Flesh Golem

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* Pathfinder Society GM. 90 posts (662 including aliases). No reviews. No lists. No wishlists. 21 Organized Play characters. 15 aliases.


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Valley of Mists

300 years ago there was a small but profitable princedom in the hills and mountains to the east of the river kingdoms. Not much is now known about it or why it has fallen in to the dustbin of history. Now documents have come to light that prove the rights of an energetic heir to the rulers of this land. She has gathered support and allies to attempt to resettle and revitalize the valley. You are among those supporters.

The Valley of Mists campaign aims to be somewhat similar to Kingmaker or Keep on the Borderslands. You and your party members are young adventurers that through various contacts have joined an expedition led by Anna Feldstrom, an orphaned noble from Taldor. She has, during a brief career as an adventurer, uncovered documents proving her claim to the lands of the Valley of Mists. She has convinced three prosperous merchants to supply her expedition to reclaim the lands in exchange for various concessions. Looking for 5-6 players for an online game on sundays. Using Roll20 and Discord.

NPCs
-Anna Feldstom, still in her 20’s she is a charismatic and energetic leader that is at home in court as she is in the fields. She is the last of a minor noble house that fell during the recent civil war in Taldor. She is tall and lean, with fair skin and long black hair.

-Darksky, Anna’s handmaiden. Little is known about her, even what she looks like. She is swathed in thick black silk and rarely speaks. She is never far from Anna and even sleeps at the foot of her bed.

-Leftenant Guntermin Windrose, Dwarven mercenary. He leads a squad of ten mercenaries that have been contracted for one year to support and defend the expedition. He is more outgoing than your average dwarf and happily dances, accompanied by the bells woven in to his beard, given a bit of downtime.

-Einar and Tulla Greenburrow, Reluctant halfling guides. They traveled as tinkers through the valley and have been persuaded by some means to lead you to the few settlements that exist. Sullen and lazy they have been difficult to work with since the start.

-Antorin Glimmerkin, Half-elven merchant son. His father is a rich merchant specializing in textiles. Antorin was sent to represent his interests and to perhaps build a relationship with Anna. His father has provided the money for the mercenaries as well as a wagon of tools, seeds, tents and other materials. Antorin is very proud of his looks and his supposed ability with his dueling sword.

-Lyda Seheppen, apprentice potion maker. Lyda is a plump gnome woman with frizzy green hair. She has been sent by her uncle to represent his interests and assist with her potions and alchemy skills. Her uncle provided the expedition with a good deal of money, and a number of potions and minor magic items, a small library as well as an altar sanctified to Torag.

-Gavin Dorst, Young human smith. Gavin is the youngest son of Emeric Dorst a renowned mastersmith. Though he is only 16 he is already well over 6 ft tall with muscles to match. His father provided a portable smithy, a wagon full of good steel, two wagons of food and supplies and the contracts for 10 workers and teamsters. It is plain to anyone with eyes that Gavin is infatuated with Anna.

Rules
2nd level characters
150 gp start
25 point buy for attributes
No custom races, no androids or other sci-fi races
No swashbucklers, gunslingers, vigilante or mesmerists. Other occult classes are a maybe
Weapon focus, Weapon specilization and similar feats apply to all weapons.
Everyone has precise shot, and weapon finesse
I often use rules from other editions and systems to help smooth over rough spots in the system.

Rules lawyers need no apply


Could be a lot of fun. I'm kinda picturing a constantly sick urban druid. Rat based perhaps.


W. P. Stagg wrote:
Let's do business.

FYI you can use your dex for attack rolls with operative melee weapons.


We may not cover the gamut of the classes but we cover pretty much all of the needs. We can cover the ship positions solidly. We have aoe, we have hp healing, we have a charisma monkey, we have offensive magic.

The only thing i see missing from the standard lineup is that we don't have a way to heal stamina short of a 10 minute rest. Personally, i think that there should be something with the medicine skill to deal with that, but that is just my pet peave.

Perhaps it would be good for all of us to post again to reconfirm our interest.


Here you go.

stats:
Vicis
N Android Soldier 2 (bombard)
Str 14 Dex 16 Con 12 Int 13 Wis 10 Cha 8
HP/SP 16/18 Speed 25'
EAC 15 KAC 17 combat maneuvers 25
BAB +2 Init +3 Resolve points 4
Fort +4 Ref +3 Will +3 *+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs.
Speed 25'
Attacks
Assault Hammer: +5 to hit; 1d6+2 B
Artillery laser, azimuth: +6 to hit, 1d10 F damage, crit (1d6 burn). Called infusion.
Flash grenade I: +6 to hit, blind 1d4 rnds, 5 ft radius, DC 14
Dragon Gland: 15' cone of lightning 3d6 damage. DC 11+ 1/2 char level.
Skills Acrobatics +5, Athletics +4, Engineering +6, Medicine +6, Piloting +8, Profession(Weapons design) +5, Survival +4. Feats Weapon Focus: Heavy, Versatile Focus
Special
Constructed: For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision: low-light vision and darkvision
Flat Affect: -2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Grenade Expert (Ex): You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
Languages: Common, Azlanti
Gear: Hidden Soldier Armor, Assault Hammer, Artillery laser, azimuth(called infusion), Dragon Gland, 1 Serum of healing I, 1 Medpatch, Toolkit, personal comm, Temporary Flash grenade I, 13 credits.

concept:
Vicis: An Android* Soldier(bombard) aiming at power armor in the future. Son of the founder of Rampart Industries, a maker of top of the line armaments. He is a thrill seeker that eventually has a major accident that results in some cybernetic replacements. He quickly becomes addicted to body alteration and after years of bad publicity, he is almost entirely cybernetic. His father has the courts declare him legally dead. With no support, he gravitates to the Starfinder society. Where else can he push the envelope on the known world and get access to top of the line and exotic technology. After some difficulties on the diplomatic side of normal starfinding he settles in to his role on an rapid response assault squad.

scene:

The beige interior of the security office was jarred from its bland existence by the strobing lights from the emergency response vehicles, and the smell of smoke and ozone from the odd figure slumped in the holding cell. His form would would normally evoke an image of sleek technology and military precision, however this image was spoiled by the exposed circuitry and charred synth flesh in his left eye and much of his left side.

Focus on me Agent Vicis. said Starfinder Gorson Ru, snapping the fingers on all four hands to rouse the injured Androids attention. Tell me again how a simple courier mission to a trade conference resulted in the destruction of the not one, but two ships, and the thousands of credits of cargo.

Vicis stopped poking at the damage to his side and focused his one intact eye on his superior. Technically the cargo shuttle can be repaired. Probably. with a sigh he continued, That “Cargo”, was enough contraband weapons to start a small war.

Agent Vicis! Do you have any idea how embarrassing this is is for the society! the Kosathan Starfinder started in.

Go bleach yourself! Barked Vicis. Just because those idiots donated to the Starfinders doesn’t make them the good guys. You people and your politics. Half those weapons were recovered from goblin raiders. Lasers, grenades, cargo frames, fighters. And at any moment they could have blown up or worse. I just helped them along a bit. the agent calmed a little, then spit some milky blood on the tiles of the floor. Look, none of the rats or their terrorist customers were killed. You get to turn over a dozen criminals to Absolam security, and the merchant corp gets to deny they had any idea what was going on. Hell, they will probably offer an even bigger “donation” to keep us quiet about it. Its a win for everyone. Except for my combat rig that is. sighing and going back to examining his damaged implants. Hey, can I get reimbursed for these repairs?

The red-faced sputtering from Gorson Ru, suggested that was unlikely.


Blasphemer! :p


@OSW As far as I can tell Azimuth is just a cool sciency word they attached to avoid calling it Laser Rifle I :P


OSW yeah there are really only a few options for weapons and armor starting out.

I would recommend at least a 12 str even if you are going to be primarily ranged attacked. Bulk adds up quick and there are some feats, like power armor proficiency that have str requirements.

"Laser rifle, azimuth" is probably your best bet starting out. Light, fairly cheap, good damage and crit.

You will want a projectile weapon at some point, but to conserve money, you can probably rely on your melee weapon to deal with invisible or fire resistant critters.

On the melee side, "Doshko, Tactical" is the biggest bang for the buck. If your Dex is substantially higher than str you can use a knife or baton using you dex to hit. Less damage, especially as you level, but it can work well early on.

Misc equip, mostly the usual, personal comm, serum of healing, Rope, batteries, ammo, light, possibly toolkit and/or medkit. Most improved misc stuff probably needs to wait for more funds.

Armor wise, unlike weapons, you have the money, just barely to bump up your ac pretty well if you skimp on some other areas. "Carbon skin, graphite" is a very good light armor. That will start you with about as good an ac as you get at 2nd level. "Freebooter armor I" is almost as good, but a bit more balanced on the cost side.

On feats the only thing i have to add to Varg is the barricade and kip up feats. In combat that doesn't involve melee threats you can stack your ac very quickly by dropping prone and/or building cover.

sorry for the wall of text, have been playing casters in a couple of starfinder games and so my brain has been imagining what it would be like to be able to use all the fancy armor and weapons. :)


Here is my soldier idea.

stats:
Vicis
N Android Soldier 2 (bombard)
Str 14 Dex 16 Con 12 Int 13 Wis 10 Cha 8
HP/SP 16/18 Speed 25'
EAC 15 KAC 17 combat manuevers 25
BAB +2 Init +3 Resolve points 4
Fort +4 Ref +3 Will +3 *+2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs.
Speed 25'
Attacks
Assault Hammer: +5 to hit; 1d6+2 B
Artillery laser, azimuth: +6 to hit, 1d10 F damage, 1d6 burn. Called infusion.
Flash grenade I: +6 to hit, blind 1d4 rnds, 5 ft radius, DC 14
Dragon Gland: 15' cone of lightning 3d6 damage. DC 11+ 1/2 char level.
Skills Acrobatics +5, Athletics +4, Engineering +6, Medicine +6, Piloting +8, Profession(Weapons design) +5, Survival +4. Feats Weapon Focus: Heavy, Versatile Focus
Special
Constructed: For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision: low-light vision and darkvision
Flat Affect: -2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2.
Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor.
Grenade Expert (Ex): You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).
Languages: Common, Azlanti
Gear: Hidden Soldier Armor, Assault Hammer, Artillery laser, azimuth(called infusion), Dragon Gland, 1 Serum of healing I, 1 Medpatch, Toolkit, personal comm, Temporary Flash grenade I, 13 credits.

background\concept blurb:
An Android* Soldier(bombard) aiming at power armor in the future. Son of the founder of Rampart Industries, a maker of top of the line armaments. He is a thrill seeker that eventually has a major accident that results in some cybernetic replacements. He quickly becomes addicted to body alteration and after years of bad publicity, he is almost entirely cybernetic. His father has the courts declare him legally dead. With no support, he gravitates to the Starfinder society. Where else can he push the envelope on the known world and get access to top of the line and exotic technology. After some difficulties on the diplomatic side of normal starfinding he settles in to his role on an rapid response assault squad.


Oceanshieldwolf power armor\armor storm is somewhat counter-intuitive. It grants you a good Strength but you are stuck at that strength, even if your own Strength is higher. So if you are looking at a melee character, you spend a lot of levels bumping up against that ceiling. If you are a ranged character, you will lose a lot of your Dex bonus to AC.

Long story short, Power armor makes a balanced character better, but a focused character will probably get frustrated. You can get better AC from heavy armor, and you can meet or beat the Strength curve without it.


The two ideas that I have in my head at the moment:

Vicis: An Android* Soldier(bombard) aiming at power armor in the future. Son of the founder of Rampart Industries, a maker of top of the line armaments. He is a thrill seeker that eventually has a major accident that results in some cybernetic replacements. He quickly becomes addicted to body alteration and after years of bad publicity, he is almost entirely cybernetic. His father has the courts declare him legally dead. With no support, he gravitates to the Starfinder society. Where else can he push the envelope on the known world and get access to top of the line and exotic technology. After some difficulties on the diplomatic side of normal starfinding he settles in to his role on an rapid response assault squad.

Brunin Goldbrow: A Dwarven Icon Envoy. A child star from a popular adventure show 30 years ago, known for his frizzy blond hair and incredulous expressions. In the intervening time, he has suffered an endless string of problems with substance abuse and legal problems. Only a few years ago he was released from a 5 year sentence for manslaughter after an attempt at regaining fame in a full contact rugby league that left one player dead and another crippled. He has dried out, but still has to battle addiction. Now he has joined the Starfinders to live the dream he played at as a child.

It has been a while since I have done any play by post so I will likely have a learning curve on the scripting side.

Thank you


Sounds interesting. I will keep an eye out for the official recruitment start.


Out of character Urran is a criminal paladin, so he has some divine at 2nd and he has some stereotyped err I mean roguish abilities as well. Cause really, why play one thing...

Will set up an alias soonish.


Let me know if you want info on the diety I picked. It is one of the lesser ones that didn't make the core book.


Here we go, sorry it is so late.

Urran Padfoot

DM Ashman:

Urran Padfoot
Halfling(Lightfoot)CG Paladin 1 of Hoar
Background: Criminal(Spy) Harpers
HP 11(1d10) Speed 25 AC 15
STR 10 DEX 16 CON 12 INT 10 WIS 11 CHA 16
Attack:
Rapier +5 d8+3 or Whip\Dagger +5 d4+3 Hand Xbow +5 1d6+3
Proficiencies:
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves’ tools, Three Dragon Ante
Saving Throws: Wisdom, Charisma
Skills: Deception, Intimidation, Persuasion, Stealth
Equipment:
Chain Shirt, Rapier, Hand Crossbow, Whip, Daggerx2, Thieves Tools, Three Dragon Ante set, an alabaster mask. 2 GP
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Abilities:
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space o f any creature that is of a size larger than yours.

Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Divine Sense: The presence o f strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number o f hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Personality Traits:
Always smiling especially when angry or frustrated.
Ideal:
No means are too much when confronting evil.
Bond:
I must always keep moving to keep ahead of those that do not understand my methods.
Flaw:
Takes a unhealthy satisfaction in using the methods of evil against itself.


I am thinking a Halfling Fighter. Won't have access to my book till Thursday night though so it will be right at the deadline.


Sounds fun. Have a dci 6203768206(so i don't have to look it up again) and have already played some encounters with a character so a little bit of experience with the system.

I am good with playing any role so i can hold of till others have some ideas on what they want to play.


Shared background sounds great. I haven't built anything in to his background for it, but the (dark) omen trait sounds like it would be a great start to why a warrior priestess is keeping an eye on him.

crunch:

Ashar Shirazi
Male human (keleshite) bard (arcane duelist) 1
LN Medium humanoid (human)
Init +3; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee punching dagger +1 (1d4+3/×3) or
. . sap +3 (1d6+3 nonlethal) or
. . scimitar +1 (1d6+3/18-20) or
. . scorpion whip +3 (1d4+3)
Special Attacks bardic performance 6 rounds/day (distraction, fascinate [DC 12], inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)saving finale (DC 13), windy escape
. . 0 (at will)detect magic, light, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +3; CMD 16
Feats Arcane Strike, Double Slice, Two-weapon Fighting
Traits courageous, illuminator, omen
Skills Appraise +4, Bluff +6, Diplomacy +8 (+6 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +7, Knowledge (history) +4, Knowledge (local) +4, Perform (oratory) +6, Sense Motive -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Use Magic Device +6
Languages Common, Kelish
SQ pride
Combat Gear scroll of cure light wounds; Other Gear lamellar (leather) armor, punching dagger, sap, scimitar, scorpion whip, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, mess kit, mirror, Small Drum, soap, trail rations (5), waterskin, wooden holy symbol of Saerenrae, donkey, pack saddle, saddlebags, 13 gp, 8 sp, 7 cp
--------------------
Special Abilities
--------------------
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.
Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects.
Courageous +2 save vs. fear.
Illuminator You speak unusually well when you are filled with the light of Sarenrae. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Omen (1/day) As a swift action, Demoralize an opponent.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize

Personality:
A very jovial bearded man, that speaks a thousand words a minute and treats everyone as his best friend. Over dramatic and boisterous, he is still cut-throat in his cheerful way when it comes to bargaining. At moments however, one of his eyes seems to shift in color and his gaze becomes dark, as if the sun was momentarily blocked.

background:
A tall slender young man, Ashar is away from his clan for the first time in his life. He is out to find adventure, profit and women that he is not related to! The people of his clan are well regarded as traders, and will not allow their children to become spoiled by their success. Each must go in to the world without aid from family to prove their worth in bringing back information, skills and wealth to aid the clan.


DM Mode Activated wrote:


Doomguide your idea for the stranger in a distant land is fine. you would be far from home and a bit of a rarity, but not unheard of. switching the rapier for scimitar is fine. I will need to look up the scorpion whip but my quick guess is it will be ok same with the archetype.

Cool, will put in stats tonight.

Scorpion whip does d4 lethal damage, unlike a normal whip, but it only has a 10 ft range. Also from the Quadiran area of pathfinder. I like the idea of having something to use if we end up to front line heavy. Have run in to that in several games. Plus the mental image of a whirling dervish style fighter with a pair of daggered whips just seems damn cool.


I will get the crunch done when I get home tonight, but wanted to put the general idea out to check on the archetype and general feel.

Ashar Shirazi, is born to a trading clan out of the hot desserts of the east. Having come of age he must now set aside the minimal duties his family has held him to and seek his own fortune. A long valued custom of the clan to ensure their line is hardy and never becomes to set in their ways.

Personality: A very jovial bearded man, that speaks a thousand words a minute and treats everyone as his best friend. Over dramatic and boisterous, he is still cut-throat in his cheerful way when it comes to bargaining.

Basically looking at an Arabic human bard, arcane duelist if possible. Arcane duelist trades some of the skill bonus options for combat related feats. Built to dual wield. Would like to trade rapier proficiency for Scimitar to match his background if possible. Scorpion whip could be a fun visual if allowed.

Not the standard European fantasy fare but then most shows etc have that one exotic foreigner that helps draw in strange things from outside the setting. Have the stats as current, but the game I tried him in was in Pathfinder Quadira so he was a Iffrit which requires some substantial changes.


Yep, momma bugs introduction to the combat was to drop him.


They provoke and do non lethal yes, but the -4 is only for disarm or if i try to use a normal weapon for nonlethel


DM-Kal wrote:

Orald, what is this "punch" attack of yours?

? Just a normal punch, with arcane strike and morale bonuses.

punch: 1d20 + 4 + 1 + 4 ⇒ (8) + 4 + 1 + 4 = 17
nonlethal damage: 1d3 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8


What! No spriggans here, don't even know what those are. I am just a poor helpless little gnome. I'm not even sure how I got here. :)>


Urgitz, Spriggan thug here.


GM DFang wrote:
@Doomguide: Forgeborn is 3PP race right? I like how you put it into perspective though, so I might consider it. Can you send me the complete race details for that? As long as it's 15RP or less equivalent, then it shouldn't be a problem.

I just made it up with race builder. That late my brain didn't catch that you meant existing races that are 15 or less.

It is humanoid (dwarf) half-construct (7). Medium, Slow speed(-1).
+2 on all physical stats, +4 Wis, -2 Chr(4). Darkvision 60(2), Nat armor +1(2), Craftsman +2 on blacksmithing(1).

Happy to adjust it however you would like. I like the idea, not that concerned about the mechanics.


die rolls:
stats: 4d6 ⇒ (2, 5, 6, 3) = 1614
stats: 4d6 ⇒ (5, 2, 2, 2) = 119
stats: 4d6 ⇒ (3, 2, 1, 2) = 87
stats: 4d6 ⇒ (5, 1, 6, 5) = 1716
stats: 4d6 ⇒ (6, 1, 6, 3) = 1615
stats: 4d6 ⇒ (2, 2, 5, 5) = 1412
stats: 4d6 ⇒ (6, 1, 6, 4) = 1716
stats: 4d6 ⇒ (6, 3, 3, 2) = 1412
So 16,16,15,14,12,12. Nice

I present Crucible, a creation of the dwarven gods, who were tricked in to bending the rules of the contest, by Asmodeous who has, mostly, subverted their champion. Warpriest(forgepriest) looking toward Champion or Guardian depending on how the events shape his personality. Built race is a little cheesy but it fits the idea pretty well. I can tone it down or retool if you like. Please let me know if I missed anything.

Crucible Background and personality:

When it became clear that a great game was in the making, that would pit law versus chaos. Asmodeus knew that he would not be allowed his proper role in the event. Kill one pesky sibling and people get so worked up. So he set about a plan. He spoke to the Dwarven Gods, the finest of craftsman and the staunchest defenders of law. Why simply watch and choose a mortal to be their champion. That process is so unreliable and chaotic. Why their skill was so great, surely they could create a champion that would outshine any others. With his honeyed words Asmodeus set the dwarves on the path to making a mighty warrior that embodied all that they believed in. Strong, sturdy, and with a will like iron. May as well make him nimble. The elves had shown that flaw in their dwarven children too many times.

All through this process Asmodeous praised their genius and dedication, all the while secretly influencing the creation. So after much debate, and many tests, Crucible was born. A mortal, but lacking the weaknesses of other mortals. His mind built to be devoted to creation and order, a mighty wall that the rest of the champions can shelter behind. So it was that Crucible entered in to the void to await his time. But his mind was not in stasis as it should have been. Asmodeous whispered to him of his destiny, his power, and his superiority. So when the time came for the beginning of the great trial, it was not a champion of the dwarves that emerged, but neither was it wholly a creature of the Arch Devil.

Crucible has long known of his power, but he lacks the history of other mortals, making it hard to interact with them. His pride is overweening but his power can not be denied. This leads him to discredit those around him, but also to feel that he must protect them. Inside he must continually face the battle between the love of Torag in his heart and the whispers of Asmodeus in his mind. This can leave him testy and hard to relate too. He feels the dwarven love of creation, but doesn't always trust the skills of others, and is reluctant to make use of others creations.

Crucible appears as a tall figure, but otherwise dwarflike in build. His beard and hair seem to be made of silver, though he has a streak of pitch-black hair coiling around his left ear. His voice is a loud bass rumble, but lacks the range that most people learn as part of life.

Crucible Crunch:

Crucible
Forgeborn warpriest (forgepriest) of Asmodeus 1
LN Medium humanoid (dwarf, half-construct)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+5 armor, +1 shield, +3 Dex, +1 natural)
hp 11 (1d8+3)
Fort +5, Ref +3, Will +9; +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Resist construct resistance
--------------------
Offense
--------------------
Speed 20 ft.
Melee warhammer +5 (1d8+4/×3)
Two Weapon fighting Warhammer +3 (1d8+4) and Shield +2 (1d4+2)
Warpriest (Forgepriest) Spells Prepared (CL 1st; concentration +6):
. . 1st—divine favor, remove fear, shield
. . 0 (at will)—guidance, mending, read magic
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 16, Int 12, Wis 20, Cha 10
Base Atk +0; CMB +4; CMD 17
Feats Two-weapon Fighting, Weapon Focus (warhammer)
Traits artisan, axe to grind, magic crafter
Skills Appraise +2, Craft (blacksmith) +7 (+8 to make magic items), Diplomacy +0 (-2 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Heal +9, Knowledge (engineering) +5, Perception +6, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized)
Languages Common, Dwarven, Infernal
SQ aura, blessing (fire blessing), blessings, fire strike, pride, sacred weapon
Combat Gear acid, alchemist's fire; Other Gear scale mail, light steel quickdraw shield, warhammer, artisan's tools, crowbar, warpriest's kit, 6 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Axe to Grind +1 trait bonus on damage against foes who are threatened by only you.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Construct Resistance +2 save vs. disease, mind-affecting, poison, and exhaustion/fatigue effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fire Strike (Su) Touched weapon deals +1d4 fire dam for 1 min.
Magic Crafter +1 on Craft checks to make magic items and +1 appraise on magical items.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.


Here is Urgiz my Spriggan street thug. If we are melee heavy i can retool as an alchemist also.

Urgiz-small:

Urgiz
Spriggan slayer (cutthroat) 1
N Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 16 (+4 armor, +1 shield, +3 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +7, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee: shortsword +3 (1d4+1/19-20) and
spiked gauntlet +3 (1d3) and
warhammer +3 (1d6+1/×3)
Ranged sling +7 (1d3+1) and
tube arrow shooter +7 (1d3)
Special Attacks: studied target
Spriggan magic: - Advanced Spell-Like Abilities (CL 1st; concentration +0)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 13, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 16
Feats Two-weapon Fighting, Weapon Finesse
Traits: armor expert, criminal, fiend blood
Skills: Disable Device +8, Disguise +2, Knowledge (dungeoneering) +2, Knowledge (local) +5 (+6 when in an urban setting), Knowledge (planes) +6, Perception +5, Stealth +13, Survival +2
Languages: Common, Giant, Gnome
SQ: Size Alteration, paranoid, street stalker
Other Gear: lamellar (leather) armor, buckler, shortsword, sling, spiked gauntlet, tube arrow shooter, warhammer, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Armor Expert: -1 Armor check penalty.
Size Alteration (Su): Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Paranoid: Aid Another DC 15 for attempts to help you.
Spriggan Magic (Ex): A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.
Street Stalker (Knowledge [local]) (Ex): Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (Move action, 1 at a time) (Ex): Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Urgiz-Large:

Urgiz
Spriggan slayer (cutthroat) 1
N Large humanoid (gnome)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+4 armor, +1 shield, +3 Dex, -1 size, +4 natural)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee: (L) shortsword +2 (1d8+4/19-20) and
(L) spiked gauntlet +1 (1d6+2) and
(L) warhammer(2-handed) +4 (2d6+6/×3)
Ranged (L) sling +2 (1d6+4) and
(L) tube arrow shooter +2 (1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks: studied target
Spriggan magic: - Advanced Spell-Like Abilities (CL 1st; concentration +0)
At will—flare (DC 10), scare (DC 12), shatter (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 18, Con 13, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +6; CMD 20
Feats: Two-weapon Fighting, Weapon Finesse
Traits: armor expert, criminal, fiend blood
Skills: Disable Device +7, Disguise +2, Knowledge (dungeoneering) +2, Knowledge (local) +5 (+6 when in an urban setting), Knowledge (planes) +6, Perception +5, Stealth +4, Survival +2
Languages: Common, Giant, Gnome
SQ: Size Alteration,paranoid, street stalker
Other Gear: lamellar (leather) armor, buckler, shortsword, sling, spiked gauntlet, tube arrow shooter,
warhammer, thieves' tools, 25 gp
--------------------
Special Abilities
--------------------
Armor Expert: -1 Armor check penalty.
Size Alteration (Su): Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action.
Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.
Paranoid: Aid Another DC 15 for attempts to help you.
Spriggan Magic (Ex): A spriggan gains a +1 racial bonus on concentration checks and to save DCs for all of its racial spell-like abilities.
Street Stalker (Knowledge [local]) (Ex): Gain a bonus on the chosen skill when in an urban environment.
Studied Target +1 (Move action, 1 at a time) (Ex): Study foe as a Move action, gain +1 to att/dam & some skills vs. them.


GM Zimmer wrote:


No wonder he's disreputable, he's using a 17 point buy! I surmise his Charisma's supposed to be 6 instead of an 8. Other than that, I don't see problems.

Doh, did i mention he was bad at math as well. Here as a 15 point buy. Stupid math. Dropping con so i still have some channels.

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.
He's running out a booze and the half-orc at the flophouse is looking for rent so he had best find a ship fast. Ain't nothing worse than being sober and sleeping on dry land. Now he ain't looking for none of those fancy "company" ships. Too much starch in their britches. A Fellas gotta understand that if a dwarf is supposed to do his best work he needs a few belts of something strong. Don't start on that drunken dwarves loses their temper crap either, it's a stereotype and I'll punch the fist one to bring it up. Nah, Gunter he needs a proper ship so he can get out and see the real beasties of the world, not these stunted critters as what lumber around on the dry land.

They all want the Bilgebeard working their ship, they just don't know it. He's forgot more about everything than anyone else knows. Err.. or something like that. He's also a priest so you should show him some respect! Don't quite remember how that happened but I got the fancy trinket to prove it.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 9 (1d8+1)
Fort +4, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 12, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 9) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.


Here is Gunter Bilgebeard. A thoroughly disreputable dwarven cleric. Made the change from 20pt to 15 pt on the fly, so there maybe a mistake or two, will verify tonight on herolab. I don't believe he has anything from the new newer books. Only thing I can think of would be the salt blood racial trait. The dorn-dergar is from one of the little books, but it is basically just a big weight on the end of a chain. Can have reach or not, a move action to change that. Exotic weapon. I thought that was the best substitute for an anchor I was likely to find. Yes, he seems rather silly, but I assure you I would still find ways to work with the group. :)

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.

He's running out a booze and the half-orc at the flophouse is looking for rent so he had best find a ship fast. Ain't nothing worse than being sober and sleeping on dry land. Now he ain't looking for none of those fancy "company" ships. Too much starch in their britches. A Fellas gotta understand that if a dwarf is supposed to do his best work he needs a few belts of something strong. Don't start on that drunken dwarves loses their temper crap either, it's a stereotype and I'll punch the fist one to bring it up. Nah, Gunter he needs a proper ship so he can get out and see the real beasties of the world, not these stunted critters as what lumber around on the dry land.

They all want the Bilgebeard working their ship, they just don't know it. He's forgot more about everything than anyone else knows. Err.. or something like that. He's also a priest so you should show him some respect! Don't quite remember how that happened but I got the fancy trinket to prove it.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15
hp 10 (1d8+2)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 2/day (DC 9, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (2/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.


LitanyOfCurses wrote:

I would be OK with you losing the spell like abilities and using the following instead, if you would like.

Size Alteration (Su) Once per day, as a standard action, a spriggan can change his size between Small and Large. Weapons, armor, and other objects on the spriggan's person grow proportionally when he changes size (objects revert to normal size 1 round after a spriggan releases them). When a spriggan becomes Large, his speed increases to 30 feet, he gains +6 size bonus to Strength, –2 Dexterity, +4 natural armor bonus, and he takes a –2 size penalty to his AC. This power lasts for as many minutes as character has levels and can be dismissed as a free action. 6 RP

This would allow your weapons to size with you

Sounds good to me


LitanyOfCurses wrote:

@Doomguide

The Kyton would be problematic at best. The spriggan is doable, what do you anticipate its race rp layout to be?

Best i can come up with is something like this:

humanoid (gnome)
Small, Slow(-1)
Greater Paragon(2)
+4 dex, -2 chr, -2 str
Svirblian magic seems like an equal trade for the spelllikes the spriggan usually have (2)
Low Light Vision 910
+2 on Stealth (2)
Nimble attacks (Weapon finesse) (2)
Spell like ability Monstrous Physique II (4) Giant gnome only.
Spell like ability Bull Strength (2) must be tied to size change.
14 total.

Let me know what you think


LitanyOfCurses wrote:

@Doomguide

The Kyton would be problematic at best. The spriggan is doable, what do you anticipate its race rp layout to be?

Not a clue, will look at it tonight. Yes, I am too dependent on herolab :P


Hmm all the ideas coming to mind are kind of evilish and I am not big on evil campaigns so it would be a challenge to play, which is good.

Idea 1: A newly created Kyton(thus far weaker and not terribly different than a human] that learns of the sensates. I would see a chain magus.

Idea 2: A vicious spriggan(once again, deleveled) who gets by, by luring bandits in to trying to steal from him, then hulking out and murdering them. hmm tie the size change in to an alchemists mutagen?


Planescape! Shut up and take my money! Oh wait, not a kickstarter this time. Absolutely I would be interested. Will have to ruminate on the proper character idea to catch your interest.


Here we go. The mad experiment that seeks to redeem himself. He doesn't really worship Rovagug, i just seemed appropriate to represent the dark powers that he possesses. That and it let me have the weather domain in a throw back to Frankenstein. I used the humanoid race creater to build the half-orc\dwarf cross over, then just ignored 2 stat points to get the -2 on dex. (+2 STR and CON, -2 DEX and CHR)

crunch:
Rogard
Mad experiment warpriest (forgepriest) of Rovagug 1
CN Medium humanoid (human)
Init -1; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, +2 shield, -1 Dex)
hp 14 (1d8+6)
Fort +6, Ref -1, Will +4; +2 vs. poison, spells, and spell-like abilities, +2 trait bonus vs. fear effects
Defensive Abilities: hardy, unnatural
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +4 (1d8+4/×3) and
warhammer +5 (1d8+4/×3)
Special Attacks: ferocity
Warpriest (Forgepriest) Spells Prepared (CL 1st; concentration +3):
1st—divine favor , shield
0 (at will)— mending, read magic , virtue
--------------------
Statistics
--------------------
Str 18, Dex 8, Con 16, Int 10, Wis 15, Cha 6
Base Atk +0; CMB +4; CMD 13
Feats: Toughness, Weapon Focus (warhammer)
Traits: deathtouched, making good on promises, wrecking wrath
Skills: Bluff -2 (-6 to affect animals), Craft (blacksmith) +6, Diplomacy -2 (-4 vs. creatures of a different race or culture, -6 to affect animals), Disguise -2 (-6 to affect animals), Intimidate -2 (-6 to affect animals), Knowledge (engineering) +4, Knowledge (religion) +4, Sense Motive +2 (+0 vs. creatures of a different race or culture)
Languages Common, Varisian
SQ aura, blessing (weather blessing), blessings, sacred weapon, storm strike, xenophobic
Other Gear: scale mail, heavy steel shield, battleaxe, warhammer, masterwork artisan's tools, warpriest's
kit, 17 gp
--------------------
Special Abilities
--------------------
Aura (Ex): The character has a strong aura corresponding to his deity's alignment.
Blessings (3/day) (Su): Pool of power used to activate Blessing abilities.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Ferocity (Ex): Fight without penalty even while disabled or dying.
Hardy (Ex): +2 to save vs poison, spells, and spell like abilities.
Making Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. +2 on saves vs fear
Sacred Weapon (1 rounds/day) (Su): As a swift action, grant weapon enhancement bonus or certain powers.
Storm Strike (Su): Touched weapon deals +1d4 electricity dam for 1 min.
Unnatural (Ex): -4 to CHA skills vs animals, +2 Dodge AC against animals. Animal starting attitude one step worse.
Wrecking Wrath (1/day): Add Strength modifier to damage a second time, with 25% chance of weapon breaking.
Xenophobic: -2 diplomacy and sense motive vs. those of a different race or culture.

Background:
It woke in a terrible storm. It was the dark of night and wind, and rain lashed his body. Chained as it was to a stone slab, hit couldn't move and howled his fear at the night. As any new-born would. A shadowed figure leaned over him. Yes, it worked. As I thought. Now quickly, bring the sacrifice, we must summon the spirit to fill the empty vessel!

It didn't understand what was happening. The shadows were moving and doing things to it. In its confusion and fear it became angry. With a burst of unnatural strength the chains shattered. It stood up and flailed at the dark figures surrounding it. They kept making sounds at it, but it did not know what they meant, it only made it madder. It hit the noisy figures to make them stop. After a few minutes all the noise stopped except for the sound of the raging storm.

It stumbled in to the night, not noticing the rain washing the blood from its hulking form.
******
It woke again, and the storm was gone. It was completely quiet except for a crunching sound nearby. Looking up, it saw a white monster, only a few feet away. As he shuffled away from the creature it made a hideous Baaah! sound. A few moments later, another of the figures moved in to view.

Now who have we got here, and by the gods what has happened to you? It slunk back, the wet, cold and pain in its stomach sapping it of the rage it felt last night. Well, lets get you dried off and fed at the least. I am Rogard, by the way, what is your name?
******
It was now a he, but it still had no name. He hadn't meant to hurt the Rogard, but he knocked something over and red filled the small hut. It looked in the burning and smoke for the Rogard, but by the time he found him, he wasn't making sounds anymore.
******
He shambled away, covered in the clothes the Rogard had given him and filled with the bread he had fed him. A few days later he found himself confronted by another monster. this was was huge, and had two heads. One of them made noises at him! Dear gods, man what happened to you? You look like you have been opened up by a dozen blades. What's your name?

The monster kept making sounds, but the Rogard had made sounds and wasn't bad. What did the monster want? What is your name? it said again, louder and slower this time. Name, the Rogard had made that noise too. Maybe this is another Rogard!

He tried to make the noises back the the new Rogard. Uhh...Rogard?

Rogard eh? Lets get you to the priest of Pharasma, you may not be dead but she is still the best healer we have.
*******
A few years and many tragedies later, Rogard as he was called now, worked his forge. Putting his great muscles to work knocking the dents out of the church bell.

In walked a group of strangers, led by a fussy looking man in fine clothes. His companions held weapons at the ready, but their leader waved them down. Good morning, I am Professor Petros Lorrimor, and we have much to talk about.

The professor went on to explain the chaos his forgings had wreaked and the stain his presence had on the town. At first he couldn't believe it, but a part of him new it was true. He was cursed. He was something dark and he couldn't get close to anyone or anything or it would suffer a terrible end.

With that and the Professor's stern warning, Rogard gathered his things and never slept in the same place two days in a row as he worked his way across the country. He took to hunting criminals, bandits and monsters. At least they deserved the death he carried in him.

Then a letter reached him. How the professor knew where he would be was a mystery, but he was summoned, so he came. Things must be very dire if he thought a damned creature like me was needed.


Horrorshow GM wrote:


@Doomguide: Yeah, that could be cool. Willing to reflavour Half-Orc or something, but I'm on the fence about allowing a custom race for this. We'll see.

Yeah, I couldn't make anything that seemed right with race builder without it being overpowered or just weird.

Maybe a combination of dwarf an orc. +2 STR and CON -2 Dex and Cha. Slow and steady due to lurching gate. Hardy cause he is a mish mash of living dead and other. Ferocity, cause flesh golemns tend to berserk. -2 on diplomacy and interactions with animals due to unnatural aura? Disquise as a class skill?


A giant brute stitched together from the corpses of both man and monster that fights to try and use his great strength for good.

He attempted to become a blacksmith, to help others build. However, he was never born so he has no soul. Without such all of his creations also lacked the spark of creation, and could only wreak destruction. Horses he shoed would shy and throw their riders, or slip and break their legs. A plowshare that struck a hidden stone and shattered, sending shards of metal to ruin the farmers face. Patching a simple kitchen pot for the neighbor, that was then used in a fit of rage to bludgeon her husband to death.

The Professor and his allies traced the happenings back to my petty little forge. He sent me to roaming, never staying in one place, never letting the taint of my dark birth cling to the innocent.

But now he has been summoned. The situation must be dire indeed.

I suppose a half-orc would work, but I may put together a built race to see if I can get something more spot on for a frankenthing.

Forgepriest Warpriest with negative energy channeling to reflect his dark luck.

Will try to put something together tonight or tomorrow night if it sounds interesting.


Just guessing at starting equipment.

background:
The guardian one had a name. The guardian once had a family. Now the guardian only has a mission. Over the decades and centuries the guardian has waited for the need to rise again.
**********
Kuri was born to a whore and raised in the gutters. His father must have been a brute because even as a child he was a head taller than the other gutter rats. He would have been hanged or in prison before twenty if fate had not intervened.
**********
Well this place is a bust. There isn't s~@! to scavenge here anymore. This was supposed to be a temple or fighting school or something at some point. Guess others have been stripped it a dozen times over.

With that, the wretched scavenger boy gave the building a final pass. He was about to leave when he kicked over an old tile and a gleam of metal caught his eye. A old steal battle mask, gleamed up at him. It had nothing but a pair of eye slits. Picking it up, he was pleased to see that it wasn't rusted out. No rust at all in fact. Weird. Lifting it up to the sunlight revealed subtle runes covering the mask.

Heh, its in good shape, might be magic even. I've heard of fancy stuff like that in stories. Selling this could keep me in booze for weeks. Huh, something written on the inside too. Wonder what it says?

With that the ruffian was compelled to place the mask on his face. Screaming for a moment in pain, the mask burned as it sealed itself to his skin. With that the Norne was reborn.

Blood Rager version:

Norne
Male human bloodrager (steelblood) 2
LN Medium humanoid (human)
Init +0; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+8 armor)
hp 22 (2d10+6)
Fort +5, Ref +0 (+1 bonus vs. trample attacks), Will +3
--------------------
Offense
--------------------
Speed 25 ft.
Melee mwk earth breaker +5 (2d6+7/×3) and
mwk greataxe +5 (1d12+7/×3)
Special Attacks bloodrage
--------------------
Statistics
--------------------
Str 17, Dex 11, Con 15, Int 10, Wis 15, Cha 14
Base Atk +2; CMB +5; CMD 15 (16 vs. overrun)
Feats: Power Attack, Raging Vitality
Traits: armor expert, indomitable faith
Skills: Climb +1, Craft (blacksmith) +7, Intimidate +7, Knowledge (arcana) +4, Perception +7, Spellcraft +4, Swim +1
Languages: Common
SQ: bloodline (undead), frightful charger, indomitable stance
Other Gear: half-plate, earth breaker, mwk greataxe, masterwork artisan's tools, bloodrager's kit,
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Special Abilities
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Armor Expert -1 Armor check penalty.
Bloodrage (8 rounds/day) (Su): +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Frightful Charger (1 round) (Sp): While raging, foe hit by charge attack is shaken for 1 rds.
Indomitable Stance (Ex): +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Raging Vitality: +2 CON while raging, Rage does not end if you become unconscious.

warpriest version:

Norne
Human warpriest (forgepriest) of Brigh 2 LN Medium humanoid (human)
Init +0; Senses Perception +2
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Defense
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp 22 (2d8+9)
Fort +5, Ref +0, Will +5
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Offense
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Speed 20 ft.
Melee mwk earth breaker +5 (2d6+7/×3)
Warpriest (Forgepriest) Spells Prepared (CL 2nd; concentration +6):
1st—divine favor , shield, stunning barrier ACG (DC 13)
0 (at will)— detect magic , guidance, mending, read magic
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Statistics
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Str 17, Dex 11, Con 15, Int 10, Wis 15, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats: Power Attack, Toughness, Weapon Focus (earth breaker)
Traits: Axe to grind, focused mind
Skills: Craft (blacksmith) +7 (+8 when creating armor, weapons, or metal items), Intimidate +7, Knowledge (engineering) +4, Knowledge (religion) +4
Languages: Common
SQ: aura, blessing (fire blessing), blessings, fervor 1d6, fire strike, forge mastery, sacred weapon
Other Gear: half-plate, mwk earth breaker, masterwork artisan's tools, warpriest's kit
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Special Abilities
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Aura (Ex): The character has a strong aura corresponding to his deity's alignment.
Axe to Grind: +1 trait bonus on damage against foes who are threatened by only you.
Blessings (4/day) (Su): Pool of power used to activate Blessing abilities.
Fervor 1d6 (3/day) (Su): Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fire Strike (Su): Touched weapon deals +1d4 fire dam for 1 min.
Focused Mind: +2 to Concentration checks
Forge Mastery: Add bonus to all craft checks to make armor, weapons, and metal items.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Sacred Weapon (2 rounds/day) (Su): As a swift action, grant weapon enhancement bonus or certain powers.


Int or Str: 4d6 ⇒ (2, 1, 2, 6) = 1110
Int or Dex: 4d6 ⇒ (2, 1, 1, 6) = 109
Int or Con: 4d6 ⇒ (5, 2, 6, 4) = 1715
Wis or Str: 4d6 ⇒ (6, 4, 3, 5) = 1815
Wis or Dex: 4d6 ⇒ (1, 6, 3, 2) = 1211
Wis or con: 4d6 ⇒ (2, 5, 1, 6) = 1413
Cha or Str: 4d6 ⇒ (3, 6, 3, 6) = 1815
Cha or Dex: 4d6 ⇒ (4, 2, 5, 2) = 1311
Cha or Con: 4d6 ⇒ (5, 3, 3, 6) = 1714

solid rolls.

I am thinking of a Human (or at least supposedly human)that took up a cursed mask that channels the power of a legendary warrior that (perhaps foolishly) vowed to always guard the land\against the big bad evil. I picture him as this creepy figure in massive armor that the mask melds into.

Maybe a Steelblood archetype Blood Rager. Not sure on blood line. I like the idea of the undead blood line, though if the big bad is a group of wizards, the arcane could work as well.

A forgepriest archtype Warpriest could get the same effect. Just depends on what magical powers the group would be helped by the most.

I will try and put them together tonight with a more refined backstory.


Humans. I am Vudruk of the Black Blade tribe. I was promised access to the magic forge fire here. If I return to my people with word that I was not able to do so, they will seek to punish both this town and me. If you seek to understand it and return this fire to life, you will need the blessings of the forge gods. I would sooner aid you than return in failure.

The large orc-blood sits back down after his pronouncement.


Vudruk sits in the corner, his slab-like face and body matching the rough slab-like armor he wears. His prominent orcish features draw the unfriendly gazes of the locals. He glares back at them while fingering a small shining metal bauble.

With the fire out, I will never escape the tribe. I'll bet one of these strangers had something to do with it. Never can trust strangers, at least that's what the tribe says. Hmm looks like they gave me a rat in my stew. Maybe this place isn't so bad after all.


Quiet all of you gum flappers! This here raccoon is telling me about a buried treasure. A ragged and drunken Gunter bellows, as he crouches down next to a surprisingly unafraid rat.


Here is my idea for a rather disreputable dwarven priest.

Gunter Bilgebeard:

Gunter Bilgebeard is a crusty old bastard, who has seen it all, then drank too much and forgot most of it. His last posting was as a Carpenters Apprentice, but they kicked him off when he punched the first mate for insulting a turtle that was passing by. Well the jokes on them 'cause he took his tools with him.

When they first see him, he is wearing nothing but a ragged and patched pair of pants, and a desperate expression. He has a rusty boats anchor slung over his shoulder and a satchel of tools on his back. he doesn't seem to notice anyone for a while as he rushes from one broken bottle to the next looking for a drink.

Gunter Bilgebeard
Male Dwarf Cleric of Gozreh 1
CN Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +3
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Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 10 (1d8+2)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
--------------------
Offense
--------------------
Speed: 20 ft.
Melee: dwarven dorn-dergar(Anchor) +3 (1d10+4) and
trident +3 (1d8+3)
Special Attacks: channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities: (CL 1st; concentration +4)
4 rounds/day— speak with animals
Enlarge as an immediate action, 6 rnd/day
Cleric Spells Prepared (CL 1st; concentration +4):
1st—Bless, Enlarge person D (DC 14), Remove Fear
0 (at will)— Guidance, Mending, Purify Food and Drink (DC 13)
D Domain spell; Domains: Animal, Growth
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Statistics
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Str 16, Dex 10, Con 15, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +3; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats: Martial Weapon Proficiency (dwarven dorn-dergar)
Traits: Peg Leg, Zest for Battle
Skills: Appraise +0 (+2 to determine the price of nonmagic items found in or under the water),Craft (ships) +4, Knowledge (nature) +4, Profession (sailor) +7, Survival +3 (+5 while at sea)
Languages: Common, Dwarven
SQ: Saltbeard
Combat Gear: Scroll of cure light wounds ; Other Gear: scale mail, dwarven dorn-dergar, trident, ale (per gallon) (2), artisan's tools, fishhook (7), wooden holy symbol (Gozreh), jug(2), mug/tankard, sewing needle, signal whistle, twine (50'), 2 gp, 4 cp
--------------------
Special Abilities
--------------------
Aura (Ex:) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su): Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition,you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth): As a swift action you can Enlarge yourself for 1 round as if targeted by an enlarge person spell. You can do this 3+Wisdom modifier times per day.
Darkvision (60 feet): You can see in the dark (black and white vision only).
Peg Leg: +1 trait bonus to damage vs animals with the Aquatic subtype.
Saltbeard: +1 to attack/+2 to AC Gain bonus to att/AC vs aquatic/water foes. +2 to Sailor/Survial checks at sea.
Speak with Animals (4 rounds/day) (Sp): You can use speak with animals as a spell-like ability.
Zest for Battle: When you gain morale bonus to weapon attack, also gain +1 trait bonus to damage.

Totally willing to adjust diety or non-campaign trait if they don't seem right. Sadly there are no dieties that give me anchor as favored weapon. I figure the Dwarven Dorn Derger should work for it mechanically. It is basically just a big lump of metal on a chain.


Here is my idea. Vudruk the orc-blood smith.

crunch:
Vudruk
Half-Orc Warpriest (Forgepriest) 1
CN Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +3
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5 (+2 to saves vs. emotion and fear)
Defensive Abilities orc ferocity
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Offense
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Speed 20 ft.
Melee falchion +4 (2d4+4/18-20) and
light hammer +3 (1d6+3)
Warpriest (Forgepriest) Spells Prepared (CL 1st; concentration +6):
1st—divine favor , shield
0 (at will)— guidance, mending, read magic
--------------------
Statistics
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Str 16, Dex 10, Con 14, Int 12, Wis 16, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Blood Vengeance ARG, Weapon Focus (falchion)
Traits fate's favored, skymetal smith, unbreakable hate
Skills Craft (armor) +5, Craft (weapons) +5, Intimidate +1, Knowledge (engineering) +5, Spellcraft +5;
Racial Modifiers +2 Intimidate
Languages Common, Giant, Orc
SQ aura, blessings, blessings (fire blessing), family ties, fire strike, orc blood, weapon familiarity, sacred weapon
Other Gear scale mail, falchion, light hammer (4), artisan's tools, artisan's tools, warpriest's kit
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Blood Vengeance When an ally is dropped, you can enter a weak rage as a free action. Stacks with barbarian rage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Fate's Favored Increase luck bonuses by 1.
Fire Strike (Su) Touched weapon deals +1d4 fire dam for 1 min.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certainpowers.
Skymetal Smith (Kept the item) +2 to Will saves vs. emotion and fear.

Background:
Vudruk is a runt compared to his full blooded kin, but he is chosen by Varg. His tribe has sent him to train with the humans and others to learn the ways of their crafting so that he can better serve Varg, god of war and weapons. What they don't know is that he has been compromised by his contact with outsiders and no longer truly serves Varg. His allegiance to Brigh is a secret that he must keep if he is to avoid a gruesome death at orcish hands. Perhaps they even sent a minder to watch him...

I used the pfs standard of 150 gold starting, which thanks to the ridiculous cost of falchions, barely covered the basics. If that should be different just say the word.

On a side note, any chance of lumping weaponsmithing and armorsmithing in together? They really aren't different trades. Either way he is going to be able to work on both, just a matter of how focused he has to be.

Thanks


Here is the fighter version of my ex apprentice, knight wanna be.

Theran Silverman:
Theran Silvermane

Male Human LG Fighter; HP 12/12; HD 1d10; AC 16
STR 16 +3 (+5)
Dex 8 -1
Con 14 +2 (+4)
Int 14 +2
Wis 10 +0
CHR 12 +1
Attack: +5 damage d8+5
Proficiencies: All armor, shields, simple weapons, martial weapons, Strength, and Con..
Fighting Style: Duelist: +2 damage when wielding a 1-handed weapon with nothing in other hand.
Second Wind: heal 1d10+1 once per short rest.
Skills: Arcana +3, Athletics +5, History +3, Perception +2, Persuasion +3, Stealth -1(disad)
Languages: Common, Goblin, Draconic, Dwarven.
Feat: Arcane Initiate
Cantrips:
True Strike: select target within 30 ft. Next attack on them gives you advantage.
Acid Splash: range 60 ft, 1 target or 2 if they are within 5 feet of each other. dex save or take 1d6 damage.
Spells:
Shield: reaction, add +5 to ac or negate magic missile. Lasts till you next turn.
Background: Sage: History, Arcana, Dwarven, Draconic Feature: researcher- General knowledge of where to find information.
Equipment: chainmail, longsword, warhammer, light crossbow /20 bolts, explorers pack, writing kit, letter from a colleague with a question you have not yet answered. 10gp
Personality: Easily frustrated by peoples failure to help each other. Goes out of his way to shield the weak, and has nightmares about the times he hasn't been able to.
Ideal: Greater Good: Our lot is to lay down our lives to protect the innocent.
Bond: Preserve the stories of old when white robes, knights and good dragons strived together to combat evil.
Flaw: I am distrustful of anyone who uses magic. They are all either indolent or cruel.


Looking at idealist or protector. He was sent to train with the white robes, but found that they weren't doing enough to help people in need. So he left and learned the skills to protect people in the world. Valor bard or eldritch knight i could see either, with a feat and background to offset the early weakness in fighting or casting respectively.

Eventually his love for knowledge brings him to texts of the ancient knights of solamnia and he seeks to recreate their splendor and their cause.


Sounds great!


2 more days till ACG unless you were on the subscription. Sidenote: In case I get picked, I will be at gencon through sunday.


Yep, that is a pretty thin offensive line right there.

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