About Kolthis IronjawStats:
Kolthis Ironjaw Male Dwarf Fighter 2/Cleric 3 CG Medium Dwarf Init +7; Perception +10 -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+1 dex, +7 armor, +1 dodge) HP 50 (2d10, 3d8) Fort +9, Ref +4, Will +6 (+1 vs fear effects) -------------------- Offense -------------------- Speed 30ft Lucerne Hammer +10 (1d12+11, x2) (brace, reach) Dwarven Waraxe +8 (1d10+10, x3) Dagger +9 (1d4+5, 19-20/x2) -------------------- Other Statistics -------------------- Str 20, Dex 13, Con 14, Int 10, Wis 14, Cha 8 Base Atk +4; CMB +9; CMD 21 Feats, Skills, Traits:
Feats: 1. Power Attack 1. Weapon Focus (Lucerne Hammer) 2. Improved Initiative 3. Combat Reflexes 5. Dodge Skills: 2 Adventuring, 2 Background per level
Traits:
Drawback:
Racial Features:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of hatred. (Selected Perception and Sense Motive) Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Class Features:
-------------------- Fighter -------------------- Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields). Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.” Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. --------------------
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. A full list of Cleric Domains can be found here. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Equipment:
+1 Lucerne Hammer Cold Iron Dwarven Waraxe Silver Dagger in a spring-loaded wrist sheath Masterwork Breastplate Wand of Cure Light Wounds (38 charges), in a spring-loaded wrist sheath Belt of Giant Strength +2 Ring of Protection +2 Cloak of Resistance +1 Other gear, as seen in this spreadsheet Spells/Domains:
Domains: Travel, Luck Orisons: Create Water, Detect Magic, Light, Mending 1st Level: True Strike(Domain)
2nd Level: Aid(Domain)
Background:
Kolthis was born to a pretty standard Dwarf family in Caliphas. Living in a family of merchants, Kolthis grew up wanting to break the mold and travel out for adventure. In his exploration of the city, he learned of Desna, a fair cry away from the Torag worship in his familial home, and took to the goddess immediately. With that as a catalyst, Kolthis decided to join a small band of soldiers for hire, or as his family so rudely called him mercenaries, made up of some of his friends, and traveled Ustalav for employ. The 5 man group, called The Hammer Hands, at various times were hired on behalf of the Ustalavic nobility, the Pathfinder Society, and various other organizations as they proved themselves more and more. Kolthis dealt with his fair amount of odd encounters in this time, including Sczarni, cultists, and mutated animals. It was never a boring life, and for that Kolthis was glad. Then one day, they got an assignment to escort a small group of people, mostly scholars, to an area at the eastern end of the Hungry Mountains. It was to some old ruins, they said, looking for historical something-or-others, maybe on behalf of some society. Quite frankly, Kolthis didn't care much about the particulars, as long as he got paid. So the Hammer Hands hammered on and did their job. What none in the group had expected was that the ruins they wanted investigated were both trapped, and filled with others. After a series of traps and encounters, the party ended up being split up. Making his way with only one of his companions and a cleric of Sarenrae of the other group, they made their way through perils and stumbled upon an old codex with strange runes. As Kolthis retrieved the book, there was a horrifying sound, something like a screeching animal but none he had ever heard, and suddenly Kolthis was knocked out cold. The next thing Kolthis remembered was being woken up by the cleric, robes and hands bloody, pulling desperately to get Kolthis on his feet. Looking around he saw the body of his friend laying not 10 feet from him. Or at least, half of it. The other half was being consumed by some aberration, a horribly transfigured creature in the dark. Seeing this scene, Kolthis screamed for all he was worth - and he continued screaming as he was dragged out of the ruins, clutching to scraps of the book he no longer had, before passing out once more. He awoke later in a temple. Of what God or Goddess Kolthis does not remember. What he does remember is that less than half of the people who started the journey now remained. Of his friends, only one had survived, and he too, was in shock. On the melancholy trek back to Caliphas, Kolthis had nightmares - of his friend, being eaten by something in the dark. Of his other friends, disappearing before his eyes and him powerless to stop it. Of him, falling endlessly through a labyrinth made of flesh and bone. He was lucky to get any sleep at all. When they arrived, Kolthis held a ceremony for his fallen friends at the temple of Desna, and decided to stay in service to the Goddess of Fortune, the Tender of Dreams, as a member of the church. Perhaps the praying and service would stop the constant nightmares. And eventually, they did stop. Or at least, slow down considerably enough that he didn't notice them as much. As a member of the church with his skillset, Kolthis was often sent out on a number of errands much like his previous life, acting as part of an escort or chaperone. His longing to travel and explore was not lessened permanently, and the ever traveling worshipers of Desna was an easy fit for him. Recently however, Kolthis has been experiencing nightmares again. But not like the ones he had before. No. These ones were worse. He wakes up in cold sweats most nights now, grotesque images and haunted depictions of himself and who knows what, fresh in his mind. He hasn't been sleeping, he hasn't been eating, and what's more is he's been hearing voices. Sometimes in the form of his friends, sometimes his parents. There is a voice he doesn't recognize, however. A soothing voice in his dreams that gets him through the night. It helps so much to have a friend in dealing with these nightmares, and he's convinced it's Desna herself, in some form, looking after him. Just as she did years ago at the ruins. Now in his dreams, they come up again. Over and over and over again, but with them another place. A large, ancient hill. Cobbled white streets. Death, grime, decay, loneliness. All of it, coming again and again. Carrion hill, says the voice. That's where you have to go, if you want it to stop. He does. Gods, it's all Kolthis wants. But everyone else, they won't let him go. It's too dangerous, they say. You don't know what's out there. They don't know what you're going through. They don't want you to be okay. Go, Kolthis. Go, for me. Gripping the remains of his old life with his new, Kolthis sets off now to Carrion Hill, determined to bury the remnants of his nightmares in the with the bodies that lay in the ancient grounds of Carrion Hill.
Fun Facts:
The Hammer Hands are named so because the primary weapon of all the members in the group are lucerne hammers! Originally, however, it was because they came up with the idea while hammered drunk in a tavern, leading to the formation of The Hammered Hands. Don’t tell anyone! Kolthis received his name Ironjaw from a specific incident where the group was fighting against an ambush of brigands and thieves. After having been disarmed, Kolthis responded by biting off a couple fingers of one of the attackers. The creature that killed the adventuring party in the ruins was a young, variant Shoggoth that was too lazy to chase after the rest. The book that Kolthis found, and ripped a few pages out of, was an ancient eldritch tome which is what opened up the mental communication between Kolthis and the voice in his dreams. On that note, the voice is definitely not Desna, but something else that is, very slowly, sapping away his sanity and trust of people (think schizophrenia). Regardless of that, Kolthis still views himself as a good follower of Desna and tries hard to get past the weird, occasional surges of paranoia when it comes to other people. He has named his Lucerne Hammer “Lucy”. Kolthis is immensely amused by it, and thinks he is awfully clever. Everyone else knows he is not.
|