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Organized Play Member. 520 posts (11,078 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 28 aliases.


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A warpriest is not as scrappy as the paladin, but a not as casty as a true cleric.

For PF 1e, a warpriest is a 6 level caster, a 2/3 BAB class, d8 HP.
Has access to all cleric spells, but different skills.
Has access to all simple, martial weapons, exotics as taken. :)

Hope that narrows it down

But I was under the wrong impression. I thought it was going to be a PF game.

No worries, to keep things simple for me, I will throw together a cleric, but will need to take a day or two to get it done.


Has to be cleric, or can a warpriest work ?


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Alright, I will get him finished tonight on paper, and posted tomorrow on computer.

Now that I have an idea of what is there, I can fit anything in, and will do a scoundrel/soldier.


I will fill in whatever is missing, can someone advise me as to the classes that they currently have ?


Of course I see this on the day before he is closing it up. :(

If you are willing, I need 2 days to throw together a character, and will fit him into whatever slot you are missing.


You forgot me. I am working up a magus.

Edit, change to Warpriest. :)

money: 5d6 ⇒ (4, 2, 6, 5, 1) = 18


Stats: 4d6 ⇒ (1, 3, 6, 5) = 15 = 14
Stats: 4d6 ⇒ (2, 2, 6, 4) = 14 = 12
Stats: 4d6 ⇒ (3, 3, 1, 6) = 13 = 12
Stats: 4d6 ⇒ (2, 3, 4, 4) = 13 = 11
Stats: 4d6 ⇒ (3, 5, 6, 4) = 18 = 15
Stats: 4d6 ⇒ (3, 5, 2, 4) = 14 = 12

Seems close to 20 point. But I will work with that.
Might take a day or 2 to get something up, but it will be done.


Congrats to all picked.


Good luck all.


I know it can be unfair, but so is life.

I will always play the hand that I was dealt.

However, having other options, like another trait, or the 25 point buy also works for me.
So I will see how the wind blows, and go from there. :)


EltonJ wrote:
Mokshai wrote:

I am waiting for the final decision.

And hoping its me.

Won't happen until the 31st, as promised.

I know, but I can hope. :)


I am waiting for the final decision.

And hoping its me.


Ok, I have 4 d20 rolls.

Hook, Fortune and Glory, Body Armour, and Close Combat Weapons.

Plus base money and stuff.

Fortune and Glory: 1d20 ⇒ 7
Hook: 1d20 ⇒ 10
Close Combat Weapon: 1d20 ⇒ 10
Ranged Weapon: 1d20 ⇒ 20

Fortune and Glory - Strong Willed +1 Die type for Spirit, Begin with Strong Willed.
Hook - Grudging Respect, have to work that out with the GM.
CCW - Extra Deadly - +1 all damage rolls.
Ranged Weapon - Choose any, Gaining a Free Wilks Pulse Pistol.

Edit, will do up the alias, and finalize tomorrow.


It is going to take me until the end of the month to get the savage rifts empires of humanity.

But what I am looking at is a Mars Power Armour Ace.

Will have him up by tomorrow at the latest.


Eltonj, do you still have space, if so, I guess I will work something up.


As promised.
Cedric Axehammer
Dwarf LN Cleric 1
I will create an Alias if selected.

stats:

STR 13
DEX 10
CON 12
INT 12
WIS 19
CHA 9

Init 0
Senses Darkvision (60)
Perception +5

Offence:

BAB 0
CMB 1
Speed 20 ft
Space 5
Reach 5

Ranged
Sling +0 (1d4+1 x2) B

2 Hand Melee
Longsword +1 (1d8+1 19-20) S
Longspear +1 (1d8+1 x3) P

1 Hand Melee
Longsword +1 (1d8+1 19-20) S
Dagger +1(1d4+1 19-20) P/S

Defence:

AC 15
touch 10
flat-footed 15

HP and Saves:

hp 9
Fort 3
Reflex 0
Will 7
CMD 11

Skills:

Acrobatics -4
Appraise 5
Bluff -1
Climb -3
Diplomacy -1
Disguise -1
Escape Artist -4
Fly -4
Heal 8
Intimidate -1
Knowledge (engineering) 2
Knowledge (religion) 5
Perception 5
Ride -4
Sense Motive 4
Spellcraft 7
Stealth -4
Survival 4
Swim -3

Languages:

Dwarven
Common
Celestial

Gear and Weapons:

Armour
Scale Mail

Shield
None

Weapons
Sling with 10 Bullets
Longspear
Longsword
Dagger.

Equipment
Cleric's Kit (Medium Creature)

Money

Campaign, and Racial Traits:

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Dropout (APCT 15): You gain a +2 bonus on Spellcraft checks.

Purity of Faith (ISG 222): You take +1 trait bonus on all Will saves* and a +1 bonus on all saving throws made against spells and effects originating from an outsider with the evil subtype.

Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Longsword; Heavy Pick; Warhammer

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Longsword)

Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.

Domain Powers: You gain the following domain powers:
Sun's Blessing (Core 47): Whenever you channel positive energy to harm undead creatures, add +1 to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Battle Rage (Core 48): You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can use this ability 7 times a day.

Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.


I will have my stats up later today, as a cleric of the Inheritor.


Just checking my numbers and then going to do my rolls for hook and life path.

Man, is Cyberknight MAD.

Once that is done, I will post an alias.

Couple of questions though, what equipment is in the legion starting gear.


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Mokshai is my main handle.

I will have a Cyberknight up later today. Thanks to Brook Longshot.

As soon as I got him sorted, I will post an alias.


Forgot to do this on the rolls.

Wealth: 4d6 ⇒ (4, 4, 1, 1) = 10x10 = 100

Ugg, what a crappy roll, and a 19 point array.
Oh well, thems the breaks.


I heard that you were short people.

If it is not to long, I will pick up the Rifts PDF on my payday.

After that, if you will let a person slip in, I was thinking cyberknight.


Ok, so I misread that.

But that don't mean that I cannot get that array to work.


Going to do the rolls, and then see what I can come up with.

Stats: 4d6 ⇒ (5, 6, 1, 1) = 13 = 12
Stats: 4d6 ⇒ (1, 3, 6, 1) = 11 = 10
Stats: 4d6 ⇒ (5, 6, 5, 6) = 22 = 17
Stats: 4d6 ⇒ (3, 1, 5, 2) = 11 = 10
Stats: 4d6 ⇒ (4, 3, 4, 2) = 13 = 11
Stats: 4d6 ⇒ (1, 5, 4, 4) = 14 = 13

Man, rough Stats, but I can work with that.

I guess I can work up a Cleric of Iomendae

Edit, I just noticed the 10 or under provision.

So Rerolls
Stats: 4d6 ⇒ (4, 5, 3, 4) = 16 = 13
Stats: 4d6 ⇒ (4, 3, 1, 5) = 13 = 12


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Andostre, thank you. I will look into that, and see what comes of it.


I currently have a Android Tablet that I used to use for logging in here in the past.

I just tried to get the tablet to log in, and it would not connect.

I would go through the sign in page, and then nothing.


Once again, Julian, but this time tweaked to your specifications.

Alias to come if selected.

Basics:

Julian Sullistan
LN Human Warpriest
Senses: Low Light Vision

STATISTICS:

STR 16 DEX 12 CON 12 INT 14 WIS 14 CHA 11

Offence:

BAB 0
CMB 2
Speed 20 ft
Space 5 Reach 5

2 Handed Melee
Longsword +3 (1d8+4/19-20/x2)
Light Flail +3 (1d8+4/x2) Disarm, Trip
Heavy Pick +3 (1d6 +4/x4)

1 Handed Melee
Longsword +3 (1d8+3/19-20/x2)
Light Flail +3 (1d8+3/x2) Disarm, Trip
Heavy Pick +3 (1d6 +3/x4)
Dagger +3 (1d4+3/19-20/x2)
Shield Bash +3 (1d3+3/x2)

Ranged
Longbow +2 (1d8/x3)

Defence:

AC 16,
Touch 10,
Flat-Footed 16
CMD 12

Fort 3
Reflex 1
Will 4
hp 10

Skills:

Acrobatics -5,
Appraise 2,
Bluff 0,
Climb -3,
Diplomacy 0,
Disguise 5,
Escape Artist -5,
Fly -5,
Handle Animal ,
Heal 2,
Intimidate 0,
Knowledge (engineering) ,
Knowledge (religion) 6,
Perception 3,
Ride -5,
Sense Motive 2,
Spellcraft 6,
Stealth -5,
Survival 2,
Swim -3,
Use Magic Device 1

Feats:

Fast Learner (ARG 77): When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Point-Blank Shot (Core 131): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Languages:

Common
Draconic
Celestial

Gear:

Armour:
Scale Mail,
Small Wooden Shield

Weapons:
Longsword,
Longbow,
Dagger,
Arrows (30),
Light Flail
Heavy Pick

Adventuring Gear
Warpriest Kit (Medium Creature)
Dungeoneering Kit (Medium Creature)
Cooking Kit (AA)
Grooming Kit
Gear Maintenance Kit
Fishing Kit
Grappling Hook
Adventurers Sash

Consumable Items:

None

Money:

PP
GP 71
SP
CP
Gems/Jewels

Racial Traits:

Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision*.

Campaign Traits:

Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.*

When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes.

You gain +1 trait bonus on saving throws against mind-affecting effects.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus (Longbow) as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Blessings:

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)

Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability.

Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.

Spells Prepared:

Level 0
Detect Magic
Read Magic
Light

Level 1
Divine Favour
Divine Favour

Fluff/Background:

Julian was born in Old Kintargo of a merchant shipping family.
While he was growing up, he went with his parents on a couple of cruises where he learned the use of the bow, both in defence of his ship, and for meat.
Soon after he reached the age of 14, While he was left in the churches care, his parents ship went down with all hands leaving him an orphan.
With nothing else to really live for, he continued the one thing that seemed to keep his spirits up, religion.
For the next 4 years, he continued following the church of Iomadae, which was practiced under restrictions, and persecution. The followers some of whom taught him the use of the blade.
When the crusade became active, he stopped openly practicing the churches doctrine, and was soon getting annoyed further and further by the government.
When the proclomations, came down, he finally got fed up with the current leadership of the city, and soon found himself in the square in protest against the excesses of the current government.


Kintargo GM wrote:


Mokshai: Minor thing - depending on what you're imagining by "restrictions" vis-a-vis Iomedae's practice in Kintargo, that's a fairly new thing. For much of the post-Civil War Cheliax, there wasn't a ban or even much oppression of her worship - it was kind of uncomfortable there, but it existed. Kintargo's Iomedaeans were always a bit minimal, but they were free to practice so long as they didn't oppose the government or the Church of Asmodeus more broadly. Nowadays, thanks to the Glorious Revolution in southeast Cheliax, the Iomedaeans have gone underground, and stopped holding public gatherings, etc.

I understand what you meant by restrictions, and can work with that.

Will have him tweaked over to your specifications by tomorrow.


My submission.
Julian Sullistan, Human Warpriest of Iomendae.
Alias to follow if I get selected.
Going to tweak to your requirements.

Basics:

Julian Sullistan
LN Human Warpriest
Senses: Low Light Vision

STATISTICS:

STR 15 DEX 10 CON 12 INT 14 WIS 14 CHA 10

Offence:

BAB 0 CMB 2 CMD 12
Speed 20 ft
Space 5 Reach 5

2 Handed Melee
Longsword +2 (1d8+3/19-20/x2)
Morning Star +2 (1d8+3/x2)

1 Handed Melee
Longsword +2 (1d8+2/19-20/x2)
Morning Star +2 (1d8+2/x2)
Dagger +2 (1d4+2/19-20/x2)
Shield Bash +2 (1d3+2/x2)

Ranged
Longbow +1 (1d8/x3)

Defence:

AC 16, touch 10, flat-footed 16
Fort 3 Reflex 0 Will 4
hp 12

Skills:

Acrobatics -5, Appraise 2, Bluff 0, Climb -3, Diplomacy 0, Disguise 5, Escape Artist -5, Fly -5, Handle Animal , Heal 2, Intimidate 0, Knowledge (engineering) , Knowledge (religion) 6, Perception 3, Ride -5, Sense Motive 2, Spellcraft 6, Stealth -5, Survival 2, Swim -3, Use Magic Device 1

Feats:

Toughness
Point-Blank Shot

Languages:

Common
Draconic
Celestial

Gear:

Armour:
Scale Mail, Small Wooden Shield

Weapons:
Longsword, Longbow, Dagger, Arrows (30), Morning Star

Adventuring Gear
Warpriest Kit (Medium Creature)

Consumable Items:

None

Money:

PP
GP 4
SP 5
CP
Gems/Jewels

Racial Traits:

Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision*.

Campaign Traits:

Fed-Up Citizen (APHR 10): You gain a +1 bonus on Disguise checks* and Disguise is a class skill for you.*

When someone uses Detect Good or Detect Law on you, your effective HD is four lower than their actual total. Divine casters treat themselves as standard aligned creature for these purposes.

You gain +1 trait bonus on saving throws against mind-affecting effects.

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Blessings:

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 12)

Holy Strike (ACG 66): You can touch one weapon and grant it a good blessing for one minute. It deals an additional 1d6 damage against evil creatures and is treated as good for overcoming damage reduction. This does not stack with the holy weapon special ability.

Blinding Strike (ACG 68): You can create a flash of sunlight in one of your opponent's eyes, blinding them for one round. A Reflex save reduces this to dazzled for one round. Sightless creatures are unaffected; creatures with light blindness or sensitivity take a -4 penalty on the saving throw.

Spells Prepared:

Level 0
Detect Magic
Read Magic
Light

Level 1
Divine Favour
Divine Favour

Fluff/Background:

Julian was born in Old Kintargo of a merchant shipping family.
While he was growing up, he went with his parents on a couple of cruises where he learned the use of the bow.
Soon after he reached the age of 14, his parents ship went down with all hands leaving him an orphan.
With nothing else to really live for, he turned to the one thing that seemed to keep his parents spirits up, religion.
For the next 4 years, he followed the church of Iomadae, which was practiced under restrictions, whom taught him the use of the blade.
Soon after the crusade became active, he stopped openly practicing the churches doctrine, and soon after the proclomations, he started getting fed up with the current leadership of the city, and ended up in the square in protest.


As stated.
Alias to come if I am selected.

Julius Skreebeard
Dwarf Cleric 1
LN medium humanoid
NPC Brother, a general Labourer at Sandpoint.
He also tends to work at whatever pays the bills.

Stats:

STR 14 DEX 10 CON 14 INT 13 WIS 18 CHA 8

Defences:

AC 15
Touch 10
Flat-footed 15
CMD 12
hp 10

Saves:

Fort 5
Reflex 1
Will 7

Offences:

BAB 0
CMB 2
Space 5
Reach 5

Melee 2 Handed
Longspear +2 (1d8+3 x3)
Warhammer +2 (1d8+3 x3)

Melee 1 Handed
Warhammer +2 (1d8+2 x3)
Dagger +2 (1d4+2 19/20x2)

Ranged
Light Crossbow +0 (1d8 19-20)
Sling +0 (1d4+2 x2)

Feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Languages:

Dwarven, Common, Undercommon, Varisian

skills:

Without / With Shield

Acrobatics -6/-6
Appraise 5/5
Bluff -1/-1
Climb -4/-4
Craft (Arms and Armour) 5/5
Diplomacy -1/-1
Disguise -1/-1
Escape Artist -6/-6
Fly -6/-6
Handle Animal 0/0
Heal 8/8
Intimiidate -1/-1
Knowledge (Local ) 6/6
Knowledge (Religion) 5/5
Perception 5/5
Ride -6/-6
Sense Motive 4/4
Spellcraft 5/5
Stealth -6/-6
Survival 4/4
Swim -4/-4

Gear, Armour and Equipment:

Armour
Scale Mail
Light Wooden Shield

Ranged Weapons and Ammunition
Light Cross Bow
20 Crossbow Bolts
Sling
5 Sling Bullets
Melee Weapons
Longspear
Warhammer
Dagger

Gear
Wooden Holy Symbol
Spell component pouch
Canteen (x2)

Backpack Containing
Cleric's vestments
Fishing Kit
Ink (1oz vial)
Inkpen
Scroll case
String or twine (50 ft.)
Torch (x12)
Journal
Hooded Lantern

Sack 1 Containing
Iron Pot
Bedroll
Blanket (x2)
Trail Rations (x7)
Soap (bar)
Cooking Kit (AA)
Gear Maintenance Kit
Grooming Kit
Scrivener’s Kit
Mess kit

Sack 2 Containing
Grappling Hook
Hammer
Hemp Rope (2 x 50 feet)
Iron spike (6)
Piton (4)

Adventurers Sash including Belt Pouch
Candle (x10)
Chalk - 1 piece (x4)
Charcoal (x2)
Flint and Steel
Tindertwig (x4)
Whetstone

Waterskin
Oil (5 x 1-Pint flask)

Racial, Class, and Campaign Traits:

Dwarf Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Campaign Traits

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Family Ties (APRR 4): You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. You begin play able to speak and read Varisian.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Class Traits

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (Lawful, Good)

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Warhammer)

Channel Energy (Su) (Core 40): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 9) You can use this ability 2 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.

Domain Powers: You gain the following domain powers:
• Resistance Bonus (Core 46): You receive a +1 resistance bonus on saving throws.
• Resistant Touch (Core 46): 7 times per day, you can touch an ally to transfer your domain's Resistance Bonus to them for 1 minute.
• Acid Dart (Core 43): As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack (1d6+0). You can use this ability 7 times per day.

Weapon Traits
Brace Weapon: If you use a readied action to set a brace weapon against a charge, you deal double damage on a successful hit against a charging creature.

Reach Weapon: You use a reach weapon to strike opponents 10 feet away, but you can't use it against an adjacent foe.

Weapon Descriptions
Light crossbow
You can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

Dagger
You gain a +2 bonus on Sleight of Hand checks to conceal a dagger on your body.

Background:

Julius was born of a poor family in the 5 kings Mountains.
During his childhood, he was inducted into the base training that all dwarves go through to give them the basics of being able to help themselves.
After that basic training, he joined the church’s ranks, and continued his training.
After about 10 years of being in the church, his brother asked him to come to help him at Sandpoint.
After an arduous journey, he translated his work at the forge in Highhelm into a job at the local smiths as an apprentice.
During this time, he put money aside, to reequip himself, and start to figure out the gear needed, to allow himself and his brother to relocate.
During this time, he has learned more on the making of equipment, and productively worked on equipping himself with his own work.
He was still gathering equipment, at the time of the yearly swallowtail festival


Spinning up a Cleric, will have him up by end of day.


And here I was finishing up today. I got ambushed by RL over the last couple of weeks.

Oh well.


Dotting to figure out what I can cook up.


Interested.

I still have my old 2nd Ed rules. But no conversion to 3ed.

If starting on Golarian, I am thinking of a elf wizard.


Background story will have to come later.

But here is the crunch for my Warpriest.

Mordiheim Stonereaper
Alias will be done if selected.

Basics:

Dwarf Warpriest 1
LN medium humanoid
Senses Darkvision (60)
STR 16 DEX 12 CON 16 INT 13 WIS 16 CHA 8
Speed 20 ft
Space 5 Reach 5

Defence:

AC 16, touch 11, flat-footed 15
hp 11
Perception +4
Fort 5
Reflex 1
Will 5
CMD 14

Offence:

BAB 0
CMB 3
Init +3

Ranged
Sling +1 (1d4+3 x2)

2 Handed Melee
Battleaxe +3 (1d8+4 x3)

1 Handed Melee
Battleaxe +3 (1d8+3 x3)
Dagger +3 (1d4+3 19-20/x2)

feats:

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Weapon Focus (Waraxe, dwarven) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.

Weapon Focus (Waraxe, dwarven) • Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Traits:

Dwarf Traits

Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Adventuring Traits

Exile (APG 331): You gain a +2 trait bonus on Initiative checks.

Warsmith (DoG 10): You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone. Knowledge (engineering) is a class skill* for you.

Class Abilities and Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with shields (excluding tower shields.)

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment.

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)

Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

Acid Strike (ACG 65): You can touch one weapon and enhance it with acidic potency for one minute. It emits acrid fumes that deal 1d4 acid damage with each strike. This damage doesn't stack with the corrosive weapon special ability.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Skills:

Acrobatics -3
Appraise 1
Bluff -1
Climb -1
Craft (Boyer / Fletcher) 5
Diplomacy -1
Disguise -1
Escape Artist -3
Fly -3
Heal 3
Intimidate -1
Knowledge (engineering) 5
Knowledge (religion) 5
Perception 4
Ride -3
Sense Motive 3
Spellcraft 5
Stealth -3
Survival 3
Swim -1
Use Magic Device 0

Languages:

Dwarven, Common, Undercommon

Gear:

Battleaxe,
Dagger,
Sling,
Kit - Warpriest (Medium Creature)


wealth: 4d6 ⇒ (3, 1, 3, 2) = 9

Sadly well below average.


Dotting so I can set something up.

Would love to try a dwarf warpriest, but every time I either get passed over, or the campaign collapses.

Edit, splatbooks would be Dwarves of Golarian, Adventurers armoury 1 and 2, along with Inner Sea stuff. :)


I think I might be interested in giving this a shot. :)


Interested.


Appreciated. Of course the last couple of days that I get a chance to work on him, gets tied up with an emergency on the refinery that I work on. :(

So much for the last couple of days and working on game stuff when RL intrudes like that.


I will have something up by tomorrow. Got the basics fleshed out for a human cleric of the Inheritor.


Works for me, I will need to take a day to put together a character for this.


Quick question. is this PF 1ed, or 2nd Ed ?


Sadly, passed over again.

But for everyone that did make it in, congratulations.


Nothing to add, just waiting, and clubbing down the suspense demons.

They are after all trying to drive me up the wall.


Still waiting and hoping.


Good luck all.


Finally got the creative writing things done.
Grunyar (Skreebeard) Ironmane

Basic Info:

STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8
Dwarf Warpriest
LN medium humanoid
Init 0
Senses Darkvision (60)
Perception +4
Speed 20 ft
Space 5 Reach 5

Defense:

Without / With Shield
AC 15 / 16, touch 10, flat-footed 15 / 16
hp 10
F 4, R 0, W 5, CMD 12

Offence:

BAB 0 CMB 2

Melee 1 Handed
Battleaxe +2(1d8+2, 20x3) S
Warhammer +2(1d8+2, 20x3) B
Heavy Pick +2(1d6+2, 20x4) P
Shield, light +2 (1d3+2, 20x2) B
Dagger +2(1d4+2, 19-20x2) P/S

Melee 2 Handed
Battleaxe +2(1d8+3, 20x3) S
Warhammer +2(1d8+3, 20x3) B
Heavy Pick +2(1d6+3, 20x4) P

Ranged
Light Crossbow +0(1d8, 19-20x2) P
Sling +0(1d4+2, 20x2) B
Thrown Dagger +0(1d4+2, 19-20x2) S/P

Traits and Feats:

Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*

Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Feats

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) *

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N)

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)

Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Skills and Languages:

With / Without Shield
Acrobatics -6, -6
Appraise 2, 1
Bluff -1, -1
Climb -4, -3
Craft (Arms and Armour) 6, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -6, -6
Fly -6, -6
Heal 7, 3
Intimidate -1, -1
Knowledge (Engineering) 6, 5
Knowledge (Religion) 6, 5
Perception 4, 4
Ride -6, -6
Sense Motive 3, 3
Spellcraft 6, 5
Stealth -6, -6
Survival 3, 7
Swim -4, -3
Use Magic Device 0,

Languages Dwarven, Common, Undercommon, Terran

Gear:

Armour and Shields
Scale Mail
Light Wooden Shield

Weapons
Light Wooden Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Battleaxe
Warhammer
Heavy Pick
Dagger

Adventuring Gear
Backpack With
Bedroll, 2 Blankets, Fishing Kit, Poncho, Mess Kit, Oil Vials (5), Hooded Lantern, Clerics Vestiments, Explorers Outfit,

Bandolier With
Candles (10), Chalk (10), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol

Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Cooking Kit (AA), Common Lamp, Bar Soap,

Sack (Inside Backpack) With
Grappling Hook, Hammer, Iron Spikes (6), Pitons (4), 100’ Hemp Rope,

Waterskin With

20 Questions:

What is your character's name?
Grunyar (Skreebeard) Ironmane

How old is your character?
53 Years young

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
They would see a 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He is generally polite, but has an speaking impediment to his speaking due to his head injury.

Where was your character born?
5 Kings Mountains.

Where were you raised?
5 Kings Mountains.

By who?
His parents.

Who are your parents?
Morgrym and Allysia Ironmane

Are they alive?
No

What do they do for a living?
Nothing other than fertilize the ground.
Prior to that, his father was a merchant, and his mother was an engineer.

Do you have any other family or friends?
People he considers friends.
Sherriff Hemlock, Father Zantus, and a couple of the local families.

What is your character's marital status?
Single.

Kids?
None at the moment.

What is your character's alignment?
LN

What is your character's moral code?
As a follower of the church of Torag, he generally follows his code which is easy enough for him to understand.

Does your character have goals?
Yes, to try and ensure that no others suffer the same fate as him or his family.
He knows and understands that he cannot be everywhere, however, he will endeavor to make safe the areas that he is in.

Is your character religious?
Yes, a devout follower of Torag.

What are your character's personal beliefs?
He generally believes that a dead Greenskin (Orc, Goblin), is a good one. He is willing to make exceptions, but they have to prove that they are different from the rest of their kind.

He believes that communities and cities are important to all, and that they should be protected.

He has no issues with Half Orcs, as they were not directly involved in the deaths of his family.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Solid worker, and dependable, But slightly depressed.
He is intelligent, but people look down on him because of his speech impediment.

Why does your character adventure?
To try and make enough money to be able to afford the treatment to fix his speech impediment.

How does your character view his/her role as an adventurer?
He was reluctant to become an adventurer
However, with predation on travellers, he intends to be at the forefront of reclaiming areas around sandpoint.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a nasty scar running from over his right eye, across the bridge of his nose, and it fades into his beard on the left cheek. Delivered from an Orc when his family was massacred while they were moving.
This has caused him a speech impediment that he hopes will be fixed when he has the money.

How does your character get along with others?
He tends to be a bit standoffish initially, but with time and effort, he will relax.
With Orcs and Goblins, there will immediate hatred, but that can be mitigated with their actions.

Is there anything that your character hates?
Orc, and Goblins.

Is there anything that your character fears?
Spiders, and Snakes.

Concept:

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting."

Normally Relaxed and quiet
Agitated and upset in the presence of Orcs and Goblins, but will not immediately attack.

2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

Emotion that he evokes, would be dependability, and a solid rock to hang onto.
Most peoples 1st opinion will be that he is “slow” due to his head injury

3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

He needs security of person, and property first.
Once he is sure of that, he will try to go for a cure for his head injury, companionship, and romance.
The end of the Adventure, he hopes to have a house and a small family to try and restart his bloodline after it was wiped out, and actually be able to speak without concentrating.

4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal.

His ultimate goal is to reestablish his families name and bloodline.
If he were to die, his families name dies with him.

5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

He believes that this goal can be accomplished by first providing security to Sandpoint.
After that, he will slow down and try to establish both hearth and home, and the funds to fix his impediment.

Background:

For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned?

He came from the 5 Kings mountains.
Parents were Morgrym and Allysia Ironmane
They lived in the merchant district of the 5 Kings mountains until they decided to emigrate.
His family would have been considered middle class.
His first education, was the basic martial training all dwarves are taught. This gave him the basics of his martial abilities.
He was then further educated by the church of Torag, whom taught him his religion, and furthered his education of his martial abilities.
Once that was done, he was then sent to the forgemasters to learn the skills of the forge, and they also taught him how machines work.
The forgemasters also taught him Terran, so that he could talk to the elementals that would be helping bring up the ore.

The 3 important lessons that he learned as a kid.
1-Stand by your word, If you say it, stand by it. Or prove that it was impossible for you to do by showing them that you cannot do it.
2-If your friends are in trouble, stand by them. If you need to, give them a helping hand, but always remember, a helping hand up, is not a hand out.
3-Family is everything. If you do not have family, you have nothing. Do everything possible to help family.

7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.

He started to Grow up when he was in his 40’s.
This is when he was forced to find work, and start fending for himself after his family was killed near sandpoint.
He was with his family who was emigrating to Janderhoff to be with the rest of the clan, when his family was beset by both Orcs and Goblins. He was struck in the head, and woke up in the church at Sandpoint. When he recovered enough to travel to the site where his family was beset, he found that scavengers were there and nothing of value was left.
Years later, he still works at the forge in Sandpoint.

8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

Values that he holds:
His word is his bond-If he says he will do it, he will do his best to do it.
He will stand shoulder to shoulder with those he considers friends and never leave them behind.
He take most people on their own merits, this includes both Goblins and Orcs.

Oppositions:
He is strongly opposed to Lies. He will never tell an untruth, and if he is lied to, he will no longer consider that person to be trustworthy.
Abuse – He will not sit or stand by and watch abuse of an animal, or child. He will intervene.

These values, were developed in the church, along with reinforcement from his parents.
All of which, he still follows.

Lines to not cross
He will not indiscriminately kill – Deaths in the course of him defending himself are one thing. But if an opponent (Not orc or goblin) is down but not dead, he will not kill him.
He will not lie – To either himself, or his opponents.

9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.

He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
His current hair style is braided down the back and his beard in 2 braids down from the corners of his chin.
His boots are square toed, hard soled, laced boots that run up to midway to his calf. They are usually dusty from the ground, but he tries to keep them neat.
The rest of the jewelry is currently wrought iron, and kept clean and neat. He does not wear earrings, but does have a few pieces of cheap jewelry.

10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
He currently rents a cheap room where he lives.

Social resources are currently the Sherriff, the Church, and a few others.

Personal resources are Strength, courage, and a stubborn will to survive.

Details
Now we're picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.

He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night.

12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about.

His opinions are more a live and let live attitude towards the society.
He is not fond of the local thieves and will confront them if they come into his house while there.

13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.

His comfort zone:
When he under stress, His biggest relaxant is taking the time to build things with his hands.
He will always be on the lookout for items that he might be able to use to build anything.
The party will always find that he is always working on something.

14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?").

Sherriff Hemlock has had the biggest impact on his life.
He was the one whom brought him back to town, and helped with the healing.
To that end, he assisted him in bringing down Chopper when he asked.
Sherriff Hemlocks pragmatic attitude shaped a lot of his attitude towards everyone now

15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Unexpected Quirks.
He has a decent singing voice, and has a lot of ballads that he knows. (Just lets it flow, and his impediment goes away)
He is good at math, from learning how trade work from his father at a young age.
He has learned to be a competent but not spectacular seamster (Tailor)

Cannot Do.
Read and write well, Though he is literate, he cannot articulate or write well due to his prior head injury.
He does know multiple languages, but it will always take time for him to put them on paper or read them.
Cook Well. He has been known to burn water at times.
Ride Well – Torag gave him 2 feet, and the only way they will leave the ground is on a wagon/cart or a boat.

Player:

These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters.

He belongs in a story where a small-town group, makes it big.
He currently interacts with Sherriff Hemlock a lot, always asking to be part of the milita.
He currently keeps getting denied due to his prior head injury.
He does interact with Ameiko due to getting an ale every now and again when he is off work.
He does interact with Ven Vinder due to his getting of some equipment when his money allows him to.
Lastly, he does bother Father Zantus to see what he can do about his prior existing head trauma.
The conflicts he has is majorly his speech impediment leaving people to dismiss him as slow, and dumb. He is intelligent, but due to his injury cannot articulate things clearly (Unless he is not consciously thinking about it and just reacts and lets it flow at which point it will be clear as a bell).
Father Zantus was able to stop his bleeding on the face and head, but was unable to do anything about the trauma that has given him a speech impediment.

17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
I don’t foresee him as being a face. He can and will assist in some skills, but his strength will be in making of things, and working towards becoming a master smith.

18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises.

They should know that he is intelligent, even if he has difficulty putting that into words.
His general attitude, and emotion, is live and let live.
Any Orcs or Goblins in his party will be immediately met with hostility, but given time and good actions, he will no longer hold their race against them.

19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

My play style is decent immersion.
With the rules, if there is a debate going on, I will assist in finding the rules sections, and then offer my own read on the rules in question. But I will always stick with what the DM calls.
I like a detailed framework, but I can work with fairly open.
I speak occasionally speak in a Scottish Brogue (I don’t know why I always see the dwarves as Scottish)
I normally play a reserved character but I am going to try and break away from that mold.

20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life.

My character is not planning to die until he has reached old age surrounded by wife and many children.
However, if he dies during adventuring or allowing his friends to escape a situation, he dies.

Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics.

He is a 53 year Old Dwarf.
He is 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

Roleplaying Sample:

Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them.

As I have trouble with the links, I am just going to write something.

Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
I need to get this blade done afore the dedication
His eyes travel over to the Cathedral that the town has spent a couple of years rebuilding.
I will admit, under duress, that the humans, can build. But for durability, they need dwarves.
He sets his blacksmith hammer down along side of the door, and does a couple of stretches.
He continues to ponder about the upcoming dedication and what it means for Sandpoint.
After a few moments, he steps back into the forge and picks up the Hammer that is cooling after being forged. His eyes take in the slightly beveled Stylized Warhammer marked into the side of it. The striking surfaces were clean and without blemish. The wooden handle clean with no areas that would give the user a splinter, or bind the swing.
After testing the weight, he places it back to cool the rest of the way and picks up the forges hammer again.
That one should be cooled off by the time I am ready to pack the cart for the market.
He then goes back to work hammering out a longsword, which he then quenches and affixes the handle.

Lets see, I will need a couple of Swords, a Battleaxe or two, A Couple of suits of Armour. That should be good for tomorrow

After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
Glad I was finally able to afford the metal for this hammer

On the the way home, he stops off at the Rusty Dragon, Inside, he bellies up to the bar and pulls out a note pad, and scratches his order down and passes that to Amieko.
Ale please

He slams that one back, and then gets her attention again.
With stutters and stops, he tries to order another one, eventually, the words finally come rumbling up out of his chest, drawing snickers from some of the patrons.
He also orders a soup, and finds a spot to eat as he looks around the inn.
He shakes his head, at the local toughs, who have learned that there is nothing wrong with his fists.

He then sits down and quietly eats. Afterwards he then makes his way to his home near the wall, where he checks his gear out before going to bed.

In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist.

I shouldn’t need these today, but if we are selling weapons, he wants me in armour, but I do understand, so it deters the local thugs.

He then returns to the forge, and helps hook up the cart, so that they can move it to the Festival grounds.

Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.

1. What time zone are you in?
Mountain Standard Time. = Universal (Greenwich) Standard (Mean) Time – 7 hours.

2. How long have you been playing TTRPGs?
Basic D&D (Most should be able to relate and it gives a year without saying much.)

3. What's your favorite part about playing TTRPGs?
The ability to Kibitz with friends, while picturing myself in that situation

4. What do you expect from this game?
The ability to let my mind wander from this reality, into something else to give myself breaks.

5. What do you expect out of your fellow players?
For them to work with me, and vice versa to create an engaging story for the GM as well as us.

6. What do you expect out of me?
If needed little nudges to help us if we are stuck. I don’t expect the answers, but sometimes I do need help in figuring out the way to go.
Ensuring that the party Remains Civil to each other. Yes, it does happen that there are heated debates on the forums, but I would prefer that they remain Civil.

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?

I have no Redlines. 20 years in the infantry, I have seen things that were brutal.

Mokshai


Well, here is my submission.
Grunyar (Skreebeard) Ironmane

Basic Info:

STR 15 DEX 11 CON 14 INT 14 WIS 16 CHA 8
Dwarf Warpriest
LN medium humanoid
Init 0
Senses Darkvision (60)
Perception +4
Speed 20 ft
Space 5 Reach 5

Defense:

Without / With Shield
AC 15 / 16, touch 10, flat-footed 15 / 16
hp 10
F 4, R 0, W 5, CMD 12

Offence:

BAB 0 CMB 2

Melee 1 Handed
Battleaxe +2(1d8+2, 20x3) S
Warhammer +2(1d8+2, 20x3) B
Heavy Pick +2(1d6+2, 20x4) P
Shield, light +2 (1d3+2, 20x2) B
Dagger +2(1d4+2, 19-20x2) P/S

Melee 2 Handed
Battleaxe +2(1d8+3, 20x3) S
Warhammer +2(1d8+3, 20x3) B
Heavy Pick +2(1d6+3, 20x4) P

Ranged
Light Crossbow +0(1d8, 19-20x2) P
Sling +0(1d4+2, 20x2) B
Thrown Dagger +0(1d4+2, 19-20x2) S/P

Traits and Feats:

Traits
Type (CRB 21): You are a humanoid with the dwarf subtype.

Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.*

Darkvision (CRB 21): You have darkvision with a range of 60ft.

Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype.

Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred (CRB 21): You receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability (CRB 21): You receive a +4 racial bonus to Your Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive this check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking.

Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.*

Monster Hunter (APRR 4): You gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Glory of Old (DoG 11): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Defensive Strategist (ISG 219): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.

Feats

Steel Soul (APG 170): You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf ’s hardy racial trait.

Weapon Focus (Longbow) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*

Class Features:

Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are also proficient with shields (excluding tower shields.) *

Weapon Proficiency: You are proficient with all Simple and Martial Weapons.

Aura (Ex) (ACG 60): You have a particularly powerful aura corresponding to your deity's alignment. (L/N)

Blessings (Su) (ACG 60): 3 times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC: 13)

Increased Defense (ACG 67): You can gain a +1 sacred bonus on saving throws and AC for one minute.

Crafter's Wrath (ACG 64): You can touch one melee weapon and can grant it the power to bypass hardness and damage reduction for one minute.

Focus Weapon (Ex) (ACG 60): You gain Weapon Focus as a bonus feat.*

Sacred Weapon (Su) (ACG 60): Weapons you wield are charged with the power of your faith. When you wield a Medium version of a Sacred Weapon - your deity's favored weapon or one in which you have Weapon Focus - you may deal 1d6 damage instead of the weapon's normal amount.*

Spontaneous Casting (ACG 61): You may convert the stored energy of a prepared spell into a cure spell of the same level or lower.

Skills and Languages:

With / Without Shield
Acrobatics -6, -6
Appraise 2, 1
Bluff -1, -1
Climb -4, -3
Craft (Arms and Armour) 6, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -6, -6
Fly -6, -6
Heal 7, 3
Intimidate -1, -1
Knowledge (Engineering) 6, 5
Knowledge (Religion) 6, 5
Perception 4, 4
Ride -6, -6
Sense Motive 3, 3
Spellcraft 6, 5
Stealth -6, -6
Survival 3, 7
Swim -4, -3
Use Magic Device 0,

Languages Dwarven, Common, Undercommon, Terran

Gear:

Armour and Shields
Scale Mail
Light Wooden Shield

Weapons
Light Wooden Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Battleaxe
Warhammer
Heavy Pick
Dagger

Adventuring Gear
Backpack With
Bedroll, 2 Blankets, Fishing Kit, Poncho, Mess Kit, Oil Vials (5), Hooded Lantern, Clerics Vestiments, Explorers Outfit,

Bandolier With
Candles (10), Chalk (10), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol

Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Cooking Kit (AA), Common Lamp, Bar Soap,

Sack (Inside Backpack) With
Grappling Hook, Hammer, Iron Spikes (6), Pitons (4), 100’ Hemp Rope,

Waterskin With

20 Questions:

What is your character's name?
Grunyar (Skreebeard) Ironmane

How old is your character?
53 Years young

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
They would see a 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He is generally polite, but has an speaking impediment to his speaking due to his head injury.

Where was your character born?
5 Kings Mountains.

Where were you raised?
5 Kings Mountains.

By who?
His parents.

Who are your parents?
Morgrym and Allysia Ironmane

Are they alive?
No

What do they do for a living?
Nothing other than fertilize the ground.
Prior to that, his father was a merchant, and his mother was an engineer.

Do you have any other family or friends?
People he considers friends.
Sherriff Hemlock, Father Zantus, and a couple of the local families.

What is your character's marital status?
Single.

Kids?
None at the moment.

What is your character's alignment?
LN

What is your character's moral code?
As a follower of the church of Torag, he generally follows his code which is easy enough for him to understand.

Does your character have goals?
Yes, to try and ensure that no others suffer the same fate as him or his family.
He knows and understands that he cannot be everywhere, however, he will endeavor to make safe the areas that he is in.

Is your character religious?
Yes, a devout follower of Torag.

What are your character's personal beliefs?
He generally believes that a dead Greenskin (Orc, Goblin), is a good one. He is willing to make exceptions, but they have to prove that they are different from the rest of their kind.

He believes that communities and cities are important to all, and that they should be protected.

He has no issues with Half Orcs, as they were not directly involved in the deaths of his family.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Solid worker, and dependable, But slightly depressed.
He is intelligent, but people look down on him because of his speech impediment.

Why does your character adventure?
To try and make enough money to be able to afford the treatment to fix his speech impediment.

How does your character view his/her role as an adventurer?
He was reluctant to become an adventurer
However, with predation on travellers, he intends to be at the forefront of reclaiming areas around sandpoint.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has a nasty scar running from over his right eye, across the bridge of his nose, and it fades into his beard on the left cheek. Delivered from an Orc when his family was massacred while they were moving.
This has caused him a speech impediment that he hopes will be fixed when he has the money.

How does your character get along with others?
He tends to be a bit standoffish initially, but with time and effort, he will relax.
With Orcs and Goblins, there will immediate hatred, but that can be mitigated with their actions.

Is there anything that your character hates?
Orc, and Goblins.

Is there anything that your character fears?
Spiders, and Snakes.

Concept:

1. What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of "angry" you might say "vengeful" or "raging," or instead of happy you might say "cheerful" or "exalting."

Normally Relaxed and quiet
Agitated and upset in the presence of Orcs and Goblins, but will not immediately attack.

2. What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

Emotion that he evokes, would be dependability, and a solid rock to hang onto.
Most peoples 1st opinion will be that he is “slow” due to his head injury

3. What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people's needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character's starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

He needs security of person, and property first.
Once he is sure of that, he will try to go for a cure for his head injury, companionship, and romance.
The end of the Adventure, he hopes to have a house and a small family to try and restart his bloodline after it was wiped out, and actually be able to speak without concentrating.

4. What is your character's goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one's self, or gaining some kind of power. When you think of something, ask yourself "why?" to make sure it isn't because of some larger, more important goal.

His ultimate goal is to reestablish his families name and bloodline.
If he were to die, his families name dies with him.

5. How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character's methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

He believes that this goal can be accomplished by first providing security to Sandpoint.
After that, he will slow down and try to establish both hearth and home, and the funds to fix his impediment.

Background:

For any campaign, a character should have come from somewhere. Spend any length of time with someone and their history is bound to come up. These questions give your character history, and therefore dramatic and emotional weight.

6. Where did your character come from? Consider your character's initial roots, before he or she was a teenager. These times are what shape your character the most. Who were your parents? Where did you live? What was your family's economic and social status? How were you educated? What were the three most important lessons you learned?

He came from the 5 Kings mountains.
Parents were Morgrym and Allysia Ironmane
They lived in the merchant district of the 5 Kings mountains until they decided to emigrate.
His family would have been considered middle class.
His first education, was the basic martial training all dwarves are taught. This gave him the basics of his martial abilities.
He was then further educated by the church of Torag, whom taught him his religion, and furthered his education of his martial abilities.
Once that was done, he was then sent to the forgemasters to learn the skills of the forge, and they also taught him how machines work.
The forgemasters also taught him Terran, so that he could talk to the elementals that would be helping bring up the ore.

The 3 important lessons that he learned as a kid.
1-Stand by your word, If you say it, stand by it. Or prove that it was impossible for you to do by showing them that you cannot do it.
2-If your friends are in trouble, stand by them. If you need to, give them a helping hand, but always remember, a helping hand up, is not a hand out.
3-Family is everything. If you do not have family, you have nothing. Do everything possible to help family.

7. When did you grow up? Everyone begins taking responsibility for their own lives at different times and in different ways. Describe the events related to when your character started taking care of him- or herself.

He started to Grow up when he was in his 40’s.
This is when he was forced to find work, and start fending for himself after his family was killed near sandpoint.
He was with his family who was emigrating to Janderhoff to be with the rest of the clan, when his family was beset by both Orcs and Goblins. He was struck in the head, and woke up in the church at Sandpoint. When he recovered enough to travel to the site where his family was beset, he found that scavengers were there and nothing of value was left.
Years later, he still works at the forge in Sandpoint.

8. What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

Values that he holds:
His word is his bond-If he says he will do it, he will do his best to do it.
He will stand shoulder to shoulder with those he considers friends and never leave them behind.
He take most people on their own merits, this includes both Goblins and Orcs.

Oppositions:
He is strongly opposed to Lies. He will never tell an untruth, and if he is lied to, he will no longer consider that person to be trustworthy.
Abuse – He will not sit or stand by and watch abuse of an animal, or child. He will intervene.

These values, were developed in the church, along with reinforcement from his parents.
All of which, he still follows.

Lines to not cross
He will not indiscriminately kill – Deaths in the course of him defending himself are one thing. But if an opponent (Not orc or goblin) is down but not dead, he will not kill him.
He will not lie – To either himself, or his opponents.

9. How does your character dress? Start generally with an overall statement of the quality of your character's appearance, such as projected social status, trade, common activities, or how groomed or slovenly your character is. Begin to hone in on telling details, especially those things that most people take for granted. How exactly does your character style his or her hair? What decorative articles does your character wear, such as jewelry, decorated buttons or buckles, a belt, gloves, etc.?One especially telling detail is footwear. Describe in detail what your character wears on his or her feet, including cut, tightness or looseness, heel height, sole hardness or softness, lacing/buckling/tying or lack thereof, toe shape (square, round, pointed…?), color, material, shininess, cleanliness, repair or disrepair, and any other details you can think of.

He generally takes pains with his appearance to remain reasonably well groomed and neat, when he has the means.
His current hair style is braided down the back and his beard in 2 braids down from the corners of his chin.
His boots are square toed, hard soled, laced boots that run up to midway to his calf. They are usually dusty from the ground, but he tries to keep them neat.
The rest of the jewelry is currently wrought iron, and kept clean and neat. He does not wear earrings, but does have a few pieces of cheap jewelry.

10. What are your character's means? Consider all the resources your character has. This should include material resources such as money and property, social resources such as friends and allies, and personal resources such as skill, courage, strength, wits, etc. It might help to make a list of all your character's resources that he or she might use to overcome adversity. Consider challenges like fights, puzzles, traveling, persuading (and being persuaded), and any others.

His means are Upper Poor to lower middle class due to his solid work at the blacksmith. Over the course of years, he has slowly accumulated money with the hope of trying to get his head injury fixed.
He currently rents a cheap room where he lives.

Social resources are currently the Sherriff, the Church, and a few others.

Personal resources are Strength, courage, and a stubborn will to survive.

Details
Now we're picking nits. These five are all about texture and color. These answers take your character beyond an adventure serial persona and into reality. Answers to these make your characters memorable for years.

11. What are your character's personal tastes? Name at least three things your character enjoys for no reason other than personal preference. A good place to start is with each of the five senses. Consider a sound, smell, taste, feeling, or sight that is uniquely pleasing to your character. Also consider activities such as hobbies or habits. Name three things your character dislikes, as well.

He loves the sound of the hammer on the Anvil, The smell of a open fire grilling a steak. He loves the feel of running water, and the quiet of the night.

12. What are your character's opinions? Decide upon at least three major aspects of local society and your character's opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character's job. Check with your GM for relevant things in the campaign to have opinions about.

His opinions are more a live and let live attitude towards the society.
He is not fond of the local thieves and will confront them if they come into his house while there.

13. What is your character's comfort zone? What environment, activity, or mindset puts your character at ease? This can add a lot of color to your character during stressful moments, as he or she will have a place to go or a thing to do at these times. It helps to have a comfort zone broken up into the above parts so at least some of it is portable.

His comfort zone:
When he under stress, His biggest relaxant is taking the time to build things with his hands.
He will always be on the lookout for items that he might be able to use to build anything.
The party will always find that he is always working on something.

14. Who has had the biggest impact on your character's life? Name and briefly describe at least one person who had a significant impact on how your character perceives the world today. You can name more than one, but they should each reflect different aspects of your character's beliefs. Use this as a reference point when your character has to make difficult decisions (i.e., "What would so-and-so do?").

Sherriff Hemlock has had the biggest impact on his life.
He was the one whom brought him back to town, and helped with the healing.
To that end, he assisted him in bringing down Chopper when he asked.
Sherriff Hemlocks pragmatic attitude shaped a lot of his attitude towards everyone now

15. What are some of your character's unexpected quirks? Name three things that are unexpected about the way your character behaves, such as things that go against his or her normal social status, age, or trade. How about three unexpected talents or abilities like being able to sing, or knowing some trivial knowledge, or being good at math? Three things your character can't do that most other people can such as whistling, swimming, or reading well? How about three things your character fears, such as heights, dogs, or insects?

Unexpected Quirks.
He has a decent singing voice, and has a lot of ballads that he knows. (Just lets it flow, and his impediment goes away)
He is good at math, from learning how trade work from his father at a young age.
He has learned to be a competent but not spectacular seamster (Tailor)

Cannot Do.
Read and write well, Though he is literate, he cannot articulate or write well due to his prior head injury.
He does know multiple languages, but it will always take time for him to put them on paper or read them.
Cook Well. He has been known to burn water at times.
Ride Well – Torag gave him 2 feet, and the only way they will leave the ground is on a wagon/cart or a boat.

Player:

These five questions direct your play experience itself rather than your character. What do you want out of your game? If a group answers these together, they can expect dramatically rewarding game sessions, and the GM will know clearly what's expected to give everyone a good time.

16. What kind of story does your character belong in? Who are the characters your character interacts with? What settings does he or she inhabit? What themes are important? What conflicts does your character face? These things are important to understand so your GM can create adventures that will engage your character, and so you will have a better chance at getting along with your fellow players' characters.

He belongs in a story where a small-town group, makes it big.
He currently interacts with Sherriff Hemlock a lot, always asking to be part of the milita.
He currently keeps getting denied due to his prior head injury.
He does interact with Ameiko due to getting an ale every now and again when he is off work.
He does interact with Ven Vinder due to his getting of some equipment when his money allows him to.
Lastly, he does bother Father Zantus to see what he can do about his prior existing head trauma.
The conflicts he has is majorly his speech impediment leaving people to dismiss him as slow, and dumb. He is intelligent, but due to his injury cannot articulate things clearly (Unless he is not consciously thinking about it and just reacts and lets it flow at which point it will be clear as a bell).
Father Zantus was able to stop his bleeding on the face and head, but was unable to do anything about the trauma that has given him a speech impediment.

17. What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren't stepping on anyone else's toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

He plays as an average switch hitter, Primarily Melee, Some Ranged, but has divine support that he can access when needed.
I don’t foresee him as being a face. He can and will assist in some skills, but his strength will be in making of things, and working towards becoming a master smith.

18. What should the other players know about your character? These should be major thematic points, your character's general emotion (if it isn't secret), potential surprises or areas that might be difficult, and any other pertinent information. Also start sketching out potential interactions, such as another character you might go to for help (or who might go to you for help), or someone you'll probably butt heads with. Getting these things out in the open is important to ensure there aren't unpleasant surprises.

They should know that he is intelligent, even if he has difficulty putting that into words.
His general attitude, and emotion, is live and let live.
Any Orcs or Goblins in his party will be immediately met with hostility, but given time and good actions, he will no longer hold their race against them.

19. What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you're especially goal-oriented? Maybe you're a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character's voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

My play style is decent immersion.
With the rules, if there is a debate going on, I will assist in finding the rules sections, and then offer my own read on the rules in question. But I will always stick with what the DM calls.
I like a detailed framework, but I can work with fairly open.
I speak occasionally speak in a Scottish Brogue (I don’t know why I always see the dwarves as Scottish)
I normally play a reserved character but I am going to try and break away from that mold.

20. How do you want your character to die? Your character won't live forever, although you might not play him or her to the end. If you had your choice of deaths for your character, what would it be? Death of old age, having survived through all his or her trials? Perhaps a bloody, violent death? A noble sacrifice? Happenstance? It can also provide an unusual layer of texture to your roleplaying, as you have a better understanding of your character's fate. It will also tell you if your character is a tragic or heroic one. Finally, it can help your GM in resolving conflicts in-game if he or she has an idea of your comfort zone with threats to your character's life.

My character is not planning to die until he has reached old age surrounded by wife and many children.
However, if he dies during adventuring or allowing his friends to escape a situation, he dies.

Character Personality and Appearance - Doesn't need to be detailed, a few sentences will do. I would like to know character height, build, age, and distinguishing characteristics.

He is a 53 year Old Dwarf.
He is 4’3”, 190lb dwarf.
Ruddy Skin tone from too long at the forge, Grey Eyes, Red Hair, solidly built.
He has a visible scar running from over his right eye across his nose, and down his left cheek into his beard.

Roleplaying Sample - Links to other characters you've played or, if you don't have any or want to showcase this character, write a short scene involving them.

As I have trouble with the links, I am going to write something.

Grunyar stepped out of the hot forge and his grey eyes took in the local area around the forge.
I need to get this blade done afore the dedication
His eyes travel over to the Cathedral that the town has spent rebuilding.
He sets a hammer down on the side of the door, and does a couple of stretches.
As he continues to ponder about the upcoming dedication and what it means for Sandpoint.
After a few moments, he steps back into the forge and picks up the Hammer that is cooling after being forged. His eyes take in the slightly beveled Stylized Warhammer marked into the side of it. The striking surfaces clean and without blemish. The wooden handle clean with no areas that would give the user a splinter.
After testing the weight, he places it back to cool the rest of the way and picks up the forge hammer again.
Should be cooled off by the time I am ready to pack the cart for the market.
He then goes back to work hammering out a longsword, which he then quenches and affixes the handle.
Lets see, I will need a couple of Swords, a Battleaxe or two, A Couple of suits of Armour. That should be good for tomorrow

After loading the cart, he then locks the cart into the forge area, Grabs the cooled off Warhammer, then starts the trek to his house.
Glad I was finally able to afford the metal for this hammer

On the the way home, he stops off at the Rusty Dragon.
Aaaaaaallllleee pppllleeeeaase
The words finally come rumbling up out of his chest, drawing snickers from some of the patrons. He then orders a soup, and finds a spot to eat as he looks around the inn.
He quietly eats, and then makes his way to his home near the wall, where he checks his gear out before going to bed.

In the morning of the dedication, he rises, slips his scale mail on, and puts the Warhammer into a holder on his waist.
I wont need these today, but if we are selling weapons, he wants me in armour.
He then returns to the forge, and helps hook up the cart, so that they can move it to the Festival grounds.

Player Questionnaire - Fill out the questionnaire below. It's mostly to help me know where redlines are, where you'd like the story to go, and what you are expecting from me, though I do like getting to know people.

1. What time zone are you in?
Mountain Standard Time. = Universal (Greenwich) Standard (Mean) Time – 7 hours.

2. How long have you been playing TTRPGs?
Basic D&D (Most should be able to relate and it gives a year without saying much.)

3. What's your favorite part about playing TTRPGs?
The ability to Kibitz with friends, while picturing myself in that situation

4. What do you expect from this game?
The ability to let my mind wander from this reality, into something else to give myself breaks.

5. What do you expect out of your fellow players?
For them to work with me, and vice versa to create an engaging story for the GM as well as us.

6. What do you expect out of me?
If needed little nudges to help us if we are stuck. I don’t expect the answers, but sometimes I do need help in figuring out the way to go.
Ensuring that the party Remains Civil to each other. Yes, it does happen that there are heated debates on the forums, but I would prefer that they remain Civil.

7. (If you don't want this to be public, PM me the answer to this one and just note that you did so.) Beyond the obvious (generally stuff already prohibited by Paizo's forum rules,) what are your redlines? Are there any topics, themes, or imagery that you absolutely do not want to see in the game?

I have no Redlines. 20 years in the infantry, I have seen things that were brutal.

Mokshai


4 Starts for me. But only 1 got into the 2nd book and died. :(

I also have been having horrible luck on this one.

Just working through the answers to the questions that you put up.


Dotting for interest, will work something up.

Race

Human

Classes/Levels

Expert (GM) / Level ??

Gender

Male

Size

Medium

Age

36

Special Abilities

Finding the most convoluted and difficult way to arrive at a simple conclusion

Alignment

Neutral Good

Location

Tulsa, Oklahoma

Languages

English (peppered with the occasional nonsensical Spanish phrase)

Occupation

Wage-slave

Strength 10
Dexterity 16
Constitution 15
Intelligence 13
Wisdom 8
Charisma 12