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Haskul's page
166 posts. Alias of Priamon.
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Okay, so I'm working on a new game for my group. Homebrew world, mountain/cold weather area. Jumping forward in time to about 17000-1800, zepplins and such. (I figure with magic involved, technology might advance faster.)
There are 6 baronys (baronies?), lots of mining villages; coal, iron, gems and such. A crystal substance that is about 3x more efficient at lifting capabilities than Helium - not sure how I'm going to explain that one.
This particuliar kingdom is very small, and extremely cutoff from other intelligent races ever since they won the war against the orcs 40 years prior to the start, so it's 99% human.
Magic is almost non-existent in the area, with the exception of the divine. The area is going to controlled by baron's, empty kings throne, with the church really in control behind the scenes. I'm using abilities from the kinitcist class in Occult Adventures to make my PC's like the X-men.
Basically, I was going to run this on the theory that magic is energy, and wizards, mages, sorcerers, etal, ground out excess energy, and without casters regularly siphoning off magic, it's starting to just 'strike' randomly.
So, that's the basic premise of the area. A few things that I was thinking -
- I'm planning on having the PC's get captured by Orcs and enslaved in underground mines.
- I want to make the "super powers" relevant to the overall plot line.
- I'm planning on having a Prince that the PC's will interact with at somepoint, ala Anastasia style- he's been hidden from those that would kill him for his birth right etc. and they can either convince him to take the throne or not.
- I'm also considering an epic 6 style campaign, but leaning more towards E8.
Just need some more ideas, flush out a better outline for the game. Any thoughts or ideas would be appreciated!
Recently I've been thinking about changing the way my gaming table handles this, to try and cut down on some of the extraneous rolls that happen at the table and make things a little smoother.
My thought is to have Perception and Sense Motive have static DC's, like 10+1/2 Ch. Lvl. + whatever your bonus from putting skill points in to these skills is. Then make the Sleight of Hand, Stealth, Bluff skills the active rolls that try to beat these DC's.
Just wanted to get some feed back from the boards and see what folks thought of this and if they had any better ways to approach it.
Thanks!
~Haskul

So I have this character idea for a campaign that I'm going to be joining soon. The characters are around 8th or 9th level so I'm considering a level 9 character.
The party currently consists of:
Fighter/Paladin/Dualist
Wolf Shaman Druid
Pistolero Gunslinger.
I want to play the lead singer of the band "The Metatrons." He also happens to be the only living member of the band. He's an Aasimar Oracle of Life with the Haunted curse. I'd like to find a way to get the Bard's Inspire Courage ability- I've got a whole list of songs I plan on using for my bardic music, like Depeche Mode's "Personal Jesus," Philip Philip's "Home" etc etc. I was hoping to find a Revelation that allowed me to Inspire Courage as per the Bard ability (The DM is pretty lenient towards allowing things for themed characters) Failing that I was thinking of taking 1 level in bard just to pick it up. I want the Positive Elemental revelation to use for his "concert" signature move, where at the end he bursts into a white burning positive elemental. I plan on using a Greataxe (and playing the guitar for my instrument) for my weapon and wearing full plate, or the best medium armor if I don't have the feats for the armor proficiency.
So here's what I've got so far in a nutshell:
Aasimar
Oracle of Life
Bard dip, possibly something else, I was considering Cavalier with the banner archtype to get the heavy armor proficiency and reskinning or just singing along while using the ability.
Greataxe weapon.
15 point buy.
I'd like to take the Aasamir feats Angel Blood, Angel Skin (steel) and Angel Wings at 10th level.
I'm open to suggestions for character portraits, songs, ideas on making the build better/achieving what I want in a more optimized fasion or any other thoughts people have on the build.
Thanks!
So I'm working on an adventure/campaign set in Land of the Linorm Kings, for my first adventure arc I wanted to have some raiders from another village raid the PC's hamlet and kidnap some of the people. I'm drawing a blank on how to make the raiders able to pick up folk and get away from the PC's. I'm sorta think some 1st or 2nd level warriors, maybe 6 or so that do subdual damage? or grapple? Not sure what I should do, do they use a wagon or horses? What do you guys think? I need like 2-3 people to get kidnapped, I want the PC's to have to negotiate for the return of thier people, or plan their own raid or maybe even go to another village and recruit help. Thanks!

Hey all. Returning to the threads for some more brain storming. My turn at DMing will be coming in about 8-12 weeks and I thought I'd start working on my newest idea.
So the party will be level 10ish when they start this adventure. My current idea is that there is a noblewoman that gets kidnapped by a dragon, currently I've chosen cloud dragon, that may change. This particular dragon has been masquerading as a noble in Daggermark for a few months prior to kidnapping the damsel. He keeps a unique treasure horde. For instance he prides himself on his griffin kennel that he's been breeding for 50-100 years, flying all over the world and taking the eggs of the best specimens he can find and then breeding them with the rest of his stock. He's decided to add a "princess" to be his consort and new addition to his treasure trove.
I'm thinking that he will keep the damsel in a Mage's Magnificent Mansion that he's made permanent, I recently purchased a couple of boxes of "Buildings of Malifaux" from world works games and I want to stretch the limits of my new toys into creating one big mansion the PC's can wander through in the search for the Damsel. My initial thought is that there will be a mansion in Daggermark that has an entrance to this extra dimensional mansion, with another entrance in the actual cloud dragon's lair.
So some things that I need to iron out. What exactly does he take aside from the damsel. I'm thinking he might also either hire or kidnap the damsel's seamstress, maybe some ladies to attend to her. He doesn't want to be cruel, he just wants his own princess. I also think he might steal the "crown jewels" or something to accessorize his princess.
Additionally, I'm not sure what kind of minions he's going to have. His tastes are going to run to the exotic, he prides talent and quality over quantity, so a tribe of kobolds aren't exactly his schtick. I was thinking maybe a Genie butler/assistant. And that he might actually just hire out well known thieves for other things like stealing the jewelry etc. But I want to have more things in his "employ." and currently I've only got ideas for the griffins and genie. What else might he have?
Any thoughts?

Hey all. Returning to the threads for some more brain storming. My turn at DMing will be coming in about 8-12 weeks and I thought I'd start working on my newest idea.
So the party will be level 10ish when they start this adventure. My current idea is that there is a noblewoman that gets kidnapped by a dragon, currently I've chosen cloud dragon, that may change. This particular dragon has been masquerading as a noble in Daggermark for a few months prior to kidnapping the damsel. He keeps a unique treasure horde. For instance he prides himself on his griffin kennel that he's been breeding for 50-100 years, flying all over the world and taking the eggs of the best specimens he can find and then breeding them with the rest of his stock. He's decided to add a "princess" to be his consort and new addition to his treasure trove.
I'm thinking that he will keep the damsel in a Mage's Magnificent Mansion that he's made permanent, I recently purchased a couple of boxes of "Buildings of Malifaux" from world works games and I want to stretch the limits of my new toys into creating one big mansion the PC's can wander through in the search for the Damsel. My initial thought is that there will be a mansion in Daggermark that has an entrance to this extra dimensional mansion, with another entrance in the actual cloud dragon's lair.
So some things that I need to iron out. What exactly does he take aside from the damsel. I'm thinking he might also either hire or kidnap the damsel's seamstress, maybe some ladies to attend to her. He doesn't want to be cruel, he just wants his own princess. I also think he might steal the "crown jewels" or something to accessorize his princess.
Additionally, I'm not sure what kind of minions he's going to have. His tastes are going to run to the exotic, he prides talent and quality over quantity, so a tribe of kobolds aren't exactly his schtick. I was thinking maybe a Genie butler/assistant. And that he might actually just hire out well known thieves for other things like stealing the jewelry etc. But I want to have more things in his "employ." and currently I've only got ideas for the griffins and genie. What else might he have?
Any thoughts?
Anyone know of any good town/city maps that would work well for the city of Daggermark in the River Kingdoms?

So I was looking at the Half Orc Skulking Slayer and immediately thought of the Scout archtype. I've got a buddy that wanted to play a rangery type character in an upcoming campaign. His concept was a total paranoid survivalist that thinks the end of the world is right around the corner and so he's been stashing bunkers around the region, filled with whatever his paranoia thinks is going to be valuable at the end of the world.
Neither of us were really impressed with Ranger or any archtype for ranger, but we did think this could work. So I'm just curious- how would you guys fill this out.
I think 1 level of Fighter is pretty much a must have to bring the abilities on line as fast as possible since Power Attack requires a +1, Cleave needs Power Attack and Surprise Follow Through works off of those two.
Thinking:
1. F1: Power Attack, Cleave
2. R1: Sneak and some other stuff.
3. R2: Surprise Follow Through
4. R3: Sneak 2D6, Bold Strike- D8sneaks w/ Charging with 2H Weapon
5. R4: Charging Sneaks
This seems like the pretty basic building blocks, but I'm curious where we could take it next. Thoghts? What kind of weapon? We were thinking some kind of Spear maybe, with reach, maybe a falchion or greatsword.

Hey all,
I've got a campaign coming up that I will be playing in and running. There's 3 DM's and we've all agreed to rotate every 3 levels, keeping the same characters and utilizing our own characters as NPC's during our turn DMing. It's taking place close to Daggermark in the River Kingdoms and will be a mix of Homebrew adventures and Paizo adventures, possibly utilizing some of the PFS adventurers. Slow XP track.
Jist of it is, we're all going to be in the "military." We're kind of that unit that keeps getting transferred, or being part of something where the rest of the squad gets killed and we have no commanding officer, and sometimes the papers for transfers get lost and we just end up wandering the area until some higher up officer recognizes us and puts us to work ;)
Anyhow- I'm making my character at the moment and wanted some advice. I saw the spell Battering Blast and decided this is what I'd like to build my character around. It might not be the most optimal choice for spells, but I really like the theme behind it. I'm planning on filling my spell list with lots of force effects.
Here's the build:
Human, Arcane Sorcerer, Arcane Bond: Item- Longsword
Stats are a 15 point buy, no dumping.
Str: 10
Dex: 10
Con: 12
Int:13
Wis:10
Cha: 16+2 for being Human- 18
Traits:
Magical Lineage
Reactionary
1. Combat Casting, Improved Inititave
2.
3. Toughness
4
5 Empower Spell
6
7 Spell Focus (Evocation), Spell Specialization-Battering Blast
8
9 Intensify Spell
10
11 Quicken Spell
12
13 **
So this is my proposed feat lay out. I'd like to have Proficiency in Longsword if I could swing it without multi-classing. I've also considered Eldrich Heritage line, picking up abilites from Imperious Bloodline from the ARG.
As far as spells go I'm looking at:
1st: Magic Missile, Mage Armor,
2nd: Warding Weapon, Bestow Weapon Proficency (thinking of using this for my Arcane Bond spell.), Pilfering Hand, Admonishing Ray,
3rd: Battering Blast, Twilight Knife,
4th: Telekinetic Charge,
5th: Wreath of Blades, Wall of Force, Interposing Hand, Telekinesis
6th: Forcefull Hand,
7th: Grasping Hand, Mage's Sword
I'd like to find a way to get Spiritual Weapon on my list somehow, just not sure that's possible. Any advice for additional force spells or spells that seem in theme would be great. I like spells that seem to emulate or animate weapons, spells that move things around the battlefield. I'm also considering the fog line of spells, Obscuring Mist and Haunting mist namely.
What do you guys think?
Hey guys,
Looking to see what people can come up with for an Aasimar channeler using the new Aasimar channel fears from the ARG. First thing i think is cleric obviously. Extra channel with the 3 feats for single target, cone and AoE, what else do you guys reccomend?

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This is a character I'm building for an upcoming campaign. I'm trying to play a werewolf without actually being a werewolf. To simulate this I've utilized the barbarian class. I'd like to optimize it within book rules and constraints as follows:
Human or Half-elf
15 point buy, i arrayed stats as follows:
Str: 14
Dex: 16 (14 +2 for human or half-elf)
Con: 14
Int: 10
Wis:10
Cha: 10
Our group typically limits 16 as a cap for top end stat and only one 16, post racial modifiers.
Barbarian "Invulnerable Rager" archtype,1-10, not planning past 10 because it seems pointless.
Anything with an * is something previously OKd by the DM for the character's concept.
Feats/Rage Powers
1. Power attack
Human bonus: Extra Rage Power* Beast Totem, lesser.
2. Rage Power: Animal Fury
3. Multi-attack
4. Rage Power: Strength Surge
5. (not sure)
6. Rage Power: Beast Totem
7. Rending Claws
8. Rage Power: (not sure)
9. Rending Fury
10. Rage Power: Beast Totem, Greater
Thinking improved natural attack, either claws or bite not sure which for level 5 feat. Not sure about the level 8 rage power, maybe knockback? Roused Anger? Scent?
Need to figure out 2 traits to take as well. Any thoughts or suggestions?
I'm looking to drop a short aside into my Kingmaker campaign (pc's are just starting it) somewhere in book two after the kingdom is started. I want to have a "mad bomber/24" sort of event where the pc's towns are being targeted by a baddie that is blowing up inns and restraunts and such. So the question is- how would you design said bad guy? thoughts are a wizard that is using remote triggered necklace of fireballs, an alchemist that is setting off delayed bombs, rogue that is using use magic device? Figure 8th levelish. I don't really want the pc's to fight him so much as figure out the puzzle.
Thanks!
If I take the Archaeologist Bard arch type and I'm a Half-elf could I get an extra round per level of Archaeologist Luck?
If I take the Archaeologist Bard arch type and I'm a Half-elf could I get an extra round per level of Archaeologist Luck?
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2 people marked this as FAQ candidate.
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When taking amateur gunslinger do you have to choose from the gunslinger deeds or could you grab a deed from one of the archtypes? Iwas thinking of taking Amateur Gunslinger and using Up Close and Deadly from the Pistolero archtype.

I've got a new campaign that is starting tomorrow night and I'm looking to build a Spellslinger/Archaeologist thought I'd get some advice from the boards.
I really want the character to be cinematic in his ability to move, part of what sparked this idea was the thought of a guy that voluntarily leaping off a cliff while running away from some flying beastie and started shooting it on the way to the ground- finishing off with a Feather Fall spell. Along those lines I'm looking at feats and spells, that while not necessarily great for DPR, are pretty good at looking cool. Which is what I'm going for.
I'm not horribly interested in using the Spellslinger ability to increase my spell DC's, not adverse to it, I just want the ability to make my guns shoot flaming, freezing and electrically charged bullets etc.
Open to suggestions, critiques, campaign is projected to start at level 1 and go to level 9-11, 15 point buy, and while we like rules we do tend to house rule some things that allow characters to have a little more coolness aspect. None of us generally try to optimize.
So far I have
Name: Mumford Augustine IV
1. Spellslinger- F: Gunsmithing, Dodge, Mobility
2. Archaeologist
3. Archaeologist -F: Rapid Reload
4. Archaeologist
5. Archaeologist- Rouge Talent- Grit- Amateur Gunslinger, Deadeye deed
Leaping Shot
F: Deft Shootist
6. Archaeologist
7. Archaeologist F: Landing Roll
8. Archaeologist
9. Archaeologist F:
*Note- The DM and I are aware that I shouldn't be able to take the "Grit" rogue talent without taking the "Firearms" rogue talent, but since the talent just gives Firearms EWP and I already have that from Spellslinger that I could skip it and just take "Grit."
Big spells that I'm after:
1st level: Feather Fall, Liberating Command, Timely Inspiration.
1st level from wiz: Vanish, Mage Armor, Truestrike
2nd level: Allegro, Gallant Inspiration, Pilfering Hands. I would love to find a way to legally take Reloading Hands and Ricochet Shot.
3rd Level: Haste, Reviving Finale, Heroism,
4th: Discordant Blast, Sonic Thrust.
Thanks all for reading this and any advice tips you might have!
Haskul
... a Cosmo/Sara Marie and the rest of the customer service staff at Paizo appreciation day. You guys rock. Thank you for being as awesome as you guys are.
Sincerely,
Me
Just out of curiosity- could a summoner use a quadruped with the Bite evolution 2 extra times and have a creature like a chimera or Cerberus? Same with tail and bite?
Don't take this the wrong way guys, I love you still- I need my Pathfinder Roleplaying Subscription cancelled. I'm choosing to go Pathfinder Adventure path Subscription instead. Thanks guys!
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2 people marked this as FAQ candidate. Staff response: no reply required.
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If a target gets dropped to a Str of 1 via Ray of Enfeeblement and then is affected by something like a shadow's attack or Chill Touch- do they drop to a 0 str? or stay at 1 str?
Ray of Enfeeblement
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead.
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2 people marked this as FAQ candidate.
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Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Okay, so reading this I get the impression that they can't be caught flat-footed but that they can be made flat-footed. It doesn't seem like they are immune to the flat=footed condition. Any official ruling on this?
So I was looking at Creature types in on the PFRPG SRD and it states that Monstrous Humanoids have D10 Hit Die. Why does she have D8's?
Hey all,
So a player in my group had his character killed last week and he recently asked me if it would be possible to multi-class as a Sorcerer/Sorcerer so he could play with 2 blood lines.
General thoughts?
| Full Name |
Bærn Steelskull |
| Race |
Dwarf |
| Classes/Levels |
Fighter (Phalanx) 3 | Hp 18/31, AC 23 (T11, FF22) | CMD 18 | Fort+6, Ref+2, Will+1 | Init +3 | Perc +1 | +5 Saves vs Spells, +3 vs Poison |
| Gender |
Male |
| Size |
Medium, 4'5", 250 lbs |
| Age |
98 |
| Special Abilities |
Makes amazing Waffles |
| Alignment |
Chaotic Stupid Good |
| Deity |
Torag |
| Location |
Sandpoint, Varisia |
| Languages |
Taldane (Common), Dwarven, Giant |
| Occupation |
Giant-Hunter, Traveling Smith & Walking Stinkhole |
| Strength |
18 |
| Dexterity |
13 |
| Constitution |
16 |
| Intelligence |
13 |
| Wisdom |
9 |
| Charisma |
5 |
About Bærn Steelskull
Baern Steelskull
Favored Class Fighter
Favored Class Bonus +3 Skill Point
Experience:
Experience to Next Level:
Age 98
Height 4'5"
Weight 250 lbs
Male Dwarf Fighter (Phalanx Fighter) 3
CG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision 60ft; Perception +1(+3 Unusual Stonework)
-------
AC 23 (Touch 11, FF 22)(+1 Dex, +7 Armor, +5 Shield)(+4 Dodge vs Giants)(+2 vs Critical Confirmation)
Hp 31 (3d10+9[Con])
Fort +6, Ref +2, Will +1; +5 vs Spells, Spell-like Abilities, +3 vs Poison
Defensive Abilities
-------
Speed 20 ft
Melee Dwarven Longhammer +7{+5} (2d6+4/x3/Reach 10ft) or Longspear +7{+5} (1d8+4/x3/Reach 10ft/Brace) or Dwarven Boulder Helmet +7{+5} (1d4+4/x2) or Dwarven Waraxe +7{+5} (1d10+4/x3)
Ranged Light Hammer +4{+2} (1d4+4/x2/20ft) or Mighty Composite Longbow +4 (1d8+1/x3/110 ft)
Special Attacks
-------
Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 5
BAB +3, CMB +7, CMD 18 (23 vs Trip, Bullrush, 19 vs Drag, Overrun, Trample)
Feats Steel Soul(1st), Power Attack(F1st), Cleave (F2nd), Shield Focus(3rd)
Skills (12 - 6[Base]+3[Favored]+3[Int]) Craft(Armor)[3] +9(+11 Metal), Craft(Weapons)[3] +9(+11 Metal), Craft(Blacksmithing)[3] +9(+11 Metal), Craft(Bow)[3] +7(+9 Metal), Swim[0] -12, Climb[0] -12, Acrobatics[0] -15(-19 Jump), Ride[0] -15
Armor Check Penalty -16
SQ Stand Firm, Phalanx Fighting
Languages Taldane(Common), Dwarven, Giant
Traits Giant Slayer, Glory of Old, Reactionary
Drawback Headstrong
Racial Slow and Steady, Hardy, Giant Hunter, Craftsman, Stability, Stonecunning, Defensive Training
-------
-------
Carrying Capacity:
Light (0-100); Medium (101-200); Heavy (201-300);
Current Load: 250 lbs
Combat Gear: (146 lbs)
-----------------------------------------------
Banded Mail (35 lbs)[Crafted - 82.5 gp]
Dwarven Longhammer (20 lbs)[Crafted - 23.1 gp]
Dwarven Boulder Helmet (10 lbs)[Crafted - 6.6 gp]
Light Hammer [3] (6 lbs)[Crafted - 1 gp]
Tower Shield (45 lbs)[Crafted - 10 gp]
Dwarven Waraxe (8 lbs)[Crafted - 10 gp]
Longspear (9 lbs)[Crafted - 1.65 gp]
Armor Spikes (10 lbs)[Crafted - 16.5 gp]
Mighty Composite Longbow (+1) (3 lbs)[Crafted - 66 gp]
Ammunition: (6 lbs)
-----------------------------------------------
Arrows [20] (3 lbs)[1 gp]
Grappling Arrow [6] (3 lbs)[Crafted - 2 gp]
Magic Gear: (--)
-----------------------------------------------
Consumables: (2 lb)
-----------------------------------------------
Flask of Acid [2] (2 lbs)[20 gp]
Other: (96 lbs)
-----------------------------------------------
Mwk Blacksmith's Tools (5 lbs)(55 gp)
Bowyer's Tools (5 lbs)[Crafted - 1.65 gp]
Backpack (2 lbs)(2 gp)
Bedroll (5 lbs)(.1 gp)
Silk Rope [50 ft] (5 lbs)(10 gp)
Bandolier [2] (--)(1 gp)
Gear Maintenance Kit (2 lbs)[5 gp]
Whet Stone (1 lb)[.02 gp]
Crowbar (5 lbs)[Crafted - .66 gp]
Bellows (3 lbs)[1 gp]
Artisan's Outfit (4 lbs)[Free]
Miner's Pick (10 lbs)[Crafted - 1 gp]
Cooking Kit (16 lbs)[3 gp]
Flint & Steel (--)[1 gp]
Bear Trap (10 lbs)[2 gp]
Chain [10 ft] (2 lbs)[Crafted - 10 gp]
Iron Spike (1 lb)[.05 gp]
Trail Rations [10 days] (10 lbs)[5 gp]
Manacles, Common (2 lbs)[Crafted - 5 gp]
Shovel (8 lbs)[2 gp]
Jewelry: (--)
-----------------------------------------------
Wealth: (--)
-----------------------------------------------
0 pp
13 gp
7 sp
2 cp
Total Coins: 22 (--)
===============================================
Description: Standing at a respectable 4’5” and weighing in at a massive 250 pounds, Bærn Steelskull (the Older) is a magnificent specimen of a dwarf. At least, if one disregards the rank smell of body odor, armor-polish, soot, alcohol, and flatulence that constantly reeks from the massive dwarf. Almost never seen without his custom-made armor on, most people that see Bærn simply believe that he is his armor. Indeed, it is obvious that he takes much better care of his suit of custom-forged, spiked banded mail than he does his own hygiene or well-being, considering that the armor is kept at a near-reflective polish, while beneath that is a dwarf that bathes only once in a blue moon - and never willingly.
On the dwarf’s filthy head rests his clan’s symbol and iconic weapon: a Dwarven Boulderhelmet. This one in particular was forged by the very same dwarf that now wears it. These iconic helmets of his clan are massive - each one is of gleaming steel, designed to look like a skull covering the wearer's head and face, though leaving an open mouth to make an allowance for the user's beard and mustache. The helmet is heavily reinforced, and it almost looks as if the skull design itself is wearing a helmet. Overall, it makes the user look fiercer and more intimidating, while still allowing him to proudly represent his clan.
Though his hair and beard are normally the color of rich, brown earth, Bærn’s hair is instead a mish-mash of actual earth, old, discarded or forgotten food and dried alcohol, snot, and saliva, as well as soot from his constant work at a forge. As a result, his beard color is more black and grime-colored than anything else. The dwarf’s skin, as rarely as it is seen due partly to how hairy the dwarf is, partly because the grime and soot covering his skin, and partly to the fact that he doesn’t like to take his armor off, is actually relatively pale. Not that anyone would know, of course.
In addition to the massive ball of armored-spikiness that the dwarf appears to be, he also carries far too many weapons that would be considered appropriate. The weapon most often in his hands is his massive, custom-made Dwarven Longhammer - a weapon whose head is built to look like a smith’s hammer, able to deliver felling blows to anything it strikes. He carries a second polearm as well - another custom-made weapon, a longspear. Though not popular among dwarves due to the fact that they are often fighting in tunnels, these two weapons are particularly suited for those hunting giants. Hanging from Bærn’s belt are three throwing hammers - again, these share the same design as his other weapons, indicating that he likely forged them himself. Also hanging from his belt is a shiny, well-sharpened Dwarven Waraxe - an iconic dwarven weapon if there ever is one. Hanging from his back is the item he uses in conjunction with the waraxe - a steel-reinforced tower shield with a skull-motif that matches his helmet forged into the front of the shield. And finally, his last of many weapons, is his longbow - though almost comically too big for the dwarf, this composite longbow is made out of a dwarven-invented alloy that allows it to behave much like a bow made out of simple wood or composite materials. Though rare outside of dwarven lands, a bow made out of such alloy isn’t any more valuable than a bow made out of simple composite materials. Like his armor, his many weapons are maintained to a near-reflective polish.
Personality: Bærn is not your average dwarf. Your average dwarf is gruff, serious, very formal, and generally considered down to business, at least when not around friends. But Bærn.. is not your average dwarf. Though every bit as focused and dedicated to his favored craft as any normal dwarf, Bærn is quite the free-loving spirit that sets him apart from his kin. Easy going, personable, and friendly, Bærn is certainly an odd dwarf. Though he has a good heart, he more often than not turns people away due to his poor hygiene - something that the smelly dwarf doesn’t really understand - or just doesn’t care to. Instead, he is mostly focused on three things: Working with metal, drinking and eating, and killing giants.
In fact, about the only thing he loves more than working molten metal into weapons, armor, and tools is killing giants. And goblins. And just about anything else that pisses him off and/or threatens his friends, family, or innocent folk. Though, in the case of the former, he prefers to use nonlethal means to subdue things that simply piss him off - unless, of course, they fall into the category of the latter. Though he tries to control it, Bærn has quite the temper, and more often than not will get himself into trouble with the authorities when he resolves his problems with his gauntleted fists. That being said, he never actively seeks fights or arguments. They just seem to follow him, much like his rank odor.
Though never one to back down from a fight or a challenge, Bærn has one major fear - one that would likely turn the stout, though smelly dwarf into a cowering, blubbering baby - Water. For the main reason that Bærn bathes so rarely is because the dwarf is morbidly hydrophobic - he cannot swim, and thanks to his armor, sinks like a rock in water. Though his strong constitution would mean he could likely hold his breath for minutes (32 rounds, to be precise), this doesn’t help him get over his fear in the slightest. Simply being drenched in water or other liquids only upsets the dwarf, but being presented by a body of water that is sufficiently large causes the dwarf to become frightened. As it would be, a bathtub is just big enough to cause this reaction.
A being of habit, Bærn has a morning ritual that he often performs when he has the time. Taking nearly half an hour, he first ensures that his waraxe and head of his longspear are properly sharpened using his favorite whetstone, ensuring that the first enemy he sees is properly skewered when he brings these weapons out. Generally, he uses the remainder of the hour polishing his armor and weapons, making repairs and adjustments as needed. Near the end of the hour he dons his freshly-polished armor and makes ready for the day ahead.
Every morning when given time, he applies the Whetstone’s +1 to damage to his waraxe and longspear - I’ll ensure that I apply that to the weapons on the first hit of the day with each weapon.
When faced with combat of the lethal variety, Bærn shows no hesitation, no fear. (Unless water is involved) While he’ll sometimes take a moment to analyze the battlefield if given the chance, more likely than not he’ll simply charge in head-first, screaming and yelling at the top of his lungs. And then he continues yelling, screaming, roaring, and cursing throughout combat - subtlety isn’t in his vocabulary or skillset. He prefers to use his longhammer in combat whenever possible - when such isn’t possible, or isn’t wise, he’ll switch weapons on the fly as needed, bringing out his tower shield for when defense is more important than offense. He eventually plans on learning how to fight as a phalanx - combining his massive shield with a polearm, but such fighting style has thus far eluded him. When possible, he’s the first to enter the fray and the last to leave it. Though sometimes he may seem reckless with some of his maneuvers, he is not so - instead, he’s just very confident in his defenses, and often tries to make sure his allies are protected while simultaneously slaughtering their enemies. Sadly, for his enemies, he’s not one to take prisoners, simply for the fact that few survive his powerful blows.
Background: Born in 4610 AR, nearly one-hundred years ago, Bærn is the oldest child of Teldok Steelskull and Helga Mountainfist. Named ‘Bærn the Older’, since his youngest sibling, a cleric of Torag, is also named Bærn, he is the firstborn of his parent’s fifteen children. Having fourteen younger siblings was no easy task for the dwarf, as he had the most responsibility of his siblings. In the end, he has mostly followed his father’s footsteps as a blacksmith - though where his father specializes in armor back in Highhelm, Bærn instead chooses to work with weapons, armor, and other metal objects, not just armor. In addition, unlike his father, he had joined the military for a time before leaving his home of the Five Kings Mountains in search of ways to improve his skills.
Deciding to head towards the frontier, Bærn migrated to Janderhoff early in his traveling days, finding the frontier land a more suitable location for his skills. Here, he learned new ways of forging as well as new ways to fight the dwarves’ long-time enemies: Giants. Though he lived in Janderhoff for a while, he ended up migrating again, this time to an outskirt dwarven village in the mountains, where he served under the town’s blacksmith and as part of the town guard. It is here that tragedy struck.
Only ten years ago, in 4698, the village was attacked and destroyed by marauding giants - Bærn himself, though attempting to help the guard fend off the attack, was severely wounded and barely made it out with the surviving dwarves that had effectively adopted him as kin. Since then, he has harbored a deep hatred of giants and their kin - but, sadly, has had no opportunity to strike back at his foe. Instead, he has traveled Varisia from town to town, city to city, offering his smithing services here and there for a time, before moving on to the next town.
It is here, now, in 4708 AR, that Bærn has arrived at the small, coastal Varisian town of Sandpoint - just in time for some sort of festival.
Festivals often equal free food and drink. Thats something Bærn could never say no to.
Traits' Info:
Giant-Hunter(Campaign):
Reactionary (Combat):
Glory of Old (Racial):
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