---- OFFENSE ----
BAB: 3
CMB: 8 (Grapple: +6)
White-Hair CMB: +14(Grapple: +10)
Initiative: 5
Speed: 20ft
Melee:
.. (merciful) White-Beard +14 (d4+16 lethal or d4+16+d6 non-lethal), grab, constrict Primary Natural: full bab, 1,5x damage modifier because it is the only natural weapon
.. Handaxe +8 (d6+5, x3) (Just to have the stats handy, will probably never be used)
.. ABP: Weapon Attunement: +1 for beard weapon
Ranged:
.. Ranged-Touch +8 (special, 20 x2)
.. Light Crossbow +8 (d8, 19-20 x2)
Special Attack:
.. Grab: Free grapple combat-manoeuvrer after hit with the beard. Does NOT provoke AoO from enemy. If successful enemy is grappled, but the white-haired witch DOES NOT gain the grappled condition, gives +4 on grapple checks
.. Constrict: Additional damage dealt on every successful grapple check, damage is equal to the base grapple damage
.. Strangle (Template): grappled targets cannot speak nor cast spells with a verbal component
.. Strangle (Class Feature): 2d6 sneak attack damage on successful grapple-check
---- RACIAL FEATURES ----
Darkvision (60ft)
Slow but Steady (never slowed by armor or encumbrance)
Hardy (+2 on Saves vs poisons, spells and spell-like effects)
Hatred (+1 Atk vs humanoids with Ork/Goblinoid subtype)
Rock Stepper (allows 5ft step over heavy terrain made of
rubble, broke ground and steep stairs, removes stone-cunning)
Lorekeeper (+2 Knowledge (history) checks on dwarven history or their foes)
Defensive training (+4 Dodge AC vs Giants)
Proficiency: battleaxe, heavy picks, warhammer, 'dwarven' weapons count as martial
---- CLASS FEATURES ----
Spell Combat
Light Armor Proficiency (does not incur arcane spell failure chance)
Arcane Pool (3+ INT = 13)
Spellstrike
Natural Spell Combat
Hex: Misfortune (30ft, 1 rnd, Will-negates, must reroll any check and take worse, can be extended via cackle)
Hex: Cackle (move action, 30ft, extends hexes by one round, gained from Cackling Hag's Blouse)
White-Hair (SU): (White-Haired Witch - gained via special campaign rule)
.. (only) Primary Natural Attack (Full BaB, 1x5 damage multiplier)
.. Uses INT for atk/dmg and CMB/CMD done with the white-hair
.. Allows free Grapple Combat Maneuver after successful attack that DOES NOT provoke attacks of opportunity
.. When grappling with the hair, witch does not count as grappling
Familiar: "Mountain King" (Mountain (King) Grab, +2 Grapple)
Strangle (Strangler Archetype of Brawler, 2d6 sneak attack on successful grapple check)
---- TEMPLATE ----
Strangler
--> de-evilized via a wish ("taming it")
---- FEATS ----
Rime Spell (Metamagic +1 spell level, Frost spells entangle enemies for spell-level rounds)
Combat Reflexes (dex-bonus AoOs per round)
Unarmed Combatant (+2 grapple, unarmed lethal fighting d6)
Enforcer (free intimidate upon dealing nonlethal)
Final Embrace (can grapple&constrict up to own size, grab&constrict as monster special ability)
Greater Grapple (another +2 Grapple, maintain as move)
---- TRAITS & DRAWBACKS ----
Magical Lineage (Metamagic on: Frostbite -1 effective level)
Wayang Spellhunter (Metamagic on: Frigid Touch -1 effective level)
Bruising Intellect (Use INT instead CH on Intimidate Rolls)
Level 1: [7]
Rime Frostbite
Rime Frostbite
Enlarge Person
Enlarge Person
Expeditious Retreat
Burning Hands
Grease
Level 2: [5]
Blur
Web
Web
Rime Frigid Touch
Rime Frigid Touch
Combat Reference:
+++ Grapple, Damage, Conditions per Round +++
Round 1:
-> Attack with beard, hit&damage, if non-lethal => triggers enforcer
--> On-Hit free grapple attempt due to grab special ability
---> On success: damages for beard damage (constrict) + 2d6 (strangler), target is grappled and strangled (cannot speak/use vocal component spells)
Damage == d4+16+d6 non-lethal direct hit + d4+16+3d6 non-lethal constrict damage (or lethal damage, but without the additional d6 from merciful)
Round 2:
-> Maintain grapple as move (Greater Grapple), deals beard damage+2d6 (constrict&strangler), may trigger enforcer again, option to move/pin/harm (beard damage again)
--> Can use Standard action for whatever, but may 'maintain grapple' again due to greater grapple for another attempt at maintain+move/harm/pin with all associates triggers
Damage == Constrict (d4+16+3d6) (likely twice)
+++ Typical Conditions +++
- Grappled: Cannot use any action that require more than one hand, cannot move, -4 Dex, -2 to-hit (except to break grapple), no AoO, casting requires concentration (DC10 + grappler’s CMB + spell level) no somantic component, only readied material component
- Pinned (Replaces Grappled): cannot move, may think or try to break free, denied Dex, -4 AC, no semantic/material component, same concentration DC
- Shaken (from intimidation): -2 to-hit, -2 saves, -2 skills/ability checks
--> Intimidate DC: 10 + the target’s Hit Dice + the target’s Wisdom, 1 round, +1 per 5 over DC
- Entangled (from Rimed Spells): half speed, cannot charge/run, –2 to-hit, –4 Dex, casting: concentration check (DC 15 + spell level)
- Non-Lethal dmg: track separately of HP
--> once non-lethal == HP: target is staggered (either move or standard, no full)
--> once non-lethal > HP: target is unconscious = helpless
--> non-lethal > max HP: any excess is lethal damage
Appearance, Bonded Persons, Secrets & Fears:
Appearance:
Old Snowbeard is, for dwarven standards, frail and worn-out looking with deep blue eyes and a really long snow-white beard that is braided into numerous strings hold together by multiple bronze rings, the longest of the braids nearly touching the ground. In contrast to his enormous beard, his head is completely bare but covered in numerous tattoo's.
His face tells tales about a long life in the wilderness as does his skin which is old and rucked with a solid amount of scars mixed in. That worn-out appearance of him, makes him appear even older than he already is, which is to say he looks REALLY old.
For clothing he seems to favor wide, practical and warm clothes, in the colors of nature (dark green, brown, grey, white). And he don't seem to change his clothing style between adventuring and normal day wear.
He seem to wear some kind of light armor under his wide clothes but it is hard to tell. You see no weapons on the old geezer. You may make out tools for woodworking and hunting strapped to his backpack, but neither looks ready for a fight.
Unless the weather is exceedingly hot and sunny he wears an old, heavily used, warm grey coat that covers him completely and seems to be repaired numerous times. If he expects longer walks (more than a few dozen steps) he also never leaves without an old wandering staff made from a solid dark wood unknown in the south with lots of artisan carvings featuring leaf, star, mountain and snowflake motives. On top of the staff sits a unmoving white crab with enormous scissors (compared to its size). At first you might think it as a crafted or stuffed creature but as you look more careful, you notice that its eyes are following your every movement...
Old Snowbeard has a single solid golden ring with a green smaragd set in the middle on his left hand and a simple medallion made of steel around his neck. The steel has tiny dwarven runes all over its surface and seems to be able to open. (If you ever get a chance to take a look, there is a single green leaf inside.). Magical expertise will reveal that the ring is magical, emitting a faint aura of conjuration (a ring of sustenance) and the amulet is emitting a faint conjuration as well (merciful AoMF).
If he is reading a longer text he takes on small bronze glasses and bows deeply over the text.
During travels he packs a massive backpack making you fear it will make the dwarf collapse after a few steps. Despite the size and obvious weight, he shoulders it and keeps on going with the same pace he takes on without it. The backpack seems to contain anything that may be useful for a life in the wilderness or on long adventures into unknown territory.
During combat, he throws back his grey coat and reveals an wickedly looking and fetish-adorned west of a very dark hue and a white-silver chain shirt underneath. Bones, feathers, rocks, silver coins, knotted black cloth makes up most of the adornment. It’s a creepy compilation that makes you think of swamp witches, feral mountain tribes or man-hunting island folk. It gives you the chills.
3 bonded Persons:
- (Friendly, Romantic): Raiku Greenleaf, former female elven adventurer (Bard 3 Witch 2 Expert 2), now settled down and selling herbs, unique artisan sculptures and their stories to nobles and merchants visiting her small workshop
'The Greenleaf'. She is high grown with blond hair, silver eyes and quite muscular for an elf. She has small tattoos on the back of her hands depicting red, seven-pointed leaves. Lives together with Snowbeard in a small house near the harbor and is fairly known due to her artisan skill and friendly . Her shop is in the lower half of their house and there is a quite large basement with storage rooms and a special room where she grows her herbs under a permanent daylight spell. She know lots of wealthy and influential people due to her unique wares and is considered everyone's friend. Of course not everyone is thinking that, as the mere fact that she shares a house with the strange dwarf with the white beard puts some people off - mostly dwarves and elves of course. Not to mention her family she fled from originally. The Greanleaf's are a high-born family which is held in high esteem in the reestablished elven Kingdom in Kyonin. She has protested against the no-outsiders, no-non-elves, no-travels-out policy of the ruling clans and has broken law at multiple occasions by sneaking out and traveling the surrounding lands, spoke to strangers and once brought a mortally wounded human hunter she found to the border guards. This last transgression was too much. The human was imprisoned (where he succumbed to his wounds) and Raiku was assigned a guard following her everywhere to prevent future excursions. After hearing of the death of the hunter whose name she never learned, she brewed a sleep-inducing mixture and shot her guard with a such-prepared arrow and fled Kyonin forever.
- (Friendly): Bonda Thistle is a female halfling Priestess of the local Desna temple. Has secretly married Snowbeard and Raiku and is a close friend of Raiku. Sees the odd couple as an embodiment her revered goddess.
- (Enemy): Batruk Stonecrumbler, dwarf. Shady leader of a small band of racist dwarf bandit group located in the shadier regions of Absolom. The rumor of a dwarf-elf couple is a personal affront to him and his small fry bandit group. Has once tried to bring Old Snowbeard 'to the right mindset' - by beating him up on his way back from an adventure - but lost the fight (and the better part of his voice to the strangling beard). He seeks revenge ever since.
Memories:
- The seemingly endless years of lone travel through the harsh mountainside of the mountains in his northern homeland and the knowledge that the reason for this was his clan exiling him for a reason that he forgot on the long years of travel but the thought about it still makes him angry and shameful in equal measure up to this day.
- The ship travel with Raiku to the south. He remembers it well, for it was the beginning of a better and joyful life and an adventure on top of it! Obviously he has forgotten the worst parts of the 'adventure' and only remembers the good times nowadays...
- The first time another dwarf has confronted him with disgust for his 'unnatural and doomed' relationship to an elf and the following bar brawl that nearly got both of them killed.
Fear:
Loosing Raiku. Simple as that. He loves her and is deeply thankful to have her in his life, since he thinks that she changed his life to the better.
Loosing control over his beard. He is secretly afraid of the lethal power and malevolent self-consciousness that inhibitors it.
Character Secrets:
- Secret (known): In fact he is married to Raiku, which they keep somewhat of a secret otherwise the disgust of Elves and dwarves may get new fuel. Soon after they bought their house, Bonda Thistle became a close friend to Raiku - and to some degree for Old Snowbeard as well. Months passed and as he returned from his first adventure without Raiku, the halfling cleric was certain that Desna herself had decided that these two would be a couple - surely nothing else could explain their feelings than the workings of the Dreamweaver herself... The three of them had a small ceremony atop a hill just outside of time in a cloudless night so that Desna could clearly witness the unheard-of bond of an elf and a dwarf.
- Secret (unknown): The Greenleaf patriarch has sent scouts to search for Raiku and if possible, bring her back if possible. Up to now, no scout has met either Old Snowbeard nor Raiku.
- Secret (forgotten): He in fact killed several high ranking clan members back home in a bar fight with his possessed beard after one had pulled a dagger and stabbed him in the back. This was enough for him to lose his already faltering control of the otherworldly being and it took control, strangling the attacker - as well as his 'friends' who had not tried to stop the would-be-murderer.
Despite most of the clans agreed that it was done in (somehow over-the-line) self-defense, he got exiled by the clan leaders for that action - but would have gone into seclusion anyway, deeply disturbed by 'his' actions. Unbeknown of him, some of his clan even set out to hunt him down but lost track of him in the mountains.
Character Concept:
- Old, frail dwarf fighting with his magic beard and later even casting magic through it to disable those that got caught by his beard!
- Weird but good character and the unheard-of connection to a elf that gets them both into trouble with their respective races. (Please don't think of this to be something like that bad romance featured in the Hobbit films, I don't like that one. I rather think about the slowly developed deep friendship between Legolas and Gimli but between a man and women which eventually turned into love. Do you know the TV-series Grimm? If so, think: Monroe and Rosalie. He's a somewhat weird but good-tempered man, she someone everyone seems to like.)
- Being underestimated by the enemy: 'Look at that old geezer!' 'A dwarf without weapon and a body as frail as a halfling. A dwarfling!'
- Weird-Hilarious one-liners centering the magic beard like 'Dont touch the beard. It may get mad!', "Oh no, its out of control, run you fouls!', ...
- Adventurer with a close tie to a beloved home (the contrary to your average 'homeless' PC!). Keeping in touch with Raiku on prolonged adventures (writing letters, using magic like sending or the like), noting down his adventures for her, so she can read it and turn them into one or more of her well-selling adventure-themed stories.
To Relax:
Watch and help Raiku working on her art projects. Being to himself in the quiet nature, looking into untold distances. Cleaning his beard. Smoke on his wooden pipe and create smoke-rings. Telling stories about 'weird' things like the sound of melting snow in his home compared to the sound of the sea during storm. Crafting small wooden sculptures of party members or foes, write down his adventure diary to his journal to bring it back to Raiku for her to make a story out of it.
To entertain:
Experiment with his magic abilities. Using his beard for mundane things while no one who doesn't know already is watching. Smoke on his wooden pipe and create smoke-rings.
Background:
+++ The Darkest Hour +++
The oldest times are now all but past to Old Snowbeard. He was a different dwarf back then. He even got another name back then.
He does not remember anything clear from that time: not his name, nor that of his clan, not even the exact reason for his exilement, only that he was (see unknown secret).
He does not remember the name of the dwarven stronghold he was born in, nor the name of the country it lies in - should he speak of it, he calls it 'back there, up north'.
He knows that it is back then, that the strange thing took hold of his beard. It gave him powers beyond that of his ancestors who where we'll known for their powerful beards and frost magicks. But it was a dangerous thing back then. Always trying its bonds, always pushing his mind, trying to break him and send him on a rampage.
He suspects (somewhat correctly) that he took up the life of an erimite because of this.
To tame the strange conciousness that took residence in his beard, to break it's will and to control the powers it gave...
+++ The Erimite +++
Old Snowbeard - he was called with this name for such long years by anyone crossing his sole path that he has forgotten his actual name over it long ago. He is an old looking eremite, who used to travel through the harsh snowy mountains of his old home, hunting on his own using only his limbs and the frost magic his ancestors have passed on to him.
As he travelled through the sparse settlements of the far north, he was looked upon due to his weird behavior and talk centering his long snow-white beard. Over the years of homeless travel and enduring the harsh environment he mostly forgot his previous life within his clan.
+++ The Mountain King +++
One day, as he climbed over a high mountain to reach a small port town, he was forced into a cave by an approaching blizzard. There he first meet the "Mountain King". A white crab with large scissors from a species living in the highest mountaintops and with a unusual spiritual connection. As the dwarf entered their cave at that night, the Mountain King simply climbed to the top of the wandering staff of the dwarf and anchored itself on it with its scissors, locking the dwarf with his gaze for long hours. Old Snowbeard remembers that situation to be a revealing, filled with moments of clarity he never thought possible and full of insights beyond his understanding. At dawn of the next day, the two totally different creatures had forged a magical bond and ever since the crab accompanied him on his travels, slowly enhancing his magical abilities as well as the control he has over the strange conciousness from beyond that posseses his beard. Most of the time, it is sitting on top of his wandering staff - all but motionless.
Month (or were it years, decades?) later, Snowbeard had ended up in a rift, leftover by a old glazier when a full clan of frost giants discovered the lone dwarf and started a cruel hunt. They cut off all paths of escape and closed their ranks ever so slowly, while others threw down large rocks from the top of the rift. After days without sleep, he finally was ready to make a stand - which would have been his death, being outnumbered 30-1.
The Mountain King decided that this was the right moment to reveal his true form. Calling upon it's race magic, he transformed into a massively large semblance of himself, large enough for Old Snowbeard to ride on and before the giants could react, it crawled up the sheer, icy surface of the rift with an astonishing speed. And thus, they escaped.
+++ Raiku Greenleaf +++
More years passed before a sudden, unforseen event abruptly ended his erimite life forever.
He was passing through a small port-town, only searching for a short rest and to buy some necessary tools he couldn't make for himself, as he met a female elf on the market by the name of Raiku Greenleaf. Raiku, an adventurer in her own right, was keen on travelling south. "As far away from the narrow-minded trunk-heads that make up the better part of my clan!"
Her open nature, joyful and positive attitude was something he never encountered before - or if he did, he had thoroughly forgotten it at this point. Before he knew it, they were sharing a table in the local tavern, several drinks, a warm meal and stories of their adventures. She had a fair share of them on her way here already and planned to have some more "after getting into a civilized region, where adventures and those that have them are accepted - no, even a crucial part to the life of the people!"
Of course, she talked a lot more than him, but he found himself charmed by her and even started to talk freely to answer her (many) questions, even to those he was uncomfortable about.
And all of a sudden, he found himself agreeing to accompany her on the long sail south she was attempting on the very next morning. "Come on, join in, it will be a lot of fun. And a lot less cold too. Just think about the wonders we would get to see! Islands which no one set a foot on before and which are home to animals long since extinct everywhere else! Towns of magic and knowledge, filled with wizards and witches older than time and able to cast magic we can't even imagine!"
Neither a boat travel (a dangerous thing to undertake for a race of notorious cave dwellers) nor the fact that he was attempting it with an elf (a race his own had more than once been in open war with) was enough to quench the joy he felt being in her company. Up to this day, he cannot tell why he agreed to this voyage. But that he did, has made it to the ethernal top on his personal list of 'good decisions'. And hers too for that matter.
"Really?! Oh by Desna the North Star, I am relieved! You're such a different dwarf from all I have got to know before! Come, come now, we have to speak with Captain Oddysos then. You need to pay him a handful of gold coins for the shipping. Certainly you have enough, right? You're a dwarf after all! What do you say? You don't have any gold coins left? Hmm, nevermind. I got you. It's my last, but I am sure you will be able to pay me back later. We should go on some adventures together! I heard that people able to tackle difficult adventures are paid fortunes in South! Just imagine it! Getting paid for your hobby! Doesn't that sound amazing?!"
+++ Traveling the seas with an Elf +++
Sea travels are never short on dangerous situations - and at the same time not the thing of dwarves. Both were double true for this one, but Old Snowbeard remembers it as a joyous one nevertheless.
The first days of the travel made him sick. The ever swaying ground, the strange smell and bottled water all did not became him. Raiku helped him over this episode with a couple of small spells, a lot of stories he told him for distraction and a calming music she played on a flute, until he started to feel better.
But still, the ocean holds dangers beyond sea sickness and their travel was filled with them as if Gozreth decided to show everyone aboard the wealth of dangers he had in his repertoire.
The boat was attacked by various sea monsters (thrice) and pirates (no less than five times) and finally stranded on a riff in front of a small, secluded island after a otherworldly storm that broke both masts, ripped all sails and smashed the helpless vessel against the razor sharp cliff as a grand finale.
Half of the crew drowned - or where eaten by sharks before reaching the beach. Not being a good swimmer, Old Snowbeard would have drowned there and then in the furious storm, heaping up waves larger than their ship, if not for the elf. She casted a helpful spell on him that surrounded his head with a bubble of air. He paid her back immediately as he wressled a shark to death which was trying to bite her leg off. Together, they made it to the stoney beach and helped a couple of others out of the stormy water.
Of course, the island was even more dangerous than the sea and the survivors lost half their number again in the first week, to poisonous plants, large, feral animals and a tribe of madman in the mountain. Those were by far the worst. Led by an evil Ork oracle, the tribe (consisting of former shipwrecked sailors themselves) hunted for skulls to sacrifice to their blood God.
The remaining sailors and passengers escaped into the depth of the jungle and struggled for survival while building a boat for their escape from 'Hell Island' as they soon called it. Old Snowbeard discovered a latent talent for woodworking, while his new elf friend proofed invaluable for them due to her innate ability to identify, grow and distill the various herbs, mushrooms and plants found in the forest.
It took the steadily dwindling survivors all of three years to finish the small boat - constant attacks from animals, plants and cultists throwing them back again and again. But in the end, fifteen of the original crew of 90, including the dwarf, the elf and captain Oddysos, left Hell Island on the 'New Hope'. The small but durable ship made it to an inhabited island after another month on the high sea and finally, with more than three and a half year, they made landfall in Absalom.
+++ The Unheard-Of +++
As they made landfall, old Snowbeard as well as Raiku felt the thought of parting ways after all the shared adventures to be all but unbearable. Long ago they had stopped being foreigners to each other. Fascinating turned to respect. Respect turned to friendship. And friendship turned to a feeling of utter dependability and loyalty neither of both ever knew before.
"... and why not? We have lived through horrors and dangers that will make most everyone else freeze in fear! I am going to travel this country and the streets are full of rumours about profitable quests and loose dangers! Most if not all of them are beyond the capability of either one of us - but together ... Together we can accomplish anything! Come with me, friend dwarf. Come with me and we will travel this island from end to end and accomplish deeds worthy of a legend the bards will sing for aeons!"
Thus, rather than parting ways, they started to travel the Isle of Kortos together, taking on dozen of dangerous quests. They hunted a mad alchemist, creating horrific monstrosities and letting them run loose at full moon. They searched and found the stolen heirloom ring of the Absolom noblewoman Sabriène DaLuca. They found the mysterious spellboke of the legendary wizard Cruze and saved the cat of a rich merchant from a three-headed dog creature that had hunted the poor feline into a dangerous, living forest. Slowly the duo became known in Absolom - Raiku more so than the still not overly extroverted dwarf. Messangers with requests were sent to them and the rewards raised quickly until they had saved a respectable fortune.
After years of adventuring, Raiku finally started to feel the urge to settle down. Still not wanting to part ways with the dwarf, she approached him at the eve of another successful adventure. She told the dwarf about her plans. That she planned to buy a small house with a shop near the harbor. That she wanted to grow herbs she brought from Hell Island and from her home to sell them to local alchemists and merchants.
"I know you are eager to see even more of this strange island ... but if you want to ... you may stay at my house ... whenever you pass by ... I mean ..."
This was the first time that the dwarf witnessed Raiku being short of words so he took her hand, silencing her and answered:
"Yarll, let us search for a nice house together. Neither of us can do without the other anyway, right? Let's stay together for as long as the mountains stay high and the plants grow."
A single tear fell from Raikus face and she returned the fast grip of Old Snowbeard. With a quick move, she took off the small medallion she always wore around her neck and placed it in the dwarves hands. "It's an old token of my family. I was wearing it out of habit rather than sentimental feelings. Take it with you. It shall remember you of Raiku Greenleaf ... wherever you may roam during your adventures to come."
+++ Sculptures by Raiku Greenleaf and Old Snowbeard +++
And thus, they joined their accumulated wealth and bought a small house near the harbor - where they are still living together to this day as one of the oddest couple this side of the sea, eyed by both their races with a mix of surprise, disbelief and sometimes barely covered disgust.
Raiku quit adventuring after they settled down and opened a small shop in the lower half of their house, selling self-grown herbs - just as she said she would. 'The Greanleaf' is the only place where Alchemists, druids and potion makers of Absolom find fresh herbs from far north and the only known place where merchants can get incredients from the fabulous Hell Island flora. Beside the herbs she became quite renowned in town for her artesian sculptures made of a mix of exotic materials ranging from bones to plant material, metal, glass, stone and rope. Each sculptures is a one of a kind artwork, the material collected and brought to her by Old Snowbeard and each sculpture has its own story - composed by Raiku from the travel diary of 'her' dwarf. The dangers and wonders he had seen while collecting the items that now make out the sculpture. Absoloms nobility is fascinated by this new kind of art and pays ridiculous prices, rising with each new work. Being absolutely unique in nature, they serve as a display of wealth in certain social circles. At first, she insisted to share the fame the sculptures gained with Old Snowbeard, requiring the buyers to name both their names whenever they talk about their acquired artwork - but Old Snowbeard told her to keep himself out of it. "Come now Leafy, I can do without the attention o those highborns. You're much nicer to look at a' speak to than Ol'Snowbeard. You know it a' that's enough for me."
+++ Snowbeard cannot let it be +++
Snowbeard on the other hand just cannot resist the call of the wild, taking chances where they cross his path, always searching for new interesting stories and items to bring back for Raiku to turn into another fascinating, abstract sculpture and story.
Character Concept:
- Old, frail dwarf fighting with his magic beard and later even casting magic through it to disable those that got caught by his beard!
- Weird but good character and the unheard-of connection to a elf that gets them both into trouble with their respective races. (Please don't think of this to be something like that bad romance featured in the Hobbit films, I don't like that one. I rather think about the slowly developed deep friendship between Legolas and Gimli but between a man and women which eventually turned into love. Do you know the TV-series Grimm? If so, think: Monroe and Rosalie. He's a somewhat weird but good-tempered man, she someone everyone seems to like.)
- Being underestimated by the enemy: 'Look at that old geezer!' 'A dwarf without weapon and a body as frail as a halfling. A dwarfling!'
- Weird-Hilarious one-liners centering the magic beard like 'Dont touch the beard. It may get mad!', "Oh no, its out of control, run you fouls!', ...
- Darven Oddball, with no ties whatsoever to other dwarves (will be mostly distrusted on sight anyway due to the brand on his left hand)
Crunch Reference (having things handy):
---- Grapple Reference: ----
As Starter of the Grapple: +5 CMB to keep up grapple, hold grapple checks each round as standard action, let-go as a free action.
Additional actions while holding the grapple:
--> Move self+target (half speed): if enemy enters hazardous area: free +4 check to break free
--> Damage: of unarmed strike, natural attack, armor spikes, light-one-handed weapon (may be lethal/nonlethal)
--> Pin the target but loosing AC to Dex
--> Tie up with a rope: enemy must be pinned/unconscious otherwise as part of grapple with a -10 CMB check
---- Origin of Status Effects: ----
White-Hair Hit -> Free Grapple Check -> Grappled Condition
Frost-based Spell -> Rime Spell -> Entangled for spell-lvl rounds
Frostbite -> Fatigued until the dealt non-lethal healed
Intimidate -> Shaken for 1 round +1 round per 5 over DC=10+TargetHD+TargetWIS
---- Status Penalties: ----
Grappled: (-4 DEX, -2 ATK/CMB on anything but break grapple, cannot move, no two-hand actions, casting: DC 10+Spell-Lvl+AttackerCMB)
Pinned: (Does not stack with Grappled, no DEX Bonus, -4 AC, no other action than break free/mental/verbal actions, casting: no somatic / material component spells, DC as Grappled)
Entangled: (half movement, no run/charge, -2 ATK, -4 DEX, casting: DC 15+Spell-Lvl )
Fatigued: (no run/charge, -2 ST & DEX, fatigue-effects cause exhaustion)
Shaken: (-2 ATK, saves, skill + ability checks)
Staggered: (only move OR standard action)
Unconscious: ( => Helpless target)
Helpless: (can be Coup-de-Graced, DEX-Score = 0, +4 on melee attacks)
-> if successful, enemy is: grappled(until braking the grapple), entangled(1 Round), fatigued(until non-lethal damage is removed), received non-lethal dmg(according to the spell, check non-lethal and curHP for further effects) and lethal damage(white-beard damage)
---> -10 DEX, -2 ST, -2 ATK,
---> -2 ATK/CMB to anything but brake grapple,
---> no movement, no two-handed actions
---> casting: only non-semantic, with material component at hand, 2 concentration checks: 1.DC=10+HairyCMB+SL, 2.DC=15+SL
Feats:
1st, 3rd, 5th, 5th Bonus, 1 from background, 1 crafting feat from background
• Rime Spell
• Unarmed Combatant (counts as Improved Grapple)
• Enforcer
• Final Embrace
• Combat Reflexes
• Craft Wand / Craft Wondrous
Traits:
2 + 1 from background
• Magical Lineage [Frostbite]
• Wayang Spellhunter [Frigid Touch]
• Bruising Intellect (Intimidate uses Int instead of Cha)
Prelude to this Character Concept / Things to discuss with the GM:
I have this character concept in my mind for a while now ... it is hilarious, weird and (in my mind) simply awesome! But it is based on a poorly written Archetype which suffers from several mechanical issues, which needs houseruling, so I thought I would check in with you before going through all the creation process to end with an unplayable concept ...
So much for the prelude, the character is based on the White-Haired Archetype of the Witch class, featured in an official Pathfinder Compendium (here's a link to its ruling). It basically removes ALL he witch's hexes to provide you with a magical weapon (your hair!) featuring awesome combat maneuver abilities using the hex's Int in place of St for the hair. There also exist a hex which follows the same general theme: Prehensile Hair from UM.
After a few levels in that Archetype I would multiclass into the Hexcrafter Magus, regaining some hexes, a little better BaB-Progress and access to spellfighting.
Essentially the character would be a DWARF (not optimized, but FUN!) grabbling and constricting enemies with his BEARD and sending debuffing magic (like frigid touch, some curses, etc) THROUGH it to mostly disable the grabbed enemy. Mostly what a combat master brawler/monk would do, but with a much weirder/funnier style and a little more versatility due to being a half caster (mostly with evocation and buffs/debuffs) and a few hexes (also debuffing/buffing and a bit CC).
RP-wise he would be a weird old and frail looking dwarf who warns anyone from touching his beard. In-fight he would say oneliners like "Ahrgh, you angered the beard!" "Its out of control, run you fools I warned you!" and such for increased hilarity and IC-weirdness.
Now sadly there are several problems:
1. The Archetype's RAW wording only lets you add INT to dmg but not to the attack roll, also it replaces ST only on the CMB-grab-check with the hair not to any other maneuver using the hair or the CMD making it near impossible to hold the grab. To make the Archetype the obviously dangerous grabbler it is intended to be, one would need INT added to CMB and CMD.
2. The hex on the other hand lets you add INT to Attack and Damage, which makes me believe that this should apply to the Archetype as well (since you trade off a major class feature away for the hair, while the hex is only a part of that very class feature!)
3. There is that errata for the Archetype which greatly reduces its power. I'm okay with it (while we also also apply unofficial errata which at least lets you do the grab as part of your attack), but it would of course be much more fun to apply all those neat debuffs at once.
Last note: I don't want to power-game or game-break things with this built. If it turns out to be game-breaking or overpowered/underpowered I am more than willing to work with you to solve things, reworking things mid-game if needs be.