Kossrani

Kolvig Gyldersonn's page

1 post. Alias of Black Dow.


About Kolvig Gyldersonn

A builder and breaker both.

Carnyx

coronach

The following is for information only - you don’t need to completely build a character to apply.

6. Two traits. One must be a campaign trait. Try to pick traits that align with your backstory, not just add to your character's stats (or figure out how to add stat-boosting traits into your backstory). I'm fine with flavor tweaks to make traits align better with your character's story, but please let me know that you're making the tweak before you assume I'm ok with it (I probably will be).
8. Average gold for buying starting gear for your class.
9. Max HP at level one, roll or 1/2 HD + 1 thereafter.

Male Dwarf Fighter (High Guardian archetype) 1
Neutral Good Medium Humanoid (Dwarf)

Favoured Class: Fighter

Favoured Class Options:

+1 HP
+1 Skill Point
+1 to the fighter’s CMD when resisting a bull rush or trip.

Speed: 20ft Armoured/Unarmoured.
Init: +1
Senses: Perception +?; Dark Vision 60ft.

DEFENSE:

AC 16 (10 Base, +1 Dex, +X Armour)
Touch AC 11 (10 Base, +1 Dex)
Flat Footed AC 15 (10 Base, +X Armour)
HP 13 (1d10 [10]; +3 Con)
SAVES: Fort +5 Ref +1 Will +1
CMD: 14 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +1
Melee:
Ranged:
CMB: +3 (BAB+STRMod+SizeMod)

STATS

STR 14 (+2); DEX 12 (+1); CON 17 (+3); INT 14 (+2); WIS 12 (+1); CHA 9 (-1)

20 PT STAT BUILD:

5 Points - STR (14) = 14
2 Points - DEX (12) = 12
7 Points - CON (15) +2 = 17
5 Points - INT (14) = 14
0 Points - WIS (10) +2 = 12
1 Points - CHA (11) -2 = 9

STANDARD RACIAL TRAITS

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
DEFENSE RACIAL TRAITS
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
FEAT & SKILL RACIAL TRAITS
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.
Stoic Negotiator: Some dwarves use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

FIGHTER (HIGH GUARDIAN) CLASS ABILITIES

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

As the shield that protects his lord from the myriad dangers around every corner, the high guardian pledges his life to keep his charge safe. High guardians epitomize personal devotion.

Weapon & Armour Proficiency:

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Obligation (Ex):

At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.

Right Hand (Ex):

At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.

This ability replaces the bonus feat gained at 1st level.

FEATS

Additional Traits (General) - Starting Character Feat:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

TRAITS

Taldan Patriot (War for the Crown Campaign Trait):

You love your country, its history, and its people... even though they may not love you back. Whether you’re a bureaucrat, a minor noble, or a soldier, you want your community to be the best it can be and you channel that love into a position in service to the people of Taldor.

Benefit(s): You gain a +1 bonus on all Sense Motive and Knowledge (history) checks, and these skills are always class skills for you. In addition, once per day you can recall a specific fact about a Taldan noble’s personality—quirks such as a hobby or pet peeve — including information you would normally learn as a discovery check in social combat.

Clearheaded (Dwarven Racial Trait):

Requirement(s): Dwarf

You see through deception and lies.

Benefit(s): You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.

Protective Faith (Religion Trait):

Requirement(s): Torag

Your faith in the Father of Creation strengthens your ability to shield others.

Benefit: When you use the aid another action to grant your ally a bonus to AC, you grant a +3 bonus to AC instead of the normal +2.

Careful Combatant (Combat Trait):

You have a strong sense of self-preservation, believing it is more important to safely extract yourself from a fight that has turned hopeless than to stubbornly stand your ground and risk death—for when you’re dead, you can’t protect the innocent.

Benefit: When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.

SKILLS
4 Skill Ranks per level as standard (2 Class; + 2 Int)

FIGHTER SKILLS LIST:

The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Local*) (Int), Knowledge (Nobility*) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Knowledge (History) & Sense Motive gained through trait.

*A High Guardian adds Knowledge (Local) and Knowledge (Nobility) to his list of class skills, instead of Knowledge (Dungeoneering) and Knowledge (Engineering).This alters the fighter’s class skills.

Bluff +1: 0 Ranks; -1 CHA; +2 Race
Diplomacy +1: 0 Ranks; -1 CHA; +2 Race
Knowledge (History) +7: 1 Rank; +2 INT; +3 Class; +1 Trait
Knowledge (Local) +6: 1 Rank; +2 INT; +3 Class
Knowledge (Nobility) +6: 1 Rank; +2 INT; +3 Class
Sense Motive +6: 1 Rank; +1 WIS; +3 Class; +1 Trait

Languages: Common, Dwarvish, ??? & ???

WEALTH

Gold: 175
Silver:
Copper:
Treasure:

GEAR/EQUIPMENT

Combat Equipment:
Mundane Equipment:

Encumbrance: 00.00lbs (Light Load)

Expenditure:

FAITH

APPEARANCE

Age: TBC Height: TBC Weight: TBC lbs.

Description.

Further Description

BACKGROUND