.
Sacrificing people would definitly be an evil act, but animal sacrifice shouldn't tick my alignment down to evil.
Uh, if you conjure up a demon, devil, or similarly evil outsider I can assure you offering up the town's favorite donkey or the nearest house cat isn't going to cut it.
They want souls. They want depravity. They want blood.
There are some entries in some of the Demon/Devil splat books that give some good sacrifice ideas, but most of them are along those lines.
And unfortunately, none of them are legal for PFS. Neither are the 'Summoning Outsiders' section from Ultimate Magic, which includes True Name research. So you're stuck with only the Planar Binding Text, which makes it a fair bit more difficult.
As someone with a level 12 Wizard (one of 2 in the region I'm in, I believe), I can attest to the fact that they're not very popular in PFS.
Some reasons:
- No crafting
- No permanency
- No contingency
- Abysmal low level play
- All the bookkeeping involved with having a Wizard (I have 7 spellbooks books on mine...)
Having said that, once I hit level 6 or so, I really started to enjoy the Wizard, and it's just getting better. He's a bag of tricks that contains a bag of tricks. It's awesome.
Sorry for the late reply, but where is Contingency banned? I could not find it in the Guidelines or Additional Resources.
Thanks in advance for the assist.
It's not banned per se, but as it's a spell created by a PC, the effect ends at the end of a scenario. Quite often you're rudely awakened and sent off to adventure in the middle of the night right as the scenario starts, without time to re-prepare spells or cast things like Contingency. These things make it untenable, if legal.
As someone with a level 12 Wizard (one of 2 in the region I'm in, I believe), I can attest to the fact that they're not very popular in PFS.
Some reasons:
- No crafting
- No permanency
- No contingency
- Abysmal low level play
- All the bookkeeping involved with having a Wizard (I have 7 spellbooks books on mine...)
Having said that, once I hit level 6 or so, I really started to enjoy the Wizard, and it's just getting better. He's a bag of tricks that contains a bag of tricks. It's awesome.
Is it allowed to be at 12.1 XP before starting Eyes of the Ten by playing a special? The Guide refers to what happens if you play sanctioned modules (lose xp/prestige/gold), but I was wondering if specials (which are the only things that give out 1 xp anymore after 12) worked differently.
You wouldn't hit 14 during Eyes of the Ten, you'd hit it after finishing.
I've been mulling a new character for PFS around; I really like the concept as I'm a fan of the more unusual things, but I'm trying to tweak it so that I'll still be an effective contributor to the party.
The idea is as follows:
Qlippoth-Spawn Tiefling, worshipper of Achaekek, Monk 1 (Master of Many Styles)/Cleric 10 (Separatist Death/Animal), rides around on a giant Mantis at level 7 and punches people with channel smite while holding Inflict/Harm/Slay Living spells.
How the build looks at the moment:
Str: 15 (+1 at 4)
Dex: 12
Con: 14
Int: 6 (ouch)
Wis: 17 (+1 at 8)
Cha: 14
Level 1: Channel Smite
Level 3: Power Attack
Level 3 (Monk): Snake Style
Level 5: Mantis Style
Level 7: Boon Companion (Probably not going to use the AC until this point)
Level 9: Improved Channel
Level 11: Divine Interference
I have a couple of concerns about this:
1. I'm not used to playing 6 Int character, will have a very hard time having any decent Handle Animal/Ride.
2. AC is low for a frontliner, slightly mitigated by Snake Style and a massive Sense Motive.
3. Will seem like a pretty selfish character.
Any recommendations on how I can improve on this? Realistically I might as well be playing a Magus but the flavour of this appeals to me a lot.
Is spending a ki point that's called out by a feat in order to provide an additional effect (such as Ki Throw), a swift action?
Ki Throw:
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
Does not list what sort of an action it is. The closest reference can be found under the Qinggong archetype, where emulating Feats is expressly called out as a free action.
Reliable Maneuver:
Reliable Maneuver (Ex)
At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.
This ability replaces slow fall.
Neither does this.
Question the Second
Is Flurry of Manoeuvres ineligible for spending a Ki point for an extra attack? It replaces Flurry of Blows, which is called out by the Ki Pool ability in the CRB. Considering that The Maneuver Master came out in UC, what's the ruling on things like this, where a core ability is replaced by a similar ability and thus loses out on some base feature?
the way I read it, Iaijutsu Strike isn't as cool as I wish it were. because prior to level 10, it is a full-round action. so I need to challenge, then move... then... wait until the next round... and then do the strike. that sounds like a bit of a waste, compared to challenging, moving, drawing as free action and hitting straight away.
Or you can Challenge, and ready your action to perform an Iaijutsu Strike for when the enemy closes to melee. If you ply your cards right, and properly read your enemies, this can become a very viable tactic at lower levels.
Unfortunately you can't ready a full-round action.
What you can do for Iaijutsu Strike though, is Challenge, Move, Dazzling Display as Standard, then attack next turn.
I think in PFS it should be largely ignored. The onus is on the player to inform the GM of things that are pertinent to his character. Otherwise every GM will have his or her own idea of what the 'mission' and personality should be.
I enjoyed running this and of it's a sign of things to come in Season 4. I usually GM for a fairly high-powered group so it was good to be able to challenge them even a little. Although they triggered the Harpy encounter second as one of them flew directly up to the top of the statues to get a better look around, so I had to adjust things a little.
The terrain never came into play for us really, as everyone could either Fly or Teleport to some extent. (3 Sorcerers and 1 Witch)
We did a double-take at one part though... Heh.
You're provided with a CL 18 Greater Teleport Scroll at the beginning of the Scenario and have access to it at the end. That's all well and good, but we worked out that, by RAW, only two humanoids on Golarion are capable of creating that; Razmir and the Queen of Kyonin. Respect to Guaril, he's got some contacts!
Australia - Where the wildlife tries to kill you, the people are awesome and the booze flows freely. Al neglected to mention that our next major con (Risen Rune) is being run in a pub. Whoo!
This is true, and relatively annoying. The rules for creating Skeletal Champions are in the Bestiary, while Zombie Lord is in Carrion Crown Book 3. Would have been nice if those had been included in Undead Revisited.
Undead Revisited actually does list rules for creating Skeletal Champions with create undead.
The book was printed before CC3 (I believe), so Zombie Lord isn't in it for obvious reasons.
Ah, that makes sense then. My point was that in Undead Revisited it does list the rules for creating Skeletal Champions, but not the template, which is in the Bestiary.
The way I'm reading it is that unless the creature in question has an appropriate template to go with it and rules on how to add them to existing critters, you merely end up creating the base Bestiary version.
As far as I can tell, the only way you can retain class levels and such when animating/creating dead is to use the Skeleton Champion or Zombie Lord versions, which have templates. At least for RAW that seems to be the way to go. Home games, feel free to adjudicate whichever way I suppose.
Despite being listed on PFSRD as available options, the sources for Skeleton Champion and Zombie Lord do not list rules for creating them with Create Undead. However, Juju Zombie does the job fine.
This is true, and relatively annoying. The rules for creating Skeletal Champions are in the Bestiary, while Zombie Lord is in Carrion Crown Book 3. Would have been nice if those had been included in Undead Revisited.
The way I'm reading it is that unless the creature in question has an appropriate template to go with it and rules on how to add them to existing critters, you merely end up creating the base Bestiary version.
As far as I can tell, the only way you can retain class levels and such when animating/creating dead is to use the Skeleton Champion or Zombie Lord versions, which have templates. At least for RAW that seems to be the way to go. Home games, feel free to adjudicate whichever way I suppose.
For PFS I follow the tactics listed for the monster. I never initiate a coup de grace or use a death effect/animate dead unless the scenario specifically calls for it. As for finishing off unconscious players with iterative attacks or what have you, it depends. A couple of instances I've had happen/seen happen:
1. Party separated, lone PC gets attacked by a stupid beast out for food. Tries to fight it alone, gets smacked around. Why would the beast do anything but eat him?
2. 5 PC's against a big bad with more intelligence. One PC stabs it with the only thing capable of killing it; it's going to go all out on him.
3. Creatures like Shadows whose only goal is to drain the vitality of others and make more of themselves. It's going to keep attacking the same thing until it's drained, or the thing that subjects it to it's greatest weakness.
4. Intelligent monsters against a group of PC's. They do stop attacking downed characters because they are no longer a threat, and move on to the remaining PC's. However, if downed PC's keep coming back and it's not possible to remove the source of healing, then yes, they are going to make sure someone stays down. Likewise, if you are brought back to consciousness and are on 2 hp, prone, and swing at something... I'm going to smack you.
I try to play my monsters like I think they should be played. I don't go out of my way to kill players, but I've seen an alarming amount of 'coddling', where GM's simply and utterly refuse to kill PC's. Death is part of the game. If you take away the risk, then to me that kills a lot of the fun. Not everyone is like that of course, and there is nothing wrong with preferring a 'softer' approach.
Probably hopping on to Jubei for Sydney Game day and save the last XP to level 11 for Blacktown Game day.
QUESTION FOR GMS:
If I neglected to loot a body for gold, is the amount left behind deducted from the Chronicle Sheet?
I can't speak for other GM's, but I will generally give the party the gold if someone has been 'defeated'. There are certain times where I don't reward the full gold, but you have to be actively denying something or go out of your way to avoid certain things for that to happen.
I keep a tally on the front page on my character sheet; anything I use during a scenario that I bought prior gets crossed off there. When I get home I then adjust as necessary in HeroLab. I print out a new character sheet each level and transfer ongoing charges and such to the new sheet.
As for 'official' methods though, it's really much of an honour system. GM's simply lack the time to keep track of such small details.
The Hao Jin Tapestry was the prize given to the Pathfinder Society for winning the Ruby Phoenix Tournament. It's a private demiplane created by the legendary Tien Sorceress, Hao Jin, also known as the Ruby Phoenix. You can access the tapestry by touching where you wish to go on it; I haven't played Sacred Rune, but I'm assuming that's the 'back door' into the tapestry that was hinted at in other mods like Icebound Outpost.
How much XP is this going to award? IIRC Blood Under Absalom awarded 1, will this be the same? I have a budding level 12 in the works who has yet to play Eyes of the Ten so I don't want to ruin his chances of doing so...
Name
Female Dwarf Cleric (Forgemaster) 1
N Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft; Perception +3 (+1 sight)
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DEFENSE
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AC 19, touch 11, flat-footed 18 (+6 armor, +1 dex, +2 shield)
hp 11
Fort +5, Ref +1, Will +5
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee Warhammer +2 1d8+2/x3 B
Ranged
------------------------------
STATISTICS
------------------------------
Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 6
Base Atk +0; CMB +2; CMD 13
Traits Hirdman (see below) , Armor Expert, Charmingthis last picked mostly because although dwarves are regarded as ugly in the sagas, female dwarves actually show up a fair bit as seducers or seducees. DrawbacksObliviousThis is because in the stories the dwarves are usually being tricked or schemed on by the protagonist. Figure this is therefore an Archetypal drawback. In this case representing that Dvallar is a bit obsessed with her work. FeatsBreadth of Experience Skills All professions: +5, All knowledges: +4, Profession: Miner +9 (+2 metal or stone), Craft: Armor +6 (+2 metal or stone), Craft: Weaponry +6 (+2 metal or stone), Craft: Blacksmithing +6 (+2 metal or stone), Craft: Ships +6 (+1 if attracted), Linguistics +6
ACP -4 (-3 armour, -1 shield)
Languages Dwarven, Norsk, Runic, Westerling
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SPECIAL ABILITIES
Dwarf: Slow and Steady
Dwarf: Darkvision
Dwarf: Defensive Training
Dwarf: Hardy
Dwarf: Stability
Dwarf: Stonecunning
Dwarf: Weapon Familiarity: battleaxe, heavy pick, warhammer
Dwarf: Craftsman (replaces Greed): +2 racial on craft and profession related to metal or stone.
Dwarf: Industrious Urbanite (replaces Hatred): craft nonmagical at twice speed, +4 on profession checks to earn money.
Domain: Artifice: Artificer's Touch (Sp): You can cast mending at will, using your clericlevel 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 + yourWisdom modifier.
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Spells
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0th (3 at will) guidance, create water, enhanced diplomacy
1st (2+1/day) animate Rope (d), crafter’s fortune(C), endure elements
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GEAR/POSSESSIONS Owned
Riding horse (0 lbs)
Breastplate (30 lbs)
heavy steel shield (15 lbs)
Warhammer (5 lbs)
Riding Saddle 10gp (25 lbs)
Smithing tools. 5gp (5 lbs)
Masterwork Armourer Tools 55gp (5 lbs)
Weaponsmith Tools 5gp (5 lbs)
Shipbuilding Tools 5gp (5 lbs)
Cleric’s Kit w/ iron symbol 20gp (33 lbs)
contains wrote:
This includes
backpack (2lbs),
bedroll (5 lbs),
a belt pouch (1/2lb),
candles (10) (1 lb?)
a cheap holy text (4 lbs),
a flint and steel (0 lbs),
an iron pot (4 lbs),
a mess kit (1 lb)
rope (10lbs),
Soap (½ lb),
spell component pouch (2 lbs),
torches (10) (10 lbs)
trail rations (5 days) (5 lbs),
a waterskin(4 lbs)
An iron holy symbol (1lb)
Hemp Rope 50ft 1gp (10lbs)
Snowshoes 5gp (4 lbs)
Cold Weather Outfit (7lbs)
Daytime Flower Picking
Breastplate (30 lbs)
heavy steel shield (15 lbs)
Warhammer (5 lbs)
Masterwork Armourer Tools 55gp (5 lbs)
Cold Weather Outfit (7lbs)
backpack (2lbs),
a belt pouch (1/2lb),
a cheap holy text (4 lbs),
a flint and steel (0 lbs),
an iron pot (4 lbs),
a mess kit (1 lb)
rope (10lbs),
spell component pouch (2 lbs),
torches (1) (1 lbs)
trail rations (5 days) (5 lbs),
a waterskin(4 lbs)
An iron holy symbol (1lb)
104.5 lbs
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Carrying Capacity Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 104.5 lb.
Money 17 GP 4 SP 10 CP
Background:
As below
Appearance:
4’3” 176lbs, 100 years old. Blood red hair, pale skin, white and slightly slitted irises. Relatively thin build. Surprisingly attractive, if alien
WORKINGS
Str 14
Dex 12
Con 16
Int 14
Wis 16
Cha 6
Combat and saves
BAB: +0
hp: 11 = 1d8 (8) +3 con
Fort +5 = +2 base +3 con
Ref +1 = +0 base +1 dex
Will +5 = +2 base +3 wis
Skills:
2 base + 2 int + 2 background +1 favored = 6 skill points
All professions: +5 = +2 feat +3 wis
All knowledges: +4 = +2 feat +2 int
Profession: Miner +9 = +2 feat +3 wis +3 trained +1 rank (+2 metal or stone)
Craft: Armor +6 = +2 int +3 trained +1 rank (+2 metal or stone)
Craft: Weaponry +6 = +2 int +3 trained +1 rank (+2 metal or stone)
Craft: Blacksmithing +6 = +2 int +3 trained +1 rank (+2 metal or stone)
Craft: Ships +6 = +2 int +3 trained +1 rank
Diplomacy +2 =-2 cha +3 trained +1 rank (+1 if attracted)
Linguistics +6 = +2 int +3 trained +1 rank
Languages: Dwarven, Norsk, Runic, Westerling
Abilities:
Slow and Steady
Darkvision
Defensive Training
Hardy
Stability
Stonecunning
Weapon Familiarity: battleaxe, heavy pick, warhammer
Craftsman (replaces Greed): +2 racial on craft and profession related to metal or stone.
Industrious Urbanite (replaces Hatred): craft nonmagical at twice speed, +4 on profession checks to earn money.
these last 2 substitutions is because all the stories about dwarves seem to emphasise they are all master craftsman. These two changes turn Dvallar into that. Feats:Breadth of ExperienceOnly way I can see to represent the sort of general knowledge she should have Traits: Hirdman (see below) Armor Expert, Charmingthis last picked mostly because although dwarves are regarded as ugly in the sagas, female dwarves actually show up a fair bit as seducers or seducees.
hirdman wrote:
Hirdman: You are an independent landowner of some wealth and status, above the bondi yet below the Jarls. You possess a fair bit of land and have a bonus of +5 votes when speaking at the local Thing due to your position. Your land yields enough to feed you and your family, plus produce 100 gp a year in profit, though this assumes you or someone else spends a good deal of time at work planting, reaping, etc. Also, you begin play with an extra 150 gp, a riding horse, a suit of light armor, heavy wooden shield, and a simple or martial melee weapon.
Drawback:ObliviousThis is because in the stories the dwarves are usually being tricked or schemed on by the protagonist. Figure this is therefore an Archetypal drawback. In this case representing that Dvallar is a bit obsessed with her work.
Description
Height: 4’3” [ooc]one of the tallest dwarven women in existence. Rumours about non-dwarven ancestors. Archetypically the Svartalfar weren’t actually short, so I picked the max height. made her a little shorter than the human average of
Weight: 176 lbs (80kg)
Age: 100 suffering from first-century-itis: is this what I want to do with my life? Equivalent of a human turning about 25.
Equipment
290 gp
a riding horse
a suit of light armor
heavy wooden shield
Warhammer
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Riding Saddle 10
Smithing tools. 5
Masterwork Armourer Tools 55
Weaponsmith Tools 5
Shipbuilding Tools 5
Cleric’s Kit 16
Holy Symbol wood to iron 4
Sell Chainmail -50
Sell shield -3.5
Heavy Steel Shield 20
Breastplate 200
Rope 1
Snowshoes 5
BLOODROCK FARM
Dvallar picked her area because there was a geologically anomalous cliff with a vein of lighter quartz with iron-red stains in it. The hill had the look of a headless stone giant lying on his front, with a streak of red running through the ‘neck’.
Originally the area was simply a mine. She mined into the cliff (and found some good deposits) then purchased some thralls to assist. Once she had some space she set up rooms and a smithy inside. She makes quite a good living from the mining and smithing.
After the first hard harvest left a shortage and the price of food became almost impossible she realised she’d need to set up a farm to supply the area. She had a large grant of poor land, and decided to farm primarily carrots, potatoes and sheep. More thralls were brought in, and over time she enlarged the caves enough that sheep could shelter there over winter.
Dvallar is not so much a farmer as a person who owns a farm. Most of her income is from the occasional sale of a masterwork item.
BACKGROUND
Dvallar was the daughter of an important dwarf. Like most such daughters she was forced into a loveless political marriage. She stalled as long as she could, with the result that she had to be taken by sea to her fiance. On the way her ship was raided by a young Olaf Henrikson.
Henrikson offered to let her live in exhcange for becoming a Thrall. Dvallar countered by offering not to sink the ship, her dowry, and all in it. Eventually a compromise was reached - Dvallar agreed to forge Henrikson a sword "fit for a dwarf lord", and in exchange would be a 'guest' of Henrikson. In large part this was because Henriskson admired her bravery, and Dvallar really didn't want to die. Dvallar's ineptitude with norsk actually helped her cause in this situation.
Dvallar was intrigued by the Shield Maidens. The concept was alien to a dwarven woman, but she took to it immediately, using her guest status to train and eventually join the shield maidens.
Henrikson had no idea what he demanded when he asked for a sword fit for a dwarf lord, as such weapons are the pinnacle creations of a race that all but worships smithing. Dvallar was prepared to put in the necessary decades of work to learn to forge one, not remembering how long humans lived. When she learned how much better life was as a Shield Maiden she saw no reason to hurry.
When Olaf conquered Halfstead Dvallar was one of his shieldmaidens (he had realised the sword might never come, but figured the addition of a competent fighter and gifted smith to his retinue made up for that). In reward for her service she was granted Land. She did a survey and then took a scrubby, barren little hardhold in the upland hills a day away from the port. The humans thought her mad for picking such land, but it was the bounty under the ground that had called to her. Veins of iron, silver and even a hint of adamantium sung to her when she slept on the cold ground.
Helja, One of the Shield Maidens that had been her friend since the start, had fallen unexpectedly pregnant, and used her grant to found a farm near Dvallar. Helja, now fifty, is a grandmother. Her son runs her farm now. Dvallar and Helja's friendship suffered over the years - as Helja grew older and frail, Dvallar with her dwarven lifespan remained the same.
Dvallar's 'household' was a mine and a smithy, and she traded metal and goods for food. In the end it just became easier to buy some Thralls to work the land. Those thralls became Freemen in time, and Dvallar is a "Hirdman". A woman in such a position is unconventional to the humans, but unprecedented to dwarves.
Her father sent men to take her home, but her Oath is her protection. If her father orders her to leave, she must, but then her entire clan would be Oathbroken, and have to pay a human for forgiveness - typically three times the price she owes. Thus, while her father ground his teeth he was forced to let Dvallar stay.
Like many shield maidens, Dvallar has learned to become 'one of the guys'. She doesn't truly understand the Northmen mindset, and emphasises her Dwarven nature while also desperately over-embracing northmen behaviour (for example, she will try to drink much larger northmen under the table).
She abstains from romantic relationships, as becoming pregnant would ruin the situation she has been so fortunate in finding.
CULTURE
Revising this a little - hope is okay. Partly this is to fit the stories better, partly to emphasis the cultural issues.
Religion: rather than invent a whole new set of gods… Dwarves are ancestor worshippers. Many of these ancestors - especially the most ancient - have become powers and dominions. The use of an Ancestor’s name draws on their power.
Status: Dwarves prize those who can create over those who can destroy. Age is respected. Wealth is respected. Self-employed over workers. Those who can defend themselves are respected.
Praise: Praising someone (or something they have made) makes the ancestors envious. The better something is, the more careful one should be about praising it. This changes as soon as it is about a dead person (or something they had a hand in) as then one is praising the ancestors and they love that.
Long term: Dwarves have a long term view. What’s the point of building a house out of wood when you’re just going to have to rebuild it in thirty years anyway? If a job’s worth doing, it’s worth doing right.
Names: Names have power. Names, especially true names and even more so full true names, are something that should be used carefully and with respect. Nicknames, diminutives and relationships are all fine.
Charity: the stories have dwarves as miserly, yet all seem to be happy to trade good for something else Dwarves don’t believe in charity. They believe in loans. Charity suggests someone else is so useless that they’d never be able to repay you. Dwarves desperately save money to (A) buy independence from their family (B) make investments and start a family (also an investment). Once they have sufficient non-labour income, dwarves tend to retire. Dwarven communities often pay significant taxes, and dwarven workers are typically paid income every year. Dwarves do help each other out with time, but this is also treated as a sort of currency. Dwarves definitely do help each other in emergencies (and there is an assumption everyone will pull together in such situations). Dvallar had serious issues understanding Ring-giving, and still only vaguely understands it. She has a tendency not to give to her inferiors for some time, but then every now and then hand over a masterwork item. She’s always grumpy when she hands something over.
PEOPLE
Aðalbjörn
Who is he: Huscarl. Amazing warrior. Very tall.
Relationship: He’s ‘one of the guys’, as am I. He comes by the forge surprsingly often while I’m working. Not sure if he’s checking out my work, my technique or me.
Aella
Who is she: Shield maiden. Has a child. The daughter of Thollvar the Unslain and XXX
Relationship: Little Aella is the daughter of my friend Thollvar, and one of my students. She grew up fast.
She’s got a child now, but is not giving up Shieldmaiden. I worry that she’s thrown her chance for independence away, and that the humans’ll force her to become a housewife.
Haldorr
Who is he: Erika’s brother. He killed Erika in training, got made a Thrall, then did something heroic to get out of it.
Relationship: Don’t really know him that well. Ghosts of Erika.
Helle
Who is she: Apprentice Cunning Woman to Odi. Young.
Relationship: Polite. Stops by for tea regularly. Queried me on the properties of minerals and gems - and actually listened. I could probably make a good miner of this girl
O∂ørn
Who is he: Some sort of resurrected Godi. Obsessed with the sea and ships.
Relationship: not sure how I ended up in the shipbuilding trade - well it started with simple repairs and went up from there. Oðørn actually understands craftsmanship in this - and he has a context I lack. Not much dwarven lore on ships, and ship naming ceremonies. I keep my divine service quiet - not much point in telling humans about a dwarven afterlife - but not secret. Somehow that shared service gives us a common ground.
I’m not sure he has friends, but if he does, we’re friends.