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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.


GM Mahuffma wrote:
Mokshai wrote:


Also have a cleric roughed up. Do you want me to post him ?
Just one submission, please.

Gotcha, figured I would ask.

Still working on the background right now.
At work, and trying to get the time is a little hectic.


Oops, I forgot a background.
I will have something roughed up by tomorrow. :)

Also have a cleric roughed up. Do you want me to post him ?


Well, here is a thought:
Gotrex (Skreebeard) Rockbreaker
Will make an Alias if Accepted

Basic Info:

STR 16 DEX 10 CON 14 INT 13 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 13

Offence:

BAB 0 CMB 3

Melee 1 Handed
Waraxe, dwarven +4(1d10+3, 20x3) S
Shield, light +3 (1d3+3, 20x2) B
Boarding Axe +3(1d6+3, 20x3) S or P
Dwarven Maulaxe +3(1d6+3, 20x3) S or B

Melee 2 Handed
Waraxe, dwarven +4(1d10+4, 20x3) S

Ranged
Light Crossbow +0(1d8, 19-20/x2)

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.*

Kraggodan Castaway (APII 8): Choose Common, Hallit, Varisian or Undercommon as a bonus language. (Varisian was chosen)

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 (Waraxe, dwarven) (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.* (Dwarven Waraxe Chosen)

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:

Without / With Shield
Acrobatics -4, -6
Appraise 1, 1
Bluff -1, -1
Climb -1, -3
Craft (Boyer/Fletcher) 5, 5
Diplomacy -1, -1
Disguise -1, -1
Escape Artist -4, -6
Fly -4, -6
Handle Animal -1, -1
Heal 3, 3
Intimidate -1, -1
Knowledge (Engineering) 5, 5
Knowledge (Religion) 5, 5
Perception 4, 4
Ride -4, -6
Sense Motive 3, 3
Spellcraft 5, 5
Stealth -4, -6
Survival 7, 7
Swim -1, -3

Languages Dwarven, Common, Undercommon, Varisian

Gear:

Armour and Shields
Scale Mail
Light Steel Quickdraw Shield

Weapons
Light Steel Quickdraw Shield
Light Crossbow with 20 Bolts
Sling with 10 Bullets
Dwarven Waraxe
Dwarven Maulaxe
Boarding Axe

Adventuring Gear
Backpack With
Bedroll, 2 Blankets, 2 Canteens, Fishing Kit, Gear Maintenance Kit, Grooming Kit, Scriveners Kit, Poncho, Mess Kit,

Adventurers Sash With
Candles (10), Chalk (10), Charcoal (2), Flint and Steel,
Spell Component Pouch,
Belt Pouch With
Holy Book, Iron Holy Symbol, Whetstone

Sack (Inside Backpack) With
Iron Pot With 7 Trail Rations, String (50’), Tent Small (For Medium Characters), Winter Blanket, Cold Weather Cloths, Cooking Kit (AA), Common Lamp, Bar Soap,

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

Waterskin With 4 Vials of Oil in it,


Thinking I might put together a dwarven warpriest or cleric.
Will have something done up in a day or so.


Thank you.


I am looking at starting up a game as a DM for a group of friends of mine.

How would I get the PDF maps up, and register the game as a game from the recruitment screen.

Any help would be appreciated.


Interested, but 1e if possible.


Ok, so this is what I got for a character done up.

Harold Wainwright

stats:

Agility D8
Spirit D4
Smarts D8
Strength D6
Vigor D6

Pace 6
Parry 6
Toughness 2

edges and Hinderances:

Edges
Nouveau Rich
Ambidextrous

Hinderances
Heroic (Major) (+1 dice to Agl)
Browncoat (Minor)
Cant Swim (Minor)
Mild Mannered (Minor)
Lying eyes (Minor)

Skills:

Athletics D6
Common Knowledge d4
Notice d6
Perception d6
Stealth d4
Driving d6
Piloting d6
Healing d8
Shooting d8
Fighting d6

money:

540 Platinum

guns and gear:

Hunting Rifle (.308)
100 shots - .308
Pump Shotgun
25 Shotgun Slugs
25 Shotgun Shells
Desert Eagle
50 shots
Survival Knife

Armoured Duster (Browncoat)

Backpack (Reskinned as a duffle bag)
Bedroll
2 Canteens
First Aid Kit
Flashlight
Grapnel
Lighter
Medical Kit
- Hydrozoran x 2 doses
- Propoyxn x 2 doses
60' (20 yards) Nylon Rope
Shovel
Soap
Hiking boots
Fatigues
Normal Cloths
Winter Boots
Winter Parka
Ration Packs x 10


ZenFox42 wrote:

Mokshai - if you can just get your money back from that website, I'd suggest you to to PEG's (the company that created Savage Worlds) website. I've never had any problems with them, and once you've paid your $10, you can download updated versions for free forever! You can purchase the PDF

HERE.

ALL - it sounds like we're getting into some roleplaying already, so go ahead and post how you came to be on the ship in Gameplay. You can banter with each other for the next couple of days while we're waiting for new PC's.

If you haven't posted a PC yet, don't worry, I will check Recruitment every day, and won't start the actual game for another couple of days.

Sorry, Wrenched my back yesterday. I will have my character fully up tomorrow due to being out with pain and painkillers. :(

I did ask for my money back, and did find a copy of the rules that I can use, which I do have a character made up. But will have the alias done up tomorrow.


Looks good to me as well.

As for the armour, I really don't have a dog in the fight, as I wasn't expecting to use it, until much later.
Also with my knowledge of the game from being way back, armour is hazy.

I am still arguing with a site for the SWADE rulebook. For making a character.
(I Bought the rules, but cannot access them. I have got a trouble ticket in with that website.)


Congrats to those selected.


I will have to look into that SWADE PDF. Can you give me a day or two to get it sorted out ?


Still looking for my books and/or a character generator.

Any suggestions for a free one ??


Good luck to all.


ZenFox42 wrote:
Mokshai - have you used Savage Worlds before?

so many years agpo.

i think the earth was still cooling then. ;)


Poke my nose in with a combat medic ex browncoat.

He has been fired from his job as a paramedic on one of the border worlds, due to previous ties with the independants.

short term goals, of getting back into the job as a medic
Long term goals, getting treatment for PTSD caused from the independance war.

NPC's known - could be a number of people.

Now I need to find myself a character generator to see if I can get a character spun up. :)


if it was missed, my character is a warpriest of Torag.


1 person marked this as a favorite.
Ernhild Jaggvir wrote:
Mokshai wrote:
I could also do up a wizard
Hope you're not reconsidering your character concept because of my post! Maybe everyone who wanted to submit a Cleric did it at the same time ¯\_ (ツ)_/ Everyone has the right to play what they want to play

nope. just agreeing with your observation, and if i went magus, it would also work for me.

but i will stick to warpreist


I could also do up a wizard


Congrats on those selected.


For your consideration.

I will make an alias if selected.

Dolgrin Skreebeard

Basics:

Male Dwarf Warpriest 1
LN Medium Humanoid
Speed 20 ft
STR 16 DEX 11 CON 14 INT 12 WIS 16 CHA 8

Offence:

BAB 0, CMB 3
Space 5 Reach 5

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

1 Handed Melee
Battleaxe +3 (1d8+3) Crit x3 Slashing
Dwarven Maulaxe +3 (1d6+3) Crit x 3 Bludgeoning or Slashing
Cold Iron Boarding Axe +3 (1d6+3) Crit x 3 Slashing or Piercing
Dagger +3 (1d4+3) Crit 19-20 x2 Piercing/Slashing

Ranged
Sling +0 (1d4+3) Crit x2 Bludgeoning

Thrown
Dwarven Maulaxe +0 (1d6+3) Crit x3 Bludgeoning or Slashing
Cold Iron Boarding Axe +0 (1d6+3) Crit x3 Slashing or Piercing
Dagger +0 (1d4+3) Crit 19-20 x2 Piercing/Slashing

Defence:

AC 15, touch 10, flat-footed 15 (+4 vs Giant)
hp 10
Fort 4, Reflex 1, Will 5 (+4 vs Spell/Spell Like Ability +3 vs Poison)
CMD 13
+4 vs Trip/Reposition

Skills:

Without / With Shield
Acrobatics -4
Appraise 1
Bluff -1
Climb -1
Craft (Arms and Armour) 5
Diplomacy -1
Disguise -1
Escape Artist -4
Fly -4
Handle Animal -1
Heal 3
Intimidate -1
Knowledge (engineering) 5
Knowledge (religion) 5
Perception 4
Ride -4
Sense Motive 3
Spellcraft 5
Stealth -4
Survival 3
Swim -1
Use Magic Device 0

Languages:

Dwarven
Common

Gear and Equipment:

Armour:
Scale Mail

Shield:
None at this time

Weapons:
Sling
Battleaxe
Cold Iron Boarding Axe
Dwarven Maulaxe
Dagger

Ammo
10 Sling Bullets

Adventuring Gear:
Warpriests Kit
Fishing Kit – Contains
Fishing Pole (Missing from Core)
Fishing Tackle (Hooks, Sinkers, Floats, and Lures)
Grappling Hook
Grooming Kit
String or twine (50 ft.)
Gear Maintenance Kit
Cooking Kit (AA)
Blanket
Flint and Steel

Consumables:

Sling Bullets x 10
Trail Rations x 5

Valuables:

PP=0
GP=30
SP=1
CP=9

Gems / Jewels
None

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.

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

Tortured (APCT 16): You gain a +1 trait bonus to Reflex Saves

Class Features:

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

Weapon Proficiency: You are proficient with all Simple and Martial weapons. Additionally you are proficient with the following weapons: Battleaxe; Heavy Pick; Warhammer, and treat any weapon with Dwarven in its name as a martial weapon.

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

Blessings (Su) (ACG60) 3 Times per day, you can call upon one of the following blessings to aid yourself or your allies. (DC 13)
Increased Defence (ACG 67) You can gain a +1 Sacred Bonus on saving throws and AC for 1 minute.
Crafters Wrath (ACG 64) You can touch one melee weapon and grant it the power to bypass hardness and damage reduction for 1 minute.

Focus Weapon (Ex) (ACG 60) You gain Weapon Focus as a bonus Feat

Sacred Weapon (Ex) (ACG 60) Weapons you wield are charged with the power of your faith. When you wield a medium version of a Sacred Weapon, or one that you have weapon focus in, you can choose to do the base damage, or 1d6

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.

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 dwarfs hardy trait.

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

Background:

Dolgrin was a born of a poorer family at Highhelm in the 5 kings mountains. During his very early years, he was brought up on the stories of his ancestors and their brave stands to bring the dwarves to the surface world. Shortly after his 10th birthday, his immediate family was killed in a mine collapse.
The only uncle of his family in Highhelm did not want him around, so paid for a trip to one of his cousins in Jangerhoff.

When the small caravan was passing near Korvosa, it was set upon by bandits who were routed by a patrol of hellnights which brought the few survivors to the city.

Not knowing where to turn, and out of money, He fell in with a bad crowd and soon was running errands, and cutting purses for Gaedren.
After a few years of that, he was not doing as well as he could due to him filling out in both bulk and height (For a dwarf).
Not wanting to continue to take risks, Gaedren and a couple of other Lamms cornered him where he spent the night in agony as he was tortured for sport.

In the morning, after they left, he made a vow to an entity that he had heard the other dwarves in the city use, that if he were to survive the torture, he would join the ranks of his supporters, and hunt him down.
A blue glow enveloped Dolgrin healing him of the open injuries, but leaving the scars as a reminder of the night.


Think I will throw my hat in this ring with a Warpriest.

Give me a day to get him sorted out and up to speed.


My thoughts are Solarious for RoTRL and and would Try Lupei for CoTCT


Just saw this. Will try to spin something up by this afternoon. Hard to do that at work though.

Curiosity - Background skills ??


Creative Writing:

Returning back into Sandpoint after looking at a failed lead, Solarious looks at the little mirror on the tree with the statement " Let us see you as you see yourself"

He pauses and brushes back his blond hair and takes the floppy hat off to brush the dust off his cloths.
He then comments to himself.
I know there are further leads I have to chase, but I need to figure out how to do that safely.
the ones I have been following have not panned out.

He stretches out, looks around, and makes his way into Sandpoint where he checks back into the Rusty Dragon.


Curiosity, where are the characters located ??

Knowing what class, might make it easier for me to come up with some creative writing.

Right now, I am drawing a blank, but I will have some creative writing up a bit later.


i still have to do my creative writing project. :(


Ooohhh. Roleplay, hard for me, as I am normally a silent and tacturn fellow.
But I will endeavor to roleplay and hopefully I make it. :)


I guess I would like to throw my hat in the ring with kingmaker and/or Rise of the runelords.

guess I am the odd one out that would like to do kingmaker. :)


Ok got a character, roughed up and ready (In my mind)

going to do the prose first, both because it kind of leads into the questions, and because I have a hell of a time with creating links.

Prose:

Four months ago in the high kings mountains a dwarf works at a forge in one of the temples to the maker.
He was rapidly approached by another.
Shoddy work Grunyar, but that is not why I am here. Your Brothere Odol is waiting in the foyer
The red headed dwarf looks up at the one that just criticized his work.
Aye Stigur, I will be working at improving over time, but I best be seeing what he wants.
He leaves the axeblade on the anvil, and then walks to the foyer.
Odol, what brings you here.

The brown haired dwarf turns around from where he was admiring the frescoes of time past.
Ah Grunyar, I come bearing bad news. My wife Lupp was taking a load of goods to Kintargo and never returned. I was worried that she was waylaid by bandits, and then I got this.
He passes a note over
Odol, things in Kintargo are worse than I thought. The house of thrune trumped up a charge against the caravan. As I was in charge, I was put in the prison, and the caravan exiled. I need help and don't know if this will get to you.
He takes a deep shuddering breath. I got our kids to feed, and I don't know where to turn.

Grunyar throws an arm around his brother. Leave this with me. Go back look after the kids, and throw a prayer to Torag for me, For I will get her back come whatever may. and know this, the only way she will not return is if I lie dead.

That evening, he finishes off the axe that he was working on, goes to the market district, and makes purchases of items that he figured he would need.
Torag, grant me the strength to complete this for I know it is a big task and oath that I set myself.
With that he walked out following a well trodden road that was frequented by caravans.

3 months Later he walked into the city of Kintargo and established at a tavern.
Where he was approached by a fellow

questions:

1. What drove you against the current rulership of Kintargo?
I got my brothers wife to find and release from prison
They will not be hanging onto her just because of a trumped up charge.

2. What stops you from simply leaving for a better nation like Absalom, Andoran or Varisia?
Loyalty lad, Loyalty, to Kin, Friends and then to others. If your word is your bond, then you best be following it.

3. A loved one has been captured. You were promised their safe return in exchange for betraying your comrades. What form will your betrayal take?
He laughs into his ale.
A promise to betray friends, Lad, do ya think a dwarf with an axe to grind with the current regime will betray kin. This would never happen by me. If they set her free, I would go to see her safely returned, but then Upon my return, there would be the gawds own troubles

4. You are transporting a cartload of contraband in a public street when a pair of bored guards stop you talking about passage fees, potential fines and a requirement to search your cart. What do you do?
Well, I would invite them to see some of the wares of my cart in a nearby alley to see if they want some, and once in there, they would not be coming out again.

5. Someone you fancy has finally agreed on a day out on the town just you and them. However an important meeting in your organization is being held at the same time and you found out after the date was set. What do you do?

Another chuckle into his ale
Well, I would ask the organization if they would be willing to postpone by one day, if not, I would break the news to the other and ask for a days grace for the day on the town.

6. Your lifes nemesis is at your mercy. But his close family nearby bega for his life. Do you spare him? Or ia some other outcome more favorable?

He pauses for a moment.
Well, I might be sparing of the man, but I would not be sparing of his parts. He would be missing his sword hand, and I would be advising him that If I were to have to see him again, there would be no second chance.

7. Without describing their job, name, or appearance tell me who you're character is.

A solidly build traditionalist dwarf, that is both loyal, and stubborn to a fault.


wonderful news, I will start getting an alias set up.


Connor Hawkins wrote:
** spoiler omitted **...

Thank you. That does explain a lot.

gm - Would you be upset about a travellers anytool as a wonderous item on my PC in creation ??


If this is still open, I would like to throw together a warpriest. Got to figure out the deity and race. :)

Should have something up by tomorrow.

Question, I keep seeing it referenced, but don't know what it is.
Elephant in the room ??

My work computer blocks links, so if someone could please explain it


Well, good luck everyone.

and option 1, with homebrew mixed in. :)


As promised Brandark Ironhame with background now.

Brandark Ironhame
Male Dwarf Ranger 1
LN medium humanoid
Senses Darkvision (60) Perception +5
Speed 20 ft

Stats:

STR 15 DEX 10 CON 14 INT 14 WIS 13 CHA 8

Offence:

BAB 1; CMB 3
Ranged
Crossbow, light +1 (1d8 19-20/x2)
2 Handed Melee
Urgosh, dwarven +3 (1d8+3 x3)
1 Handed Melee
Dagger +3 (1d4+2 19-20/x2)
Special Attacks (Double Weapon)
Urgosh, dwarven -1 [-5] (1d8+2 [1d6+1] x3 [x3])

Defence:

AC 15, touch 10, flat-footed 15, CMD 13
hp 12
Fort 4, Reflex 2, Will 1

Skills:

Acrobatics -3,
Appraise 2,
Bluff -1,
Climb 2,
Craft (Arms and Armour) 6,
Diplomacy -1,
Disguise -1,
Escape Artist -4,
Fly -4,
Handle Animal 3,
Heal 5,
Intimidate -1,
Knowledge (dungeoneering) 2,
Knowledge (geography) 2,
Knowledge (nature) 6,
Perception 5,
Ride -4,
Sense Motive 1,
Spellcraft 2,
Stealth 0,
Survival 5,
Swim -2

Languages:

Dwarven, Common, Undercommon, Orc

Gear and Weapons:

Scale Mail
Dwarven Urgosh
Light Crossbow
Cold Iron Bolts (20)
Dagger

Ranger's Kit
Dungeoneering Kit
Grappling Hook
Gear Maintenance Kit
Grooming Kit

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.

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 and Martial Weapons.
Favored Enemy (Ex) (Core 64): You gain a bonus on Bluff, Knowledge, Perception, Sense Motive, Survival checks and attack and damage rolls against the following types of creatures:
• Humanoid (orc): (+2)
Track (Ex) (Core 64): You add +1 to Survival skill checks made to follow tracks.
Wild Empathy (Ex) (Core 64): You can improve the initial attitude of an animal (like a Diplomacy check to improve the attitude of a person).
Your Wild Empathy Check is 1d20 + 0

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 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.
Double Weapon: You can use a double weapon to fight as if fighting with two weapons (with the normal attack penalties).

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:

Brandark was born in the Ironhame clan to a poorer family in the 5 Kings Mountains. As a young dwarf, his Father and Mother were killed in an incursion from the darklands under the 5 kings mountains.

His closest family in the mountains could not take him in, so he was bundled up and sent via caravan to his uncle who had indicated that he would look out after the young dwarf and teach him everything that he would need to know.

As the years went by, he was taught the basics of smithing both weapons and armour, along with dabbling In the art of creating bows.
Along with the smithy training, he was instructed under the harsh tutelage of his Uncle who wanted him to follow in his footprints.
He was chafing under the tutelage of his uncle who would accept no substitute other than the best work that could be done no matter what.

To take breaks, he started taking time and going for walks around the town slowly venturing further and further afield.
One day as he was walking in the woods near the town, he came across Arnama Lastrid, returning to town from a hunt, and he struck up a conversation.

Arnama struck a chord in the young dwarfs heart as they walked along, he was showing him the uses and some of the plants that were helpful and could be used for other purposes.

Vowing to himself that he never would be stuck in the town like his Uncle, using the funds that he squirreled away from working with his uncle to buy the stock needed for his own stuff, and over the months created his own armour, and weapons, with some exceptions.

He was looking forward to his coming of age ceremony and the chance to get out from under his uncles oppressive thumb.


Dm, my background is about 3 or 4 posts above yours. Will grt it attached to my character tomorrow.

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