Kellid

Holg Redhawk's page

1,247 posts. Alias of Balacertar.


Full Name

Holg Redhawk

Race

| Ini: +5 | Senses: +11

Skills:
Acr+10,Climb+11,Diplomac+12,Heal+12,K.arcana+4,K.eng.+13,K.history+17,K.nob ility+4,K.planes+17,K.religion+14,SenseMotive+10,Spellcraft+4,Stealth+3,Sur vival+8,Swim+9,ProfessionMine+10,Concentration+22

Classes/Levels

Human male Cleric of Gorum 17 | Treasure | (Completed Iron Gods)

Gender

HP 207+34/207 DR 3/- AC 45 TAC 20 FF 40 CMD 39| F +20 R +15 W +20 | Resist cold 5 acid 5 | Ch:4/7 Ki:4/4 DS:0/8 BR:8/8 R:12/17 WM:9/17 Ext:2/3 Staff:6/10 L1:5/7+1/1 L2:5/6+1/1 L3:2/6 L4:2/6 L5:2/6 L6:4/5 L7:3/4 L8:1/3 L9:2/2

Size

Medium

Age

32

Alignment

Chaotic Good

Location

Torch

Occupation

Scavenger and mercenary

About Holg Redhawk

Holg Redhawk, the Kellid faithful of Gorum that escaped slavery in the mines of Numeria, joined the last Red Talons survivors to save Torch in March 2018, rocked through Numeria shattering robots, until braving Silver Mount to defeat Unity and rise Casandalee to the stars in March 2022, finally finding peace at the arms of his android lover after a life of battles in the Worldwound.

Treasure sheet

Holg Redhawk mini

Background:

The Whispering Hawk tribe was wiped out by the White Scars when Holg was just twelve. It was chance he survived and was adopted by a pair of scavengers when he was lost and half-dead in the Numerian wastes.

Beld and Korwyn were rude explorers of the plains, but they were kinder than most of what Holg had met during his childhood. Despite his initial distrust on technology, deeply carved in his mindset during years of Kellid tribalism teachings, the interactions with Ryder, an android that worked with the scavengers, built up a true interest on technology on himself. For years, he learned Andorffian, discovered the uses of power supplies and built up experience on generally appraising the technological components the group extracted from old Numerian ruins and sold to the best bidder.

Holg grew up and strong, finally becoming the protector of the group as his mentors became old. The Kellid learnt to fight the dangerous creatures of the wilds and the guardians of surface Numerian ruins. But he also learnt the art of technology dealing, becoming a scavenger of himself.

When Beld and Korwyn retired in Torch years ago, Holg and Ryder kept working together. They had then to deal with merchants, Kellid and Orcish tribes by their own.

Income is sometimes unstable, and so Holg has been forced to sell his blade as a mercenary in the last years. But he has kept recovering technology from the plains dungeons and selling it to different merchants in Torch. One of his best clients so far has been the wizard Khonnir Baine. The kellid is worried about the recent rumours about the wizard's destiny.

Relevant background posts and defining moments:
- Holg shows Helskarg the troll who is the true Lord in Iron opening her in Scrapwall Arena.
- Holg was forced to work as a miner in the Technique League mines
- Holg free himself from the Technique League
- Holg and Brok, guardians of Kaska, Chieftain of the Red Talons and Doom of the Technique League
- There are other members of the Red Talons somewhere
- Holg kisses Viv
- Destroys to pieces the gug that had defeated Fifteen and was menacing to end the party
- Holg and Viv passion night
- Viv instigates on Holg the idea of having descendants
- About Holg's role in the tribe and the experience of toiling as a slave in the mines
- The feast in front of the Hive of the Dominion
- Viv heals Holg's blisterings
- Fifteen-Molly wedding
- Holg remembers Viv's words about city and perfume
- Holg puts Viv's perfume strategy into work trying to impress Kul-Inkit at the Palace of Fallen Stars
- Holg proclaims Kaska of Red Talons as the new Black Sovereign of Numeria, and Kul-Inkit as her consort
- Holg excerts control over his first Iron robot in the name of Gorum!
- Paying homage to Gorum and calling his herald, the First Blade, to fight Unity in the final battle.

Personality:
Survival is something important for Holg, although pride and honor from his tribe is still deeply buried inside him. He has a place on his hate for the White Scars, from whom he would like to claim revenge one day. In the same way, he hates the Technique League as he understands they are the hand behind the White Scars, and he sees them as the utmost reason of his tribe collapse and fall.

From his tribe and mentors he learned survival depends on working together. And so he relies and gives himself to his teammates despite his sometimes rude manners.

Description:

Holg wears multiple scars in his body with pride. The most important for him, the Whispering Hawk that identifies him as a member of the now disappeared Kellid tribe.

HOLG
Male Human (Kellid) Cleric of Gorum 17
CG Medium humanoid (Human)
Init +5 (4 Dex, 1 rose prism); Senses Perception +11

DEFENSE
AC 38, touch 17, flat-footed 33 (+9 armor, +4 armor specialization, +4 Dex, +1 dodge, +4 natural, +4 magic vestment, +2 deflection; +3 guarded stance)
HP 207 (17d8+85+17+17)
Fort +20 (10 class, 5 Con, 4 item, 1 ioun), Ref +15 (5 class, 4 Dex, 4 item, 1 ioun, 1 wayfinder), Will +20 (10 class, 5 Wis, 4 item, 1 ioun)
DR 3/-
Resist cold 5, acid 5

OFFENSE
Speed 30 ft (armor training 4)
Melee +4 adamantine greatsword +26/+21/+16 (2d6+15) 17/x2 slashing [power attack +26/+17/+12 (2d6+27)],
+1 spiked gauntlet +22/+17/+12 (1d4+9) 20/x2 piercing
Ranged cold iron dagger +19 (1d4+8) 19/x2 slashing piercing cold iron,
sling +19 (1d4+8) 20/x2 bludgeoning

Attack rolls:

(12 BAB, 8 Str, 1 WF, 1 ioun, 4 enhancement)
[dice=+4 adamantine greatsword-PA+FF]1d20+26-4+4[/dice]
[dice=+4 adamantine greatsword-PA]1d20+21-4[/dice]
[dice=Adamantine/Slashing/Magical damage+PA]2d6+16+12[/dice]
[dice=Adamantine/Slashing/Magical damage+destructive smite+PA]2d6+16+8+12[/dice]

Raging
[dice=+4 adamantine greatsword-PA+FF+rage]1d20+26-4+4+2[/dice]
[dice=+4 adamantine greatsword-PA+rage]1d20+21-4+2[/dice]
[dice=Adamantine/Slashing/Magical damage+PA+rage]2d6+16+12+3[/dice]
[dice=Adamantine/Slashing/Magical damage+destructive smite+PA+rage]2d6+16+8+12+3[/dice]

[dice=Channel energy 7/7]9d6[/dice]

STATISTICS
Str 26, Dex 18, Con 20, Int 8, Wis 20, Cha 18
Ability increments +2 Str (racial), +1 Str (4th), +6 Wis (item), +6 Dex (item), +6 Str (item), +1 Str (8th), +2 Con (item), +1 Str (12th), +4 Con (item), +4 Cha (item), +1 Int (16th)
Base Atk +12/+7/+2; CMB +21 (12 BAB, 8 Str, 1 ioun); CMD 37 (12 BAB, 8 Str, 4 Dex, 1 dodge, 2 deflection, 10 base)
Feats Toughness, Weapon Focus (greatsword), Dodge, Power attack, Ironbound Master, Vital strike, Improved Critical (greatsword), Furious Focus, Perfect Style (Untwisting Iron), Quick Channel
Traits
Numerian Archaeologist (campaign): Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town.
Benefit: You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.
Blighted Physiology (region: Numeria): Exposure to the corruption that seeps through every drop of water and grain of dirt in Numeria has altered your body. Horrific growths beneath your skin provide you a +1 natural armor bonus to AC, but your body does not work as a normal creature’s would. You become sickened for 1 round anytime you receive magical healing.
Vainglory (drawback): You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Armor Expert (combat): You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Skills (2x14=28; ACP=0) Acrobatics +11 (4 Dex, 0 ACP, 6 item, 1 ioun), Climb +11 (8 Str, 0 ACP, 2 item, 1 ioun), Diplomacy +12 (4 Cha, 4 rank, 3 class, 1 ioun), Heal +12 (5 Wis, 1 rank, 3 class, 2 item, 1 ioun), K. arcana +4 (-1 Int, 1 rank, 3 class, 1 ioun), K. planes +17 (-1 Int, 14 rank, 3 class, 1 ioun), K. religion +14 (-1 Int, 11 rank, 3 class, 1 ioun), Perception +11 (5 Wis, 1 rank, 5 item), Sense motive +10 (5 Wis, 1 rank, 3 class, 1 ioun), Spellcraft +4 (-1 Int, 1 rank, 3 class, 1 ioun), Stealth +3 (3 Dex, -1 trait, 0 ACP, 1 ioun), Survival +8 (5 Wis, 2 wayfinder, 1 ioun), Swim +9 (8 Str, 0 ACP, 1 ioun)
Background skills (2x14 = 28) Appraise +3 (-2 Int, 1 rank, 3 class, 1 ioun), Handle animal +6 (4 Cha, 1 rank, 1 ioun), K. engineering +13 (-1 Int, 13 rank, 1 ioun), K. geography (-1 Int, 1 ioun), K. history +17 (-1 Int, 14 rank, 3 class, 1 ioun), K. nobility +4 (-1 Int, 1 rank, 3 class, 1 ioun), Linguistics +5 (-1 Int, 2 rank, 3 class, 1 ioun), Profession miner +10 (5 Wis, 1 rank, 3 class, 1 ioun)
Languages Common, Hallit, Androffan, Orc, Aklo
Favored class (cleric) HPx17

SPELLS
CL 17 (CL 18 with cold spells), Concentration +22 (+23 with cold spells)
Orisons (4)
light
divine guidance
mending
detect magic

Level 1 (7/day + 1 pearl of power)
true strike - D
* 3x shield of faith
remove fear
remove sickness
* sun metal
blessing bead (CL 1) - bless

Level 2 (6/day + 1 pearl of power)
spiritual weapon - D
align weapon
martyr's bargain
supress charms and compulsions
surmount affliction
* tears to wine (10 min/level, +10 Int/Wis skill checks)
staff - lesser restoration (1 charge)

Level 3 (6/day)
* magic vestment - D (+4)
** 2x resist energy communal (10 min/level)
dispel magic
invisibility purge
* lead blades
healing bead (CL 5) - cure serious wounds, remove blindness/deafness, or remove disease
staff - cure serious wounds (1 charge), remove blindness/deafness (2 charges), remove disease (3 charges)

Level 4 (6/day)
divine power (+5)
* protection from energy, communal
* blessing of fervor
* freedom of movement (10 min/level)
* greater magic weapon (+4)
restoration

Level 5 (6/day)
flame strike
* air walk, communal (10 min/level)
breath of life
* life bubble
* true seeing
plane shift

Level 6 (5/day)
blade barrier (Ref 21)
2x heal
* heroes’ feast
greater dispel magic

Level 7 (4/day)
disintegrate (Fort 22)
* particulate form
resurrection
waves of ecstasy (Will 22)

Level 8 (3/day)
earthquake
* frightful aspect
* holy aura

Level 9 (2/day)
implosion (Fort 24)
miracle

SPECIAL ABILITIES AND RACIAL TRAITS
Ability score +2 Str
Bonus Feat Toughness
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency: A cleric is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (greatsword).
Aura (Su): Holg has a Chaotic aura as for his deity’s alignment (see detect evil for details).
Channel energy: 7/day (9d6; DC 22)
Spontaneous casting: Can channel the energy of a prepared spell, losing it to cast any "cure" spell of the same level spontaneously.
Armor training 4 (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Holg gains this feature through the feat Ironbound Master and offsets the cleric penalty with the Sash of the war champion.
- armor training 1: -1 ACP
- armor training 2: -2 ACP
- armor training 3: Advanced Armor Training: Armor Specialization (heavy armor, +level/4 AC)
- armor training 4: Armored Juggernaut (DR 3/- while in heavy armor)
Variant Spellcasting: Clerics and druids of Gorum may prepare rage as a 3rd­ level spell and iron body as an 8th-level spell. Clerics may prepare heat metal as a 3rd - level spell. Clerics and inquisitors add lead blades to their respective spell lists as a 3rd - level spell.
Domains:
Rage (Destruction)
Destructive smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.
Scent rage power (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes
guarded stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has (for a total +3 dodge at level 16th/2 => 8th level). This is a stance rage power (requires a move action to activate).
Domain Spells: 1st—true strike, 2nd—bull's strength (shatter), 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck (harm), 7th—disintegrate, 8th—earthquake, 9th—implosion.
War You are a crusader for your god, always ready and willing to fight to defend your faith.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Weapon Master (Su): At 8th level, as a swift action, you gain the use of one combat feat for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat.
Domain Spells: 1st—magic weapon, 2nd—spiritual weapon, 3rd—magic vestment, 4th—divine power, 5th—flame strike, 6th—blade barrier, 7th—power word blind, 8th—power word stun, 9th—power word kill.
Rage (Ex): Can rage as a barbarian as many rounds as his cleric level (9). We are using the unchained rage. A barbarian can enter rage as a free action. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a -2 penalty to AC. She also gains 2 temporary hp per HD. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Perfect Style (Ex): Holg has attained perfection on the art of destroying Iron, becoming a Student of the Untwisting Iron; he gains 5 acid resistance and a ki pool of 4 points (5 at 17th level).

EQUIPMENT:

Worn
(armor) [+4] mithral full plate, 10500 gp [9 AC [12 AC], max Dex +1+2+2=+5, -6+3+2+1=0 ACP] (+4 from magic vestment for 13 AC)
(belts) belt of physical might +6 (Str, Dex) [p]
(body) voidfrost robe, 11000 gp (resist cold 5, +1 CL with cold, 1/day burst 2d6 cold Ref 16) [p]
(chest) sash of the war champion, 4000 gp
(eyes) veemod goggles with a white veemod installed [p] (+5 competence Perception, 1 charge/day)
(feet) slippers of scampering, 1200 gp (spider climb 10 rounds/day, no action, use-activated)
(hands) glove of storing [p] (the lesser extend rod is here) and lantern of revealing (invisibility pruge 25') [p]
(head/face)
(headband) headband of wisdom +6, 36000 gp
(neck) amulet of natural armor +3, 18000 gp
(shoulders) cloak of resistance +4, +12000 gp [p] (improved from +2)
(wrist) Spring-loaded wrist sheaths [x2], 5 gp (see below for content)
(ring - left) ring of shooting stars [p]
(ring - right) ring of protection +2 [p]
(tattoo - back) Cyberart of the victory over Hellion, 100 gp
(tattoo - right arm) Cyberart of Xoud's defeat at the Choking Tower over Longdreamer's back, 100 gp
(tattoo - chest near heart) Cyberart of Holg and Viv fighting together in the swamps of the Valley of Spiders, battling alien brains in a marsh landscape of fallen metal and meat skyvessels, 100 gp
(tattoo - left arm) Cyberart of Unity's defeat, 100 gp
(other - back) mwk backpack [p]
(other - back) handy haversack [p]
(other - ioun) cracked dusty rose prism ioun stone, 500 gp (+1 competence to Initiative)
(other - ioun) pale green prism ioun stone, 30000 gp (+1 competence to attack, saves, skills and ability checks)
(other - symbol) Gorum’s Iron Holy Symbol, 1 gp
(other - neck) wayfinder with 2 pistols portrait, 500 gp [p]
(other - wayfinder) pink rhomboid ioun stone, 8000 gp (+2 Con) [p] (resonant power: +1 bonus on Reflex saves)
(other) portable hole [p]
(other) strand of prayer beads (lesser) [p]
(other) rod of splendor, 25000 gp
(cyber - skillslot) mark III Acrobatics [p] (+6 enhancement)
(cyber - chest) mark II thoracic nanite chamber (+4 Con)

Handy haversack
2x potion of cure light wounds [p]
2x potion of cure moderate wounds [p]
3x potion of cure serious wounds [p]
potion of invisibility
diamond dust, 2000 gp [p]
2x grade V hemochem [p] (fast healing 5 for 1 minute)
trauma pack plus [p] (breath of life)
cardioamp, 4550 gp [p] (can resurrect as raise dead)

Weapons
adamantine greatsword with continual flame, 3100 gp (+4 enchanted with greater magic weapon)
+2 dragon-bane greatsword [p]
+1 spiked gauntlet of Nalakai, 2305 gp [p]
cold iron dagger, 4 gp
silver morningstar, 98 gp
timeworn zero pistol, 5000 gp (50', 1d8, cold. Fort DC 25 or staggered 1 round. Semi-automatic = -2 to make two attacks) [p]
concussion grenade [x3], 750 gp [p]
sling, 0 gp
sling bullets, 1 gp
timeworn laser torch [p]

Waterproof bag, 5 sp
Bandoliers go here before going into the water
Numerian fluids [p]

Belt
Spell component pouch, 5 gp
lesser extend metamagic rod, 3000 gp [p] (in storing glove)
holy water [x4], 25 gp (component for holy ice spell)
timeworn white hologram generator (image of a gearsman), 1000 gp [30/30 charges] (5 images. Static image. 1/charge round)
Earplugs, 3 cp (+2 vs sonic -4 Perception listen)
pearl of power I, 1000 gp
pearl of power II, 4000 gp
Incense, 75 gp
timeworn black nanite hypogun, 3000 gp [7/10 charges] (2d8+3, lesser restoration) [p]
wand of cure light wounds (0/36) [p]
wand of cure light wounds (0/50) [p]
wand of cure serious wounds (8/22 charges) [p]
zipstick [p]
staff of healing [p] (serious wounds 1, lesser restoration 1, blindness/deafness 2, disease 3) Offered to Fireday with 2 charges left
staff of healing [p] (serious wounds 1, lesser restoration 1, blindness/deafness 2, disease 3)

Spring-loaded wrist sheaths
Scroll of protection from evil, 25 gp
Scroll of obscuring mist, 25 gp used to create a defense against gearsmen laser

Bandolier 1 (8/8)
Scroll of magic weapon, 25 gp
Scroll of remove sickness, 25 gp
Comprehend languages scroll, 25 gp
Remove fear scroll, 25 gp
Cure light wounds scroll, 25 gp
Potion of cure light wounds [p]
cureall vial [x2], 1400 gp (cures posison/disease and its damage or drain) [p]
Scroll of wind wall [p]
Scroll of share language [p]
Scroll of holy smite [p] (Offered to Fireday)
Scroll of water breathing [p]

Bandolier 2 (8/8)
Bless weapon oil, 50 gp
Enlarge person potion [x2], 50 gp
potion of gaseous form, 300 gp [p]
Alchemist fire [x2], 20 gp
Acid flask [x2], 10 gp
Antitoxin, 50 gp

Backpack
Paetyr carrot and apple
rare cologne [x3], 40 gp [p]
Climber's kit, 80 gp (+2 Climb)
Crowbar, 2 gp (+2 to open Str checks)
Flint and Steel, 1 gp
Silk rope, 10 gp (50' break 24 DC)
Vermin repellent [x2], 5 gp
Smelling salts, 25 gp
Alchemical grease, 5 gp
Healer's kit (x10), 50 gp (+2 Heal)
Backup wooden holy symbol, 1 gp
Torch x5, 0.05 gp
Remove paralysis scroll, 25 gp [p]
Remove blidness scroll, 375 gp [p]
Remove curse scroll, 375 gp [p]
Delay poison scroll, 150 gp [p]
Restoration scroll, 800 gp [p]
Dismissal scroll, 700 gp [p]

Gold earned: 3000 (initial) + 4016.3 (Book 1) = 7016.3
Gold spent: -1400(breastplate)-350(greatsword)-4(dagger)-1(bullets)-98(morningstar)-25( magic weapon)-25(prot. vs evil)-100(enlarge person)-80(climber kit)-10(silk rope)-60(alchemicals)-10(vermin repellent)-25(smelling salts)-5(alchemical grease)-0.5(waterproof bag)-5(spell pouch)-50(antitoxin)-50(bless weapon)-25(languages)-25(fear)-2(symbols)-50(healing kit)-10(sheaths)-25(CLW)-25(sickness)-25(mist)-500(rose prism) = -2985.5 gp - 2000 (amulet of natural armor +1)-1000(pearl of power I) = -5985.5 gp -100 (Valley cyberart)
Gold remaining: 1030.3 gp

Progress ideas:

Mendevian priest archetype trade a domain for Heavy armor and a couple teamwork feats

1) Toughness, Weapon focus
2)
3) Dodge
4)
5) Heavy Armor/Power attack
6)
7) Ironbound Master (to pick DR feat at next opportunity or with level 8 swift feat power), armor training 2 (thanks to sash)
8)
9) Vital Strike (to help with hardness and lower BAB?)
10)
11) Improved critical, armor training 3 -> ATT (Armor Specialization)
12)
13) Critical Focus -> Staggering critical, etc... | Martial Focus (access Schrödinger tricks through Item Mastery feats and Weapon Mastery)
14)
15) Feat Contingent Spell (Metamagic), armor training 4 -> AAT (Armored Juggernaut) | Perfect Style -> Untwisting Iron Strength (ignore a hardness amount equal to your level)

Other feats:
Armor Focus +1 AC
Barrom Brawler 1/day gain a combat feat for 1 minute (move action)
Dirty Fighting - Perform maneuvers without AoO when flanking, and ease prerequisites for getting maneuvers feats.
Planned Spontaneity - Prepare more diverse spells.

Options of interest for Gorum clerics: https://aonprd.com/DeityDisplay.aspx?ItemName=Gorum

Interesting rage powers:
Renewed Vitality: Ignore ability penalty/damage and negative levels while raging.
Low-Light Vision (Ex): The barbarian’s senses sharpen, and she gains low-light vision.
No Escape (Ex): Follow withdrawing enemies
Roused Anger (Ex): The barbarian can enter a rage even when fatigued. If the barbarian enters a rage while fatigued, she loses the fatigued condition and she does not gain temporary hit points from rage. Once this rage ends, the barbarian is exhausted for 10 minutes.
Scent (Ex): The barbarian gains the scent ability.
Swift Foot (Ex): The barbarian gains a 10-foot enhancement bonus to her base speed.
Celestial Blood, Lesser (Su): While raging, the barbarian’s melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.
Guarded Stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.
Knockdown Stance (Ex): The barbarian can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn’t provoke an attack of opportunity. This is a stance rage power.
Moon Totem, Lesser (Su): While raging, the barbarian gains darkvision with a range of 30 feet. If the barbarian already has darkvision, the range of her darkvision increases by 30 feet while she is raging.
World Serpent Totem (Su): While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.

Interesting traits:
Shield Trained (Heavy shields as light weapons)
Fate's Favored
Accelerated Drinker
Ancestral Weapon [Link]
Wary: +1 trait bonus on opposed Perception and Sense Motive checks. One of these skills is always a class skill
for you.

Ring of sundering metals: protection vs staggered and bypass DR/cold iron or DR/silver

Blessed Keepsake, 8000 gp (channel as if having the Alignment Channel feat, and protection from alignment)

Demon subdomain (chaos) for extra enhancement bonuses (AC penalty and do not stack with weapon)
Ferocity subdomain (strength) for extra damage attacks
Rage subdomain (destruction) for rage ability (and a rage power at level 12)
Azata subdomain (chaos) break charms/compulsions, bonus vs grapple and difficult terrain, and get expeditious retreat and fly spells

Rationale under domain decision: Strength spells are great, but enlarge person can be obtained from potions at affordable price, and stoneskin arrives a bit late (level 11), hand spells are nice. The Rage subdomain gives the ability to get rage and rage powers, and destructive smite is useful at low levels. War doman, the level 8th power, that ability to choose a feat for each moment once per level (that is more than 1 round per encounter!) it’s just a killer! Demon subdomain is not that good as it seems because the enhancement bonus will not stack with that one of the weapon.

heart of the metal: bypass DR

Robot’s bane (k. engineering 5) If robots become a problem as much as they say
Advanced weapon training (Weapon Sacrifice): protect you or adjacent ally from being knocked or killed Advanced armor training

Items
Weapon) +1 (+2000) keen (+6000) adamantine greatsword (3050) of spell storing (+10000) = 21050 gp + daily greater magic weapon [defending? (+1 bonus)]
Armor) +1 mithral full plate of light fortification (+1 bonus) + daily magic vestment deathless (+1 bonus; 10 resistance to negative energy) or mirrored (+1 bonus; add enhancement to AC vs rays)
Belt) Belt of Dexterity and Strength
Body)
Chest) Sash of the War Champion
Eyes)
Feet) Boots of the Cat/Slippers of scampering -> Boots of Haste -> Rootsense boots (tremorsense)
Hands)
Head)
Headband) Headband of Wisdom
Neck) Amulet of natural armor
Shoulders) Cloak of resistance
Wrist)
Ring 1) Ring of protected life (channel as swift 1/day)
Ring 2) Scholar's Ring? Ring of Transposition? Ring of Blinking?

Robots hardness clarifications
Official blog answer from the designers for Year of the Sky Key
Full damage from energy attacks then apply hardness
Robots do not halve damage but apply hardness to ranged attacks
Vulnerability ignoring hardness
Adamantine bypasses hardness less than 20 note Hardness 20 is not bypassed (adamantine is able to stand against adamantine)

Ways to ignore hardness
Steelhand Circle (ring) 12000 Ignore first 5 hardness and Fortification 50% 1/day
Warpriest Artifice blessing totally bypass constructs hardness during 1 minute (x3 times), 1 level dip very useful (Weapon focus that compensates the +1 BAB lost, spells, and free Iron Will) it can be also interesting 4 levels (+1 BAB/level, fervor, channel, level 2 spells) but will place me behind on the race to fighter weapon training
Smasher rage power robots are not objects
Smashing Style (PC:WAH) -> Free bull rush or trip after successful sunder (requires Improved Sunder)
Smashing Crush (PC:WAH) -> Reduce object hardness by 1 (up to 50%) (requires Smashing Style)
Stone Fist spell (level 1 wizard/druid/alchemist) admixtures evoker wizard with spell specialization?
Heart of the metal spell (level 3 wizard/magus/witch)
Somehow render it helpless (pin) then coup de grace with a pick (x4 critical multiplier)
Numerian liberator (barbarian archetype)
rune of razing 91000 gp!!!
Cleric Artifice domain only bypasses 1 hardness/level and causes 1d6+1 level/2 which means at level 10 you deal 1d6+5 damage to hardness 10, and can score 1 damage to hardness 20... this is badly designed -> But these clerics get access to the warpriest Artifice blessing through War blessing feat

Equipment
Ioun Stone, Dusty Rose Prism(****): +1 to AC is always good.
spectral shroud 26000 see invisibility permanent, and become incorporeal 10 min
Opalescent white pyramid: exotic weapon familiarity, 1500 gp
Pale green prism: +1 competence to attack or saving throws, 4000 gp
Deliquescent gloves 8000 gp to add corrosive to whatever weapon you hold.
Holy symbol tatoo 100 gp Can be used as a divine focus
cloak of displacement blur - 24000; displacemnt - 50000
Ring of foe focus 10000 +2 AC vs one foe at a time

Plot:

- Holg's first appearance
- A blue haired woman named Meyanda is transferring Torch's energy to a town named Scrapwall
- Meyanda is a follower of Hellion that joined in Scrapwall a group called the Lords of Rust.
- Joram, the cleric of Brigh, wants his friend Dinvaya, a woman from his past, that the Technique League has lost interest in her and she can come back to Torch.
- The Lords of Rust is a group following Hellion (a god no one has ever seen just heard the voice) formed by Helskarg (troll), Nalakai (half-orc cleric), Zagmaander (strange four-armed red monster), Draigs (chain-wielding ettin), and Kulgara (orc barbarian). They have been trying to expand their territory in the name of their god.
- To get an invitation to the Lords of Rust Arena we need to earn scrap-worth (basically defeating gangs and monsters in Scrapwall).
- The Redtooth's ratfolks offers us some explosives to explode the Lords receiver array and the Arena but we need to recover some explosives from a wrecked ship first.
- Array explosion and debate on what Scrapwall is for each of us
- There is something called Divinity that has fallen. We found dead Captain Yurian Valako of module Chrysalis.
- The Lords of Rust headquarters is a giant excavator Hellion want to use to burrow into the heart of Silver Mount. That is why he needed so much energy. Hellion is an AI, an offspring of something it calls "Unity". He was not the first Iron God, an earlier sister, and android called Casandalee, escaped from "Unity" with a device called a neurocam with secrets recorded, perhaps "Unity" weaknesses. If the site of Casandalee's death is found, we can find her neurocam. According to Kulgara's notes she might have died at southern Numeria, in an area now settled by worshipers of Erastil—the town of Iadenveigh, but there is no clue of where exactly. "Unity" is some kind of source or prime that Hellion wanted to destroy in vengeance or to control its resources.
- Coen origin of his magic on her mother's tribal magician heritage and how he writes a book on the group's adventures.
- None of your slots will survive virgin a single day in the Technique League mines
- Fireday was before an android serving the Technique League, but his memory reset and he is a new person now. He was found by crusaders and so he embraced Iomedae's fight
- Meyanda, the android, was converted to Gorum's faith
- Ilarris, the Technique League spy, has a contact named Ghartone in Skyfall
- Upon exploring Iadenveigh ruins, we found a recording of someone called Xoud and Sahasho searching for something
- Xoud found Casandalee and brought her to his home, leaving Sahasho guarding the area
- Xoud was a Technic League member, a wizard, whose tower is known as the Smoking Tower, located in the Smokewood (formerly known as the Dreamwood).
- Apparently Xoud has transformed into a Worm that Walks. We have a Desna moth that wants to help us move around the tower region
- Casandalee hid her neurocam in a cave in a Y-valley at the Scar of the Spider. The cam holds information on how to defeat Unity who seems to be a sadist intelligence that wants bad for the world and is trying to expand its faith
- Holg summarizes the group adventures for Fifteen and Molly
- Kaska undertakes the ritual to be Chieftain of the Red Talons
-
Mad Paeytr explains there are some aliens from the Dark Tapestry he calls the Butchers (the Brain Collectors). Southwest of his orchard there is a group of anti-machine people. A dark man came asking questions about the Technic League. There is a woman with four-arms uses machines and destroyed the arachnid one
- Isuma is the 4-armed woman. An alien from Kasath. She was called and trained by humans at Divinity before the Dominion attacked the ship and they had to escape. Some people of her race are being puppetted by the Dominion
- The Dominion are varied races. They use brains as batteries. They arrived in a vessel and have a hive. The bad one is Maukui, a huge, breath-stealing reptile
- Hyrsek Caio, a scout working for the Technique League joins us and gives us some directions. He is looking for a T.L. lieutenant called Therace and has to recover him or his remains. We find Therace Holiyard trapped into a brain cylinder and Hyrsek takes it to bring it back to Starfall
- Viv's life in the caravan
- We rescued Casandalee AI core memories who tell us we have to destroy Unity in Silver Mount
- Apparently Casandalee lived 113 lives, and on her last, she helped restore Unity, but later she came to repent, stealing some vital pieces (an AI core and a neurocam) and hide them in the Scar of the Spider, giving up her memories to the neurocam before she was defeated by Unity’s robots where Xoud later found her body.
- The Ancestors say at Starfall we have to seek the one with skin that is frigid, and whose right hand bears an extra digit. Khonnir recommends infiltrating the Technic League in order to gather intelligence or recover tools to aid entering Silver Mount. Some treacherous captains of the League might be willing to help for their own reasons
- Mockery says the Black Sovereign, Kevoth-Kul, is a puppet of the Technique League. If we free him, the Kellids would revolt and we could strike the Technique League leaders.
- Doc Hellbroth is a drug lord that rules the Red Reaver tavern, he obtains the drugs to keep under control the Black Sovereign. If killed or cut the source, this will help facing and freeing Kevoth-Kul.
- Kronsieg Drund will sell a powerful device at the night market. A captain of the Technic League will try to buy it. We can buy the device and capture the captain for information.

- The Technique League leader is called Ozmyn Zaidow and he is who killed Fireday's original personality in the first place
- According to the woman in the commset, defeating Kevoth-Kul in public combat would put the people in revolt as much as convincing him to turn against the League.
- Also, there is a tunnel in the dungeon of the Palace of Fallen Stars that leads to the Technique League compound.
- In the laboratories there is Captain Ghartone, a second hand of Ozmyn Zaidow. Defeating him would weaken the Technique League.

- The Sovereign wife, Kul-Inkit, may be sympathetic to our goals. She lives in the southeast dome.
- Zaidow, Commander of the Technique League was somehow controlled by Unity. We restore Zernebeth, old leader, as new leader of the League
- Silver Mount entrance is in the second spaceships deck. The AI facets will be useful to reprogram Unity before we face it.
- Sila Desaulis of the Technic League attempted to explore Silver Mount but robots turned against them
- A Technic League man named Prosser might help down deep in Silver Mount
- Hologram scene of Security Chief Hevrendall explaining how Divinity fled through a wormhole into uncharted space and about its crash and other stuff
- Unity's High Priest is a gargoyle called Ophelia. She is in the command deck protected by robots. We need to override their lockdown in the security center in order to get there.
- Unity await us in the Godmind
- We released Divinity’s security lock, giving us access to the recreation, command, astrogation, and computer core decks. All robots will be weaker now.
- We killed Deacon Hope and the brains that make Unity more powerful but failed to convince the androids out of their fake life
- Unity might be reprogrammed with memory facets in the Godmind
- Ophelia’s story

Kellid sayings:

"Step first with your spear" - Test the ice before you put your weight upon it, but also general caution before you leap.
"To taste the marrow, first crack the mammoth's bone" - Only great effort brings great reward
"Braiding a mammoth's tail" - Engaging in a pointless activity
"Praise winter in the summer. Praise sickness when in health. Praise hunger at the feast." - Be thankful for the hardships you survive