Norasha Mountainrunner's page

391 posts. Alias of SCKnightHero1.

Full Name

Norasha Mountainrunner


Quick Stats:
Init +1, HP 9/18 Senses darkvision (60 ft.); Per +3 aura of good, AC20, T 11, FF 18 F +5, R +1, W+4, +2 vs. poison, spells, DR1/adamantine CMB 5 CMD 16 (20 vs bullrush) (20 vs trip)


Paladin (Stonelord, Warrior of the Holy Light) 2 of Bolka

Quick Skills:
Diplomacy +5, Heal +5, Knowledge (Religion) +5, Linguistics(Giant) +2, Perception +3, Perception (Notice unusual stonework) +5,




4'7" 172 lbs




Lawful Good






Common, Dwarven, Giant, Terran


Holy Knight of Bolka, Righteous Adventurer, and Dwarven Poet

Strength 16
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 13
Charisma 10

About Norasha Mountainrunner

Norasha Mountainrunner
Female Dwarf paladin 3 Archetypes Stonelord, Warrior of the Holy Light,
LG Medium humanoid (dwarf)
Init +1, Senses darkvision (60 ft.); Perception +4
Aura aura of courage, aura of good,
AC 20, touch 11, flat-footed 19 (+5 armor, +1 Dex, +1 natural, +3 shield, )
hp 28 ((3d10)+10)
Fort +5, Ref +2, Will +4, +2 vs. poison, spells, and spell-like abilities
Speed 20 ft.
Melee shield (heavy/wooden) +6 (1d4+1)
Melee waraxe (dwarven) +6 (1d10+3/x3)
Class Spell-Like Abilities detect evil (at will)


Str 16, Dex 12, Con 14, Int 13, Wis 13, Cha 10,
Base Atk +3; CMB +6; CMD 17 (21 vs bullrush) (21 vs trip)
Feats Shield Focus, Toughness
Skills Diplomacy +6, Heal +7, Knowledge (Religion) +5, Linguistics(Giant) +2, Perception +4, Perception (Notice unusual stonework) +6,
Languages Common, Dwarven, Giant, Terran
SQ aura of courage, aura of good, darkvision, defensive training, detect evil, greed, hardy, hatred, heartstone, lay on hands, stability, steady, stoneblood, stonecunning, stonestrike, weapon familiarity,
Combat Gear bread (loaf) (2), dwarven trail rations, rations (trail/per day) (2), cheese (hunk),
Other Gear shield (heavy/wooden), waraxe (dwarven), scale mail, explorer's outfit, backpack, masterwork, bedroll, waterskin (filled), holy symbol (wooden), signal horn, 6.76 gp
Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Good (Ex) You project a moderate good aura.

Aura of Good

Blooded Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Defensive Training (Ex) Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Greed (Ex) Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals and gemstones.

Hardy (Ex) Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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

Heartstone (Ex) A stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR 1/adamantine. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace.

Language Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 1 times per day. With one use of this ability, you can heal 1d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage. Using Lay on Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead do not receive a saving throw against this damage.

No Racial Subtype You have chosen no racial subtype.

No Spellcasting

Stability (Ex) Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stoneblood (Ex) A stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.

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

Stonestrike (Su) Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to 6, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Orphaned by Giants You grew up in a tranquil, happy home near the mountains, but that peace was shattered when giants came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the giant subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the giant subtype.

Norasha Mountainrunner was the youngest sibling of five. Born in a mining town in the Mindspan Mountains, Norasha was quite the catch with her reddish auburn hair and mismatched eyes of green and silvery blue. However, she was something of the black sheep of her family and her clan, the Mountainrunner Clan. Unlike the rest of her family who were all followers of Torag, the hedonistic young dwarf was a devout follower of Bolka, dwarven goddess of marriage, beauty, and love, and while she had many suitors, she politely turned them down, hoping to find her perfect love later on in life.

Her parents, finally tired of her behavior, had her join the Ninth Battalion, hoping it would curb Norasha’s wild side. While it did keep her busy, it also caused her to take up an interest in poetry in order to pass the time. This resulted in some embarrassments for her family, but not as bad as before she became a poet. During the years she trained in the Ninth Battalion, she learned many fighting techniques and strategies against the ancestral enemies of the dwarven people: orcs, goblins, and especially giants. She even picked up how to speak Giant during her training. Later on, a high-ranking priestess of Bolka took notice and took her on as an apprentice as she believed Norasha would make a perfect cleric. This delighted her family as it would bring much prestige to them. While it did cut into her free time, Norasha actually enjoyed helping others in finding true love or aiding recently married couples in getting along. Between her duties to both her faith and to the Ninth Battalion, she was quite busy, which helped her learn a bit of self-control, something her family was thankful to hear.

When her second oldest sister announced her wedding, Norasha was asked to bless the marriage. Greatly honored to be asked, the young dwarven woman worked extremely hard preparing for the special day. On the day of the wedding, just moments after Norasha had united her sister and her sister’s new husband, a large force of ogres and trolls attacked the dwarven mining town. Luckily, a patrol from Janderoff was nearby and aided in repelling the attackers, but among the causalities were her sister and brother-in-law. As she held her sister’s body in her arms, a tearstained Norasha cursed her goddess and swore revenge on the giants. Praying to vengeance itself, she received a vision…from Bolka. Norasha may have forsaken her, but Bolka had not forsaken Norasha. The young dwarven woman saw her faith restored, and she reentered the priesthood, but this time training as a paladin—as a stonelord. For in her vision, Bolka had showed her how to take her revenge without hardening her heart. Norasha trained to protect others by harnessing powers both holy and of the earth itself. But Bolka also showed the new stonelord how to use her newly granted abilities to bring light to others, thereby ensuring that the weak would be protected against those who would bring harm to them. When she was ready, the young dwarven paladin left home and traveled to the town of Trunau, to aid in sealing a trade deal between Janderoff and the people of Trunau, but also because the dwarven goddess had shown her in a vision to head there for Norasha would be needed in Trunau.


Norasha Mountainrunner was something of a wild child growing up, despite the best efforts of her family to straighten her out. The dwarven woman tends to be quite lively, in a friendly manner now. This makes her quite approachable, although it does tend to throw some off guard as most expect a dwarven paladin to be serious minded. She is quite protective of those close to her heart, be they a comrade in arms or someone she just likes due to her past losses. Despite her boisterous nature, Norasha means well and is willing to put herself in harm’s way to protect the innocent from being harmed by evil, especially when ogres, trolls, and giants are involved. Years of training in the Ninth Battalion have instilled in her a sense of recognizing worth in others who fight beside her. She is cheerful and always ready to relax with her friends as well as supporting them in the thick of battle. She maybe playful and overly friendly, but she is loyal to a fault and will gladly lay down her life to make sure her friends are safe.


Norasha is a muscular and somewhat busty dwarven woman in her late 40s. She has dark auburn hair, which she keeps in a ponytail and two braided pigtails on either side of her hair, decorated with rune-covered gold ornaments. Her skin is lightly tanned, a result from working on the surface during her training in the Ninth Battalion. While her facial tattoos and the small scar on her left cheek do make her stand out a bit, the thing that catches people’s attention is her mismatched eyes: her left eye is green like emeralds, while her right eye is silvery blue. Norasha is left-handed.

She dresses in a low-cut tunic, allowing her to show a bit of cleavage. Over the tunic, she wears a loosely worn vest that has been thread-knotted in a spiral pattern to make it look like chainmail, and she also wears a pair of simple breeches held up by a wide belt, tailored to show off both her waist and hip, and fastened in front with multiple small buckles.

Allies, Enemies, and Contact

Known Ally:

Dinarv Goldhand (Dwarven Merchant Warrior): Dinarv Goldhand is a well-traveled merchant from Janeroff, and a good friend of Norasha. She has been all over the Mindspin Mountains and met many colorful characters in her time. She and Norasha have been friends since they were very young children. Unlike Norasha, Dinarv outgrew her wild childhood early and focused on establishing a successful career as a merchant warrior for her clan and family, although she did shock her family when she brought back an aasimar dwarf as her future husband from one of her trading ventures. Still, the two dwarven women have remained friends even to this day. She does worry about Norasha from time to time though. She has recently petitioned her clan as well as the leaders of Janeroff in establishing a trade route to Trunau, believing that it would be worth the risks to do so. Norasha vouched and supported her friend’s reasonings, even going so far as to convince her superiors in the Ninth Battalion that it would help establish a foothold there so that the dwarves could one day take back the Sky Citadel Koldukar from the orcs of Belkzen. Soon, a trade caravan was set up to head to Trunau. When Dinarv asked why Norasha had helped her out, the stonelord replied, “Because we all would love to kick the orcs’ sod-covered arses out of Koldukar, but mainly you’re my friend.” Dinarv did not doubt her friend’s words and was happy to bring Norasha along. Despite being a merchant, Dinarv is a skilled fighter as well.

Unknown Ally:

Silvui (Varisian Pathfinder and Evoker): Silvui appears to be a simple Varisian trader who got lost while trying to find his way to Trunau. In reality, he’s a Pathfinder seeking to establish stronger relations with the Ninth Battalion, believing that by aiding the dwarves in protecting their homelands, the Pathfinder Society can gain greater access to studying the dwarves’ culture and their treasures. Besides, he enjoys being in the company of dwarves, finding them quite friendly, when you get to know them. He and Norasha haven’t spent much time together to establish a strong friendship, but Silvui continues to be friendly with her, interested in hearing more about her and her clan’s stories. He knows that she’s quite friendly and sees her as his ticket to fostering an alliance between the Pathfinder Society and the Ninth Battalion. He’ll do what he can to aid her if it means furthering his goals. Norasha enjoys his company and is quite happy to show her poetry to someone, but the dwarven paladin does not yet realize that the human is no simple merchant.

Known Enemy:

Grerrg (Monstrous Dire Worg): Goblins and orcs often bred worgs, hoping to create a powerful and fierce mount. Sometimes their efforts come back to bite them, usually to their eternal regret. Grerrg is one such example. Bred to be a ferocious fighter as well as a deadly mount in battle, this monster resembles a cross between a dire wolf and a worg. However, the orcs miscalculated. Grerrg was not only everything they had hoped for, he was also extremely cunning and intelligent. He was able to trick his handlers into letting him out, allowing him to kill them and escape. He eventually took over a wolf pack, hunting everything and everyone. Grerrg was king, or he was before he ran into a dwarven patrol. During the battle, he lost his right eye when a young dwarven female slashed his face with her waraxe. The dire worg and what remained of his pack were forced to flee, but not before Grerrg swore to hunt down the female dwarf who had scarred his face. Grerrg remembers her scent and knows she is somewhere south and he is already tracking her. Norasha Mountainrunner knows that the dire worg Grerrg is out there somewhere, and she suspects he is very vengeful and will try to harm her friends. Her strategy against him: let him try to lay a claw or fang on a single one of them and he’s going to get more than a scar across the face!

Unknown Enemy:

Malfein (Double Crossing Drow Gone Orc Native): A drow warrior of House Sardavic, Malfein eventually came up with the idea of how to destroy the surface elves once and for all: by starting a war between the dwarves and elves. This would drag the human nations into the conflict, resulting in weakening the dark elves’ enemies. However, Malfein knew that while weakened, the survivors would still be difficult to wipe out, unless she enlisted the aid of a force that could sweep away the survivors like a tidal wave crashing down upon a seaside village, and the dark elf knew exactly who: the orcs. She and a few other drow warriors went off, supposedly with the blessings of Matron Sarlottia, to set the plan in motion. Malfein eventually found a small orc tribe right for the picking. Stealthy entering the chieftain’s tent at night, the drow seduced the chieftain becoming his confidante and lover. While a few orcs grumbled about fighting beside elves, these fools were quickly silenced. What no one could have foreseen brought about a change in Malfein’s plans: she had grown to like the orc way of life. Having been something of a raging warrior among the dark elves, she eventually started thinking like an orc, even going so far as to ritually scar and tattoo her ebony skin. She began to change her scheme to where she would continue as originally planned, but then would secretly provide the orc tribes with the secrets of the drow, enabling the orcs to take over the drow and bring them into the fold, making an empire ruled by the dark elves and the orcs, with the orcs as the true masters. However, the plan quickly fell apart when the orc and drow raiding party attempted to destroy a Ninth Battalion training camp. A new recruit spotted the raiders and quickly sounded the alarm, which led to the raiding party to being almost wiped out. Malfein fell off a ledge into some thorn bushes. When she came to, the warchief was dead and several of her drow warriors had figured out what she had planned on doing and successfully escaped the battle to inform Matron Sarlottia of Malfein’s treachery. Now, she was unable to return home. Luckily, a few of Malfein’s fellow drow were swayed by the orcish lifestyle and still followed her; plus, there were several orcs that had survived the battle as well. The dark elven warrior knew she had to get revenge on the dwarf that had unraveled her plans: the one who had raised the alarm. It took Malfein many painstaking months and years to find out who that dwarf was as well as to rebuild her new tribe, while also fending off drow assassins sent by House Sardavic. As these members of House Sardavic eventually found out, orcs are quite skilled in breaking someone to their leader’s will. Malfein soon learned that a hill giantess had formed a massive tribe of giants and orcs and was now planning on laying siege to the town of Trunau. Malfein and her Darkheart tribe pledged their allegiance to the giantess in exchange for taking part in the raid. The giantess accepted and granted the dark elven warchief her wish. Malfein hoped that she could later kill the giantess and take over, but there was another reason why she had wanted her tribe to join the raid: the dwarf who had ruined everything for her was in Trunau…and the dwarf’s name was Norasha Mountainrunner.


Urkur Orcslicer (Dwarven Ranger): Urkur Orcslicer is a skilled scout who has served in the Ninth Battalion for many years. The countless missions he has been on along with the number of friends and allies he has seen fall in battle has made the middle-aged dwarf pragmatic and a bit cynical, but he will not abandon anyone who wishes to fight to ensure the dwarven race continues and prospers. He usually travels with his ram companion, Golvar (named after his uncle’s cousin who was a famous dwarven general), hunting and tracking orcs, giants, and goblins. While not a resident of Trunau, he is well-liked by the people of the town as he has aided them many times against orc raiders. He is Norasha’s Ninth Battalion contact and has informed her to meet him at the Ramblehouse, the town’s inn. However, he’s late, which is quite unlike him.

About Me:

I’ve been roleplaying for a long time, taking part in everything from Dungeons and Dragons to Mutants and Masterminds to storytelling based roleplaying to now Pathfinder. I’m an avid roleplayer, and I’m also an aspiring writer.

I’m very good keeping up with campaigns, and I’m already a part of four current ones. I’m usually available during the mornings, late afternoons, and late evenings EST, but I can post at anytime during my breaks at work. So, posting multiple times per day shouldn’t be any problem for me. I’m quite active on the messageboards as well.