Golem-Breaker

Ingrid Stoneheart's page

27 posts. Alias of Pancakes.


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Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

AC is 34 (20+12 from buffs+2 BoF, righteous might is net 0. Dr 3/- or 5/evil

Seeing as how they've already made their presence known, and Brother Hawthorne is inspiring them through song, Ingrid forgoes the Silence spell and instead joins Sven at the front, adding her divine powered attacks to his own, landing a frighteningly powerful blow against one of his attackers.

Moving and attacking the same giant, unless he's already down, going for another one in that case.

Attack (IC, BoF, Divine Favor, Righteous Might, PA): 1d20 + 14 + 2 + 2 + 4 + 2 - 1 - 2 ⇒ (15) + 14 + 2 + 2 + 4 + 2 - 1 - 2 = 36
Damage: 2d6 + 1 + 6 + 1 + 4 + 2 + 4 + 2 ⇒ (5, 6) + 1 + 6 + 1 + 4 + 2 + 4 + 2 = 31
Holy Damage: 2d6 ⇒ (3, 5) = 8
Demoralise: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Ingrid is entering as well!


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Ingrid looks around the room, making sure they're alone.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

"Seems we'll need to come at another time if we actually want to get the tanners. Do you want to try and wreck what we can before Brother Hawthorne's Invisibility spells run out? Doesn't seem there's much else we can do here for now."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"I agree. Let's move out for the tannery then, when everyone is ready."

Same preparations as last time: Casting two communal Air Walks, splitting the durations as 50 minutes for both Kurag and Hawthorne, 40 for Ingrid, 30 for both Sven and Gilde.
Casting Magic Vestment on both the armor and shield (+2 AC each, 11 hours).

Will cast Ironskin (+5 AC, 10 minutes), and Shield of Faith (+3 AC, 10 minutes) right before we head out.

Will cast Divine Favor (1 minute) and Righteous Might (10 rounds) when we get close, and Silence (10 rounds, centered on Ingrid) when we're about to engage.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Ingrid nods at all the suggestions thus far. "I am not able to cast those spells, either, Naximarra. I could see them helping in making sure Kurag gets a chance with the woolly mammoths."

"Your other suggestions, though, hitting the tanners and the cooks, is something we can readily do. It isn't t much different from what we were considering regarding their storage supply. If we go invisible and cover the area in a silence spell, we should be able to take them out without alerting anyone. Getting out unnoticed will be trickier, of course. But the damage will be done. With us being able to take to the air, and most of the camp being off training, I figure we should be able to get back without much problems."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"I see. If we're going against an undead foe, there's a few preparations we may want to make. I can pray to Torag for protection against negative energy tomorrow. We'd be risking having the dragon come back, though. Up to you all. We can try to sneak in to her hut and bring her down swiftly today, if that's what you all prefer."

Ingrid then looks back ro Naximarra. "Would you think it likely for the dragon to come back tomorrow, Naximarra? And you mentioned charm person spells and possibly other actions to aid us, provided they don't reveal your presence to the camp. What did you have in mind? Any chaos you could bring to the camp when we make our move for Skirkatla would be welcome - the more time we have before we have to deal with reinforcements, the better."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Sense Motive: 1d20 + 11 ⇒ (11) + 11 = 22

Ingrid listens cautiously to the dragon's words, trying to see through any signs of deception.

"Your reasons make sense, Naximarra. The knowledge that this Storm Tyrant has the ability to enslave red dragons to do his bidding is worrisome, but we should focus on the immediate problem and do what we can. With the dragon absent for now, I guess this is the best time to strike at Skirkatla. But we should make sure we're as best prepared as possible. Anything you could tell us about her and her abilities would be welcome."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Ingrid studies the dragon for a moment, carefully considering her words, before nodding at Sven's reply.

"Aye, it would seem our goals are aligned and a partnership makes sense. But I'm guessing there's something more to it, if we're having this conversation. If you've been watching us, you know our plans. And I think it would have been trivial for you to bring enough destruction and fear to the camp that they would have decided to disband."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"We should keep harassing them, at the very least, even if we can't get to the supplies. Have Kurag snipe at them from the darkness and retreat before they can get him. Maybe let me go in invisibly again and collapse some more towers, too - they might hear me coming, but they still won't be able to see me. Keep the pressure on. They're already too scared to send out patrols. If we make them see that staying at the camp isn't safe, either, they'll have to see that their only remaining option is to flee."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"How much longer do you think they can keep this up? I mean, even giants have to be able to realise these patrols are accomplishing nothing besides thinning their numbers."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"Aye." Ingrid nods, still eyeing the chaos going over the camp. "Although if they send out patrols looking for us, ambushing those could help our goals, too. Don't think they'll keep it together for long, trying to stand against an enemy they can't see and can do nothing against."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"We're doing this now? Not that I like to leave a job half-finished, but with the camp on high alert, shouldn't we wait for tomorrow? If you two go in now, assuming you approach invisibly, you'll still need to get out, with the camp actively looking for attackers. And someone else might spot the fire and put it out, too."

She eyes the camp with a menacing grin. "Plus, if Brother Hawthorne's magic is enough for it, we could all be going in invisibly. Either way, I can prepare a spell to nullify all sound around one of us, which should make sure they can't get a warning out. It will take about 15 minutes to do it now, though, and it will affect us too, so we should plan everything out first and cast whatever magic spells we need beforehand."

I can prepare a Silence spell on one of you and extend it via rod, for 20 rounds duration.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

A bit worried that the fire at the silo seems to have been stopped, but figuring the best thing she can do is stick to the plan and regroup, hoping Hawthorne and Kurag decide to do the same, Ingrid takes to the air and moves back towards Sven and Gilde.

"I'm back." She says as she gets near, to make her presence known. "Are the other two back yet?"


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

As soon as she sees the flames, Ingrid casts her wood shaping spell, trying to alter the legs of the tower, bending and weakening some of them to force the tower to fall to the side furthest from her.

After the spell is cast, she makes her way to the next closest tower and does the same.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

No reason you can't hit both, I think, if both Kurag and Hawthorne light a building at more or less the same time after you're done raiding their storage.

Spells Prepared:

(CL 10; (4/6+1/5+1/4+1/4+1/3+1/0/0/0/0) Concentration+15)
5th- Air Walk, Communal (DC 20)x2; Righteous Might (DC 20); Domain:Wood Shape(DC 17);
4th-Blessing of Fervor (DC 19); Divine Power (DC 19); Freedom of Movement (DC 19); Open; Domain: Wood Shape(DC 17);
3rd- Dispel Magic (DC 18); Magic Circle Against Evil (DC 18); Magic Vestment (DC 18) x2 Domain: Wood Shape (DC 17);
2nd- Ironskin (DC 17) x2; Tears To Wine (DC 17); Open x2; Domain:Wood Shape (DC 17);
1st-Divine Favor (DC 16) x3; Liberating Command (DC 16); Protection from Evil (DC 16); Shield of Faith (DC 16) Domain:Animate Rope
0th-Detect Magic (DC 15); Guidance (DC 15); Create Water (DC 15); Stabilize (DC 15);

When night falls, Ingrid casts her spells as they prepare for the raid.

Casting two communal Air Walks, splitting the durations as 50 minutes for both Kurag and Hawthorne, 40 for Ingrid, 30 for both Sven and Gilde (not that I expect those durations to be relevant).
Casting Magic Vestment on both the armor and shield (+2 AC each, 11 hours).

"I'm all set. Just have a couple more defenses to put up right before we strike, just in case, but good to go whenever we're all ready. As soon as I see the fire flaring up, I'll start collapsing those towers."

Will cast Ironskin (+5 AC, 10 minutes), and Shield of Faith (+3 AC, 10 minutes) right before we start.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

I think the storage silo is the priority target. No reason not to set both on fire, though.

"Aye, sounds like a plan. But I'll gladly take some of the towers down as well if we can spare one Invisibility spell for me, too. Figure the more damage we do, the less they'll want to stay here."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"So I guess we have a plan, then? You air walk over there, keeping yourself invisible, and try to pinpoint the best targets for us to take down tomorrow?" Ingrid nods to Sven respectfully. "I think master Sven has the right of it: if we prioritise their food supplies, they'll have to leave soon after, or send out foraging parties that we should be able to pick off with ease."

Ingrid reaches inside her backpack and takes out a rod, handing it to Brother Hawthorne. "Here. Won't do me any good for me today, and it should help your Invisibility spells last longer. Maybe let Kurag get one casting of it, as well, to make sure you cover as much of the camp as possible today?"

It's a lesser extend rod. Should get you three Invisibility spells lasting 20 minutes each. Or a Confusion spell that lasts 20 rounds ;)


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"I can do the same thing with wood, too. But only once for today. If we wait for tomorrow, I can pray for additional castings - if Torag wills it, I should be able to do it a total of four times a day." I get Wood Shape as my 2nd level domain spell, so I could prepare it a maximum of four times using the higher level slots.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

I'm a bit unsure if the added details were a result of some scouting or not, but I'll assume they're known so we can push forward with this.

"So, how do we want to tackle this? I'm not eager to fight off an entire encampment of giants, and I did like the idea of having me and Gilde move in invisibly and start tearing some structures down. Now, I don't think we can do the whole camp in one sitting, but the north seems a bit sparser than the south, so should be easier to sneak in and do some damage. Plus, no dragon to deal with. So what do you say? We bring down the towers and those buildings on the northeast, retreat, see how they react and move further south the next day? Cause enough damage, and I figure those giants will want to leave."

Ingrid looks at the map a bit more, pondering. "Our first strike will put the camp more alert, though. Maybe we should focus on whatever would hurt them more first. So we just scout for today, see if we can figure out what each building is, and pick our targets tomorrow?"


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

So how's this for some dwarven subterfuge? Sending in a duo of invisible, flying, demolition experts?


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"These armours are not made for sneaking, true." She nods at Gilfe's words, but with a slight grin on her face. "But remember we could be going in invisible. Sure, they might hear us coming, but they'd still need to know where to aim to stop us."

She then nods to Kurag, approvingly. "I never even considered the option, but it's a nice idea. I could hit two of the watchtowers today, three if they're made of wood."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

"Don't have either scrying or anything to make someone invisible, but I did ask Torag for the ability to let us walk on air - figured it might help when traveling, but should let us scout from the air as well. Don't know how closely they'll be watching the skies. As for a defensive position, I can shape a limited amount of stone, as well - maybe make ourselves a wall with some arrow slits for those with bows?"


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

I'll gladly take it (it's a great option if I want more damage instead of sickening targets, or when they're immune to fear). But if Gilde wants it as well, I'll happily let them have it and stick with mine.


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Ingrid raises an eyebrow as Hawthorne mentions the forge, her curiosity piqued. Sven's talk of artifacts only spur it further, but she nods seriously at his words. "Aye, no reason to be wasting time standing around talking when there's work to be done! I'd be lying if I said I wasn't curious about this forge you mentioned, and the artifacts you consecrated in Torag's name, though. But you can satisfy my curiosity on the way. Where are we headed?"

And I've been forgetting to post my spells for the day.

Spells Prepared:

(CL 10; (4/6+1/5+1/4+1/4+1/3+1/0/0/0/0) Concentration+15)

5th- Air Walk, Communal (DC 20)x2; Righteous Might (DC 20); Domain:Fabricate (DC 20);

4th-Blessing of Fervor (DC 19); Divine Power (DC 19); Freedom of Movement (DC 19); Open Domain: Minor Creation (DC 19);

3rd- Dispel Magic (DC 18); Magic Circle Against Evil (DC 18); Magic Vestment (DC 18) x2 Domain: Stone Shape (DC 18);

2nd- Ironskin (DC 17) x2; Tears To Wine (DC 17); Open x2; Domain:Wood Shape (DC 17)

1st-Divine Favor (DC 16) x3; Liberating Command (DC 16); Protection from Evil (DC 16); Shield of Faith (DC 16) Domain:Animate Rope

0th-Detect Magic (DC 15); Guidance (DC 15); Mending (DC 15); Stabilize (DC 15);


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19
Brother Hawthorne wrote:


I really could use some chance to equip folks, remember I started as naked as a newborn! Not that we have money for that, but at least keep eyes out for non-magical crap I can use!

And any non-magical crap you CAN'T use, too! You have a smith in the party now - I should be able to salvage any junk into raw materials to fabricate something you can actually use.

Ingrid steps proudly forward towards the group at Sven's greeting. As she gets closer, there can be no doubt about her faith, from the holy symbol hanging from her neck, to the way it is also prominently displayed on her finely crafted armor and shield.

"Aye. But, to be perfectly honest, it's not just the Forgefather's will that drove me here. I have heard rumours about what's going on, both about the threat of a giant invasion, and about the deeds you all have accomplished to thwart it. And I'd be dishonouring my family name if I just stood by and let you do all that alone." She nods to each of the them as she continues. "Ingrid Stoneheart, Forgepriestess of Torag. I hope to stand proudly with you all against this threat."


Cleric 10 | HP 110/110 | AC 20 | T 10 | FF 20 | CMB +13 |CMD 23 | Fort +11 | Ref +6 | Will +14 | Init +0 | Perc +5 | Intimidate +19

Hello all, thanks for inviting me along! I'm good to go as is, and I figure you guys have waited long enough to get back into the game!


Hello, I would like to submit Ingrid. I have unfortunately been going back and forth on these two builds for her - They're not too different in focus, and if I had to pick, I would probably lean more towards the Cleric one (as it's what I started with). But figured I might leave both here, in case the group has a stronger preference than me. If you'd rather it be one build per person, though, please consider the Cleric one.

With not much time to ask and change things before the deadline, and unsure how to handle potentially crafted equipment, I left her under the normal WBL with magic items at full price - and if you would prefer to avoid magic item crafting altogether, then please consider the paladin build, as that's simpler to change and I have two replacement feats thought out already.

As for my timezone, I'm in British Summer Time right now, so GMT+1.

Description:

Ingrid stands at around 4ft tall, with a sturdy build, typical for a dwarf, with strong arms hone by years of work at her forge, combat training, and battles. Her long brown hair shows hints of red and is carefully braided, with small expertly crafted metal decorations in several places. She has bright green eyes that shine with determination and purpose, and is usually wearing her intricately crafted armor, one of her proudest achievements, with her trusty warhammer normally at her waist.

Backstory:

Ingrid comes from a long line of Janderhoff defenders, with one of her most famous ancestors being Dolgrin Stoneheart, a legendary smith and giantslayer. Inspired by tales of her family's heroics, Dolgrin's in particular, Ingrid became a fighting priestess of Torag, her skill in crafting weapoms, armor, and magical accessories only matched by her might on the battlefield, a terror to most of the enemies she fought. When she isn't out on a mission or focusing on her crafting back at Janderhoff, she makes sure to travel the surrounding areas, alert for rumours of anything that might pose a threat to Janderhoff.

Recent news of a giant's army being rallied has gotten her concerned for the safety of her city, and when news of a group of brave dwarves who were standing against the horde reached her, she knew her place was at their side, and prayed to Torag to lead her to them, to fulfill her duty to her city, her people, and her family's history.

Stat Sheet - Cleric:

Ingrid Stoneheart
Dwarf Cleric ( Forgemaster ) 10;
Lawful Good Medium Humanoid(Dwarf)
Init: +0 Senses: Darkvision, Perception +5

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DEFENSE
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AC 20 , touch 10, flat-footed 20
hp 110 (8+2 con +1 fcb x10)
Fort +11, Ref +6, Will +14
DR: 3/-

Possible increases to AC: +4 magic vestments x2, +5 ironskin, +2 shield of faith
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OFFENSE
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Speed 20 ft.
Melee
+1 Cruel Warhammer +14/+9 (1d8+1+6, x3)

Ranged

Spells Prepared (CL 10; (4/6+1/5+1/4+1/4+1/3+1/0/0/0/0) Concentration+15)
5th-
4th-
3rd-
2nd-
1st-

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STATISTICS
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Str 22, Dex 10, Con 14, Int 11, Wis 20, Cha 10
Base Atk +7; CMB +13; CMD 23
Feats Cornugon Smash; Craft Magic Arms and Armor; Craft Wondrous Item; Intimidating Prowess; Power Attack; Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Proficiency (Simple), Weapon Proficiency (Warhammer)

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Skills (2 per level, 2 background - 20 ranks, 20 background)
Craft(Armor) +17 (10 background rank, 3 class, 2 race, 2 circumstance);
Craft(Weapon) +15 (8 background rank, 3 class, 2 race, 2 circumstance);
Craft(Jewelry) +9 (2 background rank, 3 class, 2 race, 2 circumstance);
Diplomacy +9 (1 rank, 3 class, 0 cha, 3 competence, 2 race);
Intimidate +19 (10 rank, 0 cha, 6 str, 3 competence);
Knowledge (Religion) +5 (1 rank, 3 class,1 int);
Spellcraft +11 (8 rank, 3 class);

Traits Fate's Favored, Giantslayer Scion
SQ Artificer; Artificer's Touch Divine Fighting Technique (Torag); Aura; Dancing Weapons; Divine Smith; Master Smith; Runeforger; Steel Spells;
Languages:Common, Dwarven
Equipment
Money Spent: 60518 (Assuming Weapon was crafted before enchanting.)

Armor: Masterwork Adamantine Full-Plate, Masterwork Buckler
Items: Equipment 2x Tools, Artisan's, masterwork; Backpack, common; Belt of giant strength +4; Cloak of resistance +2; Extend Metamagic Rod, Lesser; Headband of inspired wisdom +4; Circlet of Persuasion; Ring of Sustenance; Wand of Cure Light Wounds (50/50);

Racial Options

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.

Giant Hunter
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Iron Citizen
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.

This replaces stability.

Stat Sheet - Paladin:

Ingrid Stoneheart
Dwarf Paladin ( Oath of the Skyseeker) 10;
Lawful Good Medium Humanoid(Dwarf)
Init: +1 Senses: Darkvision, Perception +4

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DEFENSE
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AC 23, touch 11, flat-footed 22
hp 130 (10+2 con +1 fcb x10)
Fort +15, Ref +10, Will +13
DR: 3/-

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OFFENSE
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Speed 20 ft.
Melee
+1 Cruel Warhammer +16/+11 (1d8+1+5, x3)

Ranged
Longbow +11/+6 (1d8+5, x3)

Spells Prepared (CL 9; (3/2/1/0) Concentration+13)
3rd-
2nd-
1st-

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STATISTICS
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Str 20, Dex 12, Con 14, Int 13, Wis 10, Cha 18
Base Atk +10; CMB +15; CMD 26
Feats Cornugon Smash; Craft Magic Arms and Armor; Craft Wondrous Item; Greater Mercy; Power Attack; Armor Proficiency (Light, Medium, Heavy), Shield Proficiency, Weapon Proficiency (Simple, Martial)

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Skills (3 per level, 2 background - 30 ranks, 20 background)
Craft(Armor) +17 (10 background rank, 3 class, 2 race, 2 circumstance);
Craft(Weapon) +15 (8 background rank, 3 class, 2 race, 2 circumstance);
Craft(Jewelry) +9 (2 background rank, 3 class, 2 race, 2 circumstance);
Diplomacy +17 (5 rank, 3 class, 4 cha, 3 competence, 2 race);
Intimidate +17 (10 rank, 4 cha, 3 competence);
Knowledge (Religion) +5 (1 rank, 3 class,1 int);
Perception +4 (4 rank);
Spellcraft +14 (10 rank, 3 class, 1 int);

Traits Magic Knack, Giantslayer Scion
SQ Aura of Courage; Aura of Good; Aura of Resolve; Channel Energy (Paladin) +5d6; Code of Conduct; Detect Evil; Divine Bond; Divine Grace; Divine Health; Lay On Hands; Smite Evil; Smite Evil Hordes;
Languages:Common, Dwarven, Giant
Equipment
Money Spent: 60056 (Assuming armor, Shield and Weapon were crafted before enchanting.)

Armor: +1 Adamantine Full-Plate, +1 Buckler
Items: Belt of giant strength +4; Cloak of resistance +2; Headband of alluring charisma +4; Circlet of Persuasion; Ring of Sustenance;

Racial Options

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.

Giant Hunter
Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

Iron Citizen
Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.

This replaces stability.