Harsk

Falvastar Kraigsmith's page

44 posts. Alias of Forged Rain.


Full Name

Falvastar Kraigsmith

Race

Dwarf

Stats:
HP(11/11) AC/Touch/Flat 17/10/17 Fort/Ref/Will 4/0/6 CMB/CMD +1/11 Init +0

Classes/Levels

Skills:
know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
1 Cleric (Iron Priest)

Gender

Male

Size

M

Age

135 (middle aged)

Languages

Common, Dwarven, Androffan, Hallit, Orc, Undercommon

Strength 12
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 18
Charisma 10

About Falvastar Kraigsmith

Character Sheet:

Falvastar Kraigsmith
Male Dwarf Cleric (Iron Priest)
Domains: Artificer (construct), Magic (rites)
LG Medium Humanoid
Int +0,Senses Darkvision,Perception +4
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Defenses
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AC 17, touch 10, flat-footed 15
HP 11 (1d8+3)
Fort +4,Ref +0,Will +6
Resistances
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Offense
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Speed 20 ft
Melee
Dwarven Waraxe +1 (1d10+1/ x3)
Special Attacks Artificer’s Touch (1d6+1 heal/harm on constructs 7 times per day)
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Stats
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Str 12,Dex 10,Con 12,Int 16,Wis 18,Cha 10
Base Attack +0,CMB +1,CMD 11
Feats Toughness, Technologist
Skills know (eng) +10, linguistics +7, craft (mechanical) +9, craft (sculpture) +9, Heal +8, Spellcraft +7, know (arcana) +7, know (history) +7
Languages Common, Dwarven, Androffan, Hallit, Orc, Undercommon
Special Ability Channel (1d6 3 per day), Artificer’s Touch (1d6+1 heal/harm on constructs 7 times per day)
Gear Dwarven Waraxe, Heavy steel shield, Scale Mail, backpack, bedroll, chalk(10), crowbar, 10lbs of clay, holy symbol, grappling hook, silk rope, belt pouch, waterskin, cleric vestments, artisan tools, waterproof bag, rations x 5, flint & steel
7g 8sp

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Traits
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Local Ties +1 to know (eng), +3 with technologist.
beneficial touch: Once per day, when you cast a spell or use a class ability that heals hit point damage, reroll any 1s that appear on the dice and take the new roll (even if it is another 1).
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Background:

Falvastar is a middle aged dwarf, fascinated with constructs and technology. He spent the earlier years of his life as a cleric of Torag. However his real passion came from sculpting. When he wasn’t at the church he was with his master and his other apprentices, sculpting rock and clay into works of art. For decades this was his passion and sated his need to create. However one day a wizard commissioned quite a few complex and difficult pieces from their workshop. Looking forward to the challenge Falvastar and the others dove into the sculptures, working for months until they were finished. The wizard returned for his order, amazed at the quality of the work. As far a Falvastar was concerned they were the best sculptures he had ever been apart of making and felt he couldn’t of been happier. That is until the sculptures started moving. While marveling his work, he completely missed the wizard casting a spell. The wizard payed the workshop for its work then walked out with the sculptures one step behind him. Stunned at the sight of his art literally walking out the workshop, Falv could only stare in amazement at what he just saw. He withdrew from the church of Torag and focused solely on his sculpting. He had a new dream to chase, he wanted to find a way to make his art move like that wizard had done. First he needed to better his crafting skills. He worked for many years honing his craft, until one day he realized something odd. After leaving the church of Torag, he felt his divine powers leave with them. However sitting their working on his new sculpture he felt divine energy returning to him. It was something new and different from what he had had with Torag as when he tried to use it, some rope hanging on a peg started going wild. After a moment of panic Falv realized he’d done exactly what that wizard had done: He’d animated the rope with divine magic. Realizing what an amazing development this was he focused on developing these new divine abilities. No god seemed to be directing these energies though, making it very fickle and difficult to control. Using his sculpting as a type of meditative training and returning to healing others at the church, he slowly gained control of his new abilities over the next decade. During this time rumors and stories of the “living statues” (robots and androids) out in Numeria reached his ears. Intrigued by the stories and finding his studies with his new divine abilities reaching a plateau he decided to pack up and head out to Numeria to hear what the hubbub was about. After wandering from town to town for years, studying what he could of this “technology” as they called it, Falvastar came upon the fairly new town of Torch. There he met his now long time friend Khonnir Baine. The interesting wizard lit the fire under Falv’s interest in technology. As they say the rest is history. Over the intervening years, Khonnir showed him everything he could on technology. Having trouble deciphering many of the odd languages in the ruins and on the inactive robots and technology Khonnir was showing him, he began studying languages to try and make sense of it. Settling into Torch, Falv opened up a small sculpting shop where he would continue to work on his craft, while also trying to continue his abilities to one day make his art move. His study of technology also showed him that one day though he might not even need magic to make something he made move, as he’d seen plenty of small robots roaming some of the ruins and towns he’d wandered through. Many years of study and experimentation went by until one day the flame of Torch went out. Busy finishing up a difficult commission, Falv was not part of the recent team that went missing along with Khonnir. Fearing for his friend he is now ready to set out with this new group to try and find his friend and fellow townsfolk that went missing under Torch.

Description:

Falv is 4’6” with brown hair and long beard. Due to his many hours of sculpting and tinkering with technology, it is not unusual to find him with clumps of clay and wiring sticking out of his beard. Though not quite in his physical prime anymore, he can still hold his own in a fight. Where he shines is his understanding of technology and his skill with a sculpting knife.

Abilities:

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Cheaper Domains: When casting a Rites domain spell with a costly material component—or casting permanency on any domain spell—reduce the cost of the necessary components by 20%. The following granted power replaces the hand of the acolyte power of the Magic domain.
Enduring Ritual: As a swift action when you cast a spell with a duration of at least 1 minute per caster level, you can increase the spell’s effective caster level by 1 for the purpose of determining its duration and preventing attempts to dispel it. The effective caster level increases by an additional 1 for every 10 cleric levels you have (maximum +3). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.