Gralnir Raghan

Merdec Amberheart's page

10 posts. Alias of KoolKobold.


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Have fun everyone!


I am so excited


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like I said had I have the Giantslayer AP on me I’d easily run it with some submissions


Storyteller Shadow wrote:
Merdec Amberheart wrote:
tbh if I had the Adventure Path books I’d choose those not selected for this campaign. Gotta get them while I can

I find PDF copies from Paizo to be great, especially for PBP, can copy paste relevant text when necessary.

Not too expensive either.

Yeah, PDFs are cheaper and easier to get. But, call me old fashioned, I like the feeling of a book in my hand.


tbh if I had the Adventure Path books I’d choose those not selected for this campaign. Gotta get them while I can


Man there are a lot of awesome submissions!


Merdec's personality can be described as quiet and stoic-he doesn't tend to open up to others in fear of what happened in the past will repeat itself. However, should one get to know him, they'll find a surprisingly caring and jolly dwarf underneath that rough exterior.

On another note, Possessed Oracle sounds like fun to play, I'll definitely think of a character for a future campaign with that archetype. So thank you Xiona for showing me of the existence of that archetype.


Wondering if there’s anything I need to add for Merdec like appearance and personality or if that’s optional


Merdec Amberheart wrote:

Here's KoolKobold submitting Merdec Amberheart, dwarf stonelord paladin. Background will be made later today or tomorrow, but I got his stats down at least.

** spoiler omitted **...

Here's Merdec's backstory.

Background:
His family came from both dwarves who battled orcs since the Quest for Sky, as well as those who serves the Knights of Lastwall since its inception. But Merdec's parents-Bairsk and Tizli-wanted a simpler life when they fell in love. Leaving Tizli's hometown of Trunau, they settled in the nearby Mindspin Mountains, living as a simple life of hunters, and when Merdec was born, life was already pleasant-plenty of game to hunt, the location was safe from raiding orc tribes, everything seemed peaceful.

Until that night. All Merdec remembered was waking up to the ground shaking in rhythmic patterns. The sounds of crashing and the screams of his parents splitting his ears. And the roof of his room was lifted to see a giant staring the young dwarf down.

He didn't know how he survived-his memories were blurry, but he knew that he ran for his life, scrambling to escape the hands of the terrible titans that wish to cook him, and falling down a small drop and hitting his head on the way down. When he awoke, young Merdec staggered to the nearest home he knew-Trunau. There, he sought out his grandfather, a grizzly old blacksmith by the name of Zursk Lenum; once the young dwarf told of what happened, Zursk organized a rescue party. But they only came back with one thing-Bairsk's warhammer. Something that was promised to Merdec when he became of age.

Bitter about the loss, Merdec grew up with an antisocial life, despite the suggestions of his grandfather. Many a night has been lost to nightmares coming back as a replay of that night-only this time he could see his parents ripped limb from limb as the giant gleefully chuckle at the cruel game of slaughter. The older he got, the more determined Merdec was to train himself to be a giant hunter, and bring justice to those who murdered his parents.

When he became 50 years old, he discovered that he had innate powers that seem to come from the earth itself-not in the way that those of arcane or divine spellcasters could do. No, it seemed as if he could meld metal and stone to however his will seemed. Zursk has told him that some of his ancestors were oracles and sorcerers who had powers that came from the very ground beneath them, and believes that one day, Merdec will reawaken this long lost power his family held.

In the meantime, he has spent his time aiding his grandfather with his shop, as well as traveling to Lastwall with caravans to help get more materials for weapons and armor. He hopes one day to go out and seek the giants who killed him...maybe afterwards he can think about settling down.


Here's KoolKobold submitting Merdec Amberheart, dwarf stonelord paladin. Background will be made later today or tomorrow, but I got his stats down at least.

Crunch:
male dwarf paladin (stonelord) 1
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft; Perception +3
DEFENSE
AC 17, touch 11, ff 16 (+5 armor, +1 Dex, + 1 shield); +4 dodge vs giants
hp 14 (10 (1st level) + 3 (Con) + 1 (favored class)
Fort +5, Ref +2, Will +4; +1 against illusion; +2 vs poisons, spells & spell-like abilities
Defensive Abilities defensive training
Aura good
OFFENSE
Speed 20 ft, slow and steady
Melee warhammer +4 (1d8 + 3/x3)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hatred (+1 attack rolls vs goblinoids & orcs), stonestrike (1/day, +1 attack & damage)
Spell-Like Ability (CL 1st)
At will-detect evil
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 15, Cha 8
Base ATK +1; CMB +4; CMD 15 (19 vs bull rush or trip while on ground)
Feats Power Attack
Skills (2 ranks)
Heal +5 (1 [rank] + 2 [Wis] + 3 [csb])
Perception +3 (1 [rank] + 2 [Wis]); +5 vs unusual stonework
Languages Common, Dwarven
SQ greed, stonecunning
GEAR
85 gp
Warhammer (12 gp)
Light crossbow (35 gp)
Scale mail (50 gp)
Light steel shield (9 gp)
Fighter's kit (9 gp)
Backpack
Bedroll
Belt pouch
Flint & steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
Explorer's Outfit
RACIAL TRAITS
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.
TRAITS
Clearheaded (Race Trait)-You see through deception and lies. 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.
Deft Dodger (Combat Trait)-Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Orphaned by Giants (Campaign Trait)-You grew up in a tranquil, happy home near the mountains, but the peace was shattered when giants came down from the mountains to raid your settlements. The giants killed your parents and left you a young orphan, and since that day, you've sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.
CLASS ABILITIES
Aura of Good-The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Stonestrike-Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.