Magma Dragon

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Given name: Camilla
Street name: Vrak
Current name: Irthiski "Iski" Orniejir
"The world doesn't want someone like me. A weapon or a tool, perhaps, but a thieving pitspawn? Hah! Even if I left, there isn't anywhere to go. 'Sides... These are the streets I know, and the air's just as good here as anywhere else. Besides, if it's good enough for the drakes it's good enough for me. Simple as is."

Crunch:
Irthiski "Iski" Orniejir
Female demon-spawn tiefling sorcerer 1
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +2
Resist cold 5
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Offense
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Speed 30 ft.
Melee Ner +3 (1d8+4/×3) (longspear)
Ranged svent +2 (1d8/19-20) (crossbow)
Space 5 ft.; Reach 5 ft. (10 ft. with ner)
Sorcerer (Crossblooded, Seeker) Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—sleep (DC 15)
. . 0 (at will)—detect magic, ray of frost, vacuous vessel (DC 14)
. . Bloodline Abyssal, Draconic
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Statistics
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Str 16, Dex 14, Con 14, Int 14, Wis 14, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Chilling Amplification
Traits criminal, persecuted expatriate, personal addiction
Skills Disable Device +9, Fly +5, Knowledge (planes) +6, Lore (House Drakes) +6, Perception +11, Sense Motive +4, Sleight of Hand +7 (+9 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +6; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, Common, Draconic, Infernal
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), bloodline arcana (summoned creatures gain DR 1/good), fiendish sorcery, trapfinding +1
Other Gear barbed bolt (2), crossbow bolts (50), ner, svent, backpack, bedroll, folding pole[UE], grappling bolt[UE], silk rope (50 ft.), spell component pouch, thieves' tools, tindertwig (2), waterproof bag[UE], waterskin, wrist sheath[UE] (2), 8 sp
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Special Abilities
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Bloodline Arcana: Abyssal (Ex) Summoned creatures gain DR 1/good (doesn't stack with other DR).
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Chilling Amplification When cast [cold] spell, can -1 to att or DC for -5 ft to speed and no 5 ft steps.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Fiendish Sorcery Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Background:
Born in Korvosa and never knowing any other home, the seemingly unholy child was left abandoned to the mercy of the Asmodeus Church. Perhaps out of luck, the tiefling child was raised by the church for their own purposes. Given the name Camilla, she was quiet as a child, obedient and privately quite fearful of the teachings of Asmodeus. By nature she was inherently drawn towards questioning order and destruction, though this was quickly stomped out by her teachers: Savagery must be quelled, in the land, home, and mind. Initially, she was groomed to perhaps one day join the elite Hellknight's Order of the Nail when her faith proved weak but her willingness to obey strong. Outwardly, even as a young child, she shown potential in both intelligence and physical capabilities-- her heritage had its uses.

This didn't last, however. In the end, her free spirit and willpower would win. She often found herself awestruck by fierce battles among drake and imp in the sky, and she thought she finally found what she was looking for. The drakes nor the imps cared for her, no matter what she did to try and get their attention, but she learned quickly that the imps were cruel devils and quickly grew to hate them. Though it took time, she made up her mind and sought freedom from the church, escaping to the Shingles.

A runaway, she had absolutely nothing to her name. At first, she had no idea what she was doing. She faced fights and beatings over simple places to spend the night, and quickly came to love the view from the rooftops. How much easier her life would be if she could only escape to the sky.

Her life on the streets taught her many things about the cruelty of life, but the sense of being in control of her own life-- how pathetic and lowly it was-- brought her hope. In time, she found a knack for magic that had been locked away deep inside of herself: she found she could see traces of magic in trinkets she stole, ways to make even the fullest bag look empty-- and in a pinch, ways to defend herself.

Making a small name for herself, she found an in with the Cerulean Society and learned more tools and tricks to keep herself alive and fed. Over the years, she's taught herself a lot of particularly useful things including the Draconic language.

There are a few days that stand out to her:

The day she first spoke to a house drake. Early on in her days as a thief, she found out a little secret about the local mini-dragons of Korvosa: they loved silver. The house drake called her "Vrak", after spending one sole hour in her company for the price of a shiny silver piece, and for many years this was her new name. Her status as a lowly thief put her well bellow the interest of many house drakes for a time, and since that day she never saw that particular one ever again.

The day she finally could afford a place to live, followed shortly by the day she was able to obtain various other items. While she had been raised in what she describes as "false wealth", every small treasure she owns has a name. Ner, her longspear, and Svent, her crossbow, are near and dear to her heart.

The day she met Noachi. In a twist of fate, a nest of bats had settled in the loft she called home. Though she managed to get most of them to find a better home, Noachi had decided he didn't want to live anywhere else and came back a few nights later. She fell in love with the little guy, and to her understanding, he felt the same way. The pair are rarely seen without each other, though usually Noachi hides in the crook of her neck, under the hood she's always wearing in a nest of her hair.

The day she choose a name for herself. While her street name would stay "Vrak" to many, she poured over variations in the Draconic language until she had a name all her own. Irthiski "Iski" Orniejir. [Little Secret "Star" Silverblood] To those she meets for more above the table situations, Iski is her go to name.

It hasn't all been sunshine and roses, even once she got her life more or less together. Occasional nights in jail, paying for bail-- she tries to spend as little time interacting with the guard as possible, sticking to the sections of town where everyone's a criminal and the law is easier to pay off. That life of crime tends to lead down dangerous pathways, and... Well, Vrak certainly lost her way somewhere down the line. In a series of entirely horrible personal choices, Vrak became addicted to a drug known as Shiver, and nearly died from it. She woke up in a ditch, everything taken from her-- including the small knife she usually kept on her person for protection.

At home she had a few items, but it took her nearly a month to fully recover and all of her savings have dried up. She's well enough now to return to her old life, but before she does... She has a score to settle.

Personality and Motivations:
Iski-- known to the more seedy folk by her tradename, Vrak-- is a woman shaped by circumstances. She draws a lot from the chaotic nature of her demonic inheritance, but deeper in her blood lies goodness. Although she has had few chances to show her altruistic nature in the past, she never has shown cruelty of her own accord. While she is a thief, she is one out of necessity. If someone were to show her kindness, she would be quick to return the favor.

Primarily, Iski is driven by an urge to not only survive but thrive. She desires knowledge about her innate magic and of the house drakes that fly in the sky, a quiet part of her hoping she could join them in the air one day.

She can be pessimistic, snarky, and perhaps a bit rude-- but no one has shown her respect in her life and she finds it sensible to return the favor. Although she can come off as bitter, she in truth is a very hopeful and genuine person. Incredibly strong willed and stubborn, she seems to survive through sheer determination.

While she holds no particular ill will towards the Church of Asmodeus, she is deeply afraid of what might happen to her if she were to return or be found alive by those who might be searching for her even after all these years. Still, she has probably more enemies than she even knows about, so she mainly avoids thinking about it rather than facing those fears.

She is slow to trust but more than willing to take advantage, or at least compromise and work together, with those who extend their hand. She wouldn't give her life for anyone in the Cerulean Society, but she prefers their familiar company at the very least.

Since nearly dying from Gaedren's drug, Iski has learned she is not the only person the man has got his hooks in. The more she discovers about Gaedren, the more convinced she is. Being outside the law, she's more than willing to end his life to save countless others-- for the good of the people. What's a bit of blood on her hands? True evil deserves to be fought and destroyed. The House Drakes of Korvosa taught her that-- and it was a better lesson than anything she ever learned as a child.

While she is well aware of her demonic heritage, she doesn't yet know of the dragon blood in her veins.

Description:
Iski is a bit on the short side, coming up at a few inches shorter than five feet (4'8"), but despite her small stature she is built quite strongly, lean and muscular from a hard life. She stands and walks quite tall, with rather good posture instilled in her from her upbringing. Her facial structure is soft, rounded and elegant, with deep crimson eyes. Her skin is the warm gray of a cloudy dawn, smooth as silk except for where patches of scales form across her cheeks, forehead, and assumedly along the rest of her body: she dresses very modestly, though not particularly lady like, wearing trousers and long sleeved shirts with a cloak, all in dull, subtle colors. From her forehead, two thick but short horns sprout from the silver scaled, the hard ivory turning a dark maroon quite rapidly. Framing those horns and the rest of her face spills wild, untamed rose colored hair that seems to shimmer with a silver luster. Her left hand has some rather drastic scarring along side her pinky finger, though she can only remember a blinding pain when she's reminded of it. Her voice is often spoken in a low grumble, almost snarl-- though this is mostly to keep up appearances.

Lastly, here's some arts I did instead of sleeping.

All done! :D Let me know if I should change anything. I'll send the Hero Lab file over at some point.


Yep, seems like a great group :D Hope you'll be able to join us next Sunday, Artix!


Rolls!:
Step One- Homeland, Family, Childhood
Human Homeland: 1d100 ⇒ 66
City or Metropolis: If you're a human, you gain access to the Civilized social trait and the Vagabond Child regional trait.

Human Parents: 1d100 ⇒ 51 (Father only)

Human Siblings: 1d100 ⇒ 51
1d2 siblings and 1d2 half-siblings (roll d% to determine each one's race; 01—50: half-elf, 51—100: half-orc). You gain access to the Kin Guardian combat trait.

Circumstance of Birth: 1d100 ⇒ 9
Lower-Class Birth: You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Roll 2d20 on the Parents' Profession table to determine your parents' occupation, instead of rolling d%.

Parents’ Profession: 1d100 ⇒ 3 (rerolled for Lower-Class Birth)
Major Childhood Event: 1d100 ⇒ 33
Fall of a Major Power: In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent king or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill. You gain access to the Worldly social trait.

Step Two-Adolescence and Training
Paladin Background: 1d100 ⇒ 10
Divine Calling: An otherworldly agent of law and good—such as an angel, empyreal lord, or perhaps some other celestial envoy of the gods—tasked you to be a divine champion. You accepted the calling (maybe grudgingly) because ultimately you realize that the laws of destiny and one's divine calling cannot be denied. In return, that celestial agent watches over you and makes sure you can fully realize your destiny and meet the course that has been set for you by a higher power. You gain access to the Blessed faith trait.

Influential Associate: 1d100 ⇒ 65
The Seer: You were close to a person who claimed to see the future—perhaps an oracle, seer, prophet, or merely some festival charlatan. Whether they're true or a trick, you've seen visions of distant places and of times that may come to pass. The seer's influence either made you into an optimist with a drive to change the future or a fatalist resigned to accept it. You gain access to the Scholar of the Great Beyond faith trait.

Romantic Relationships: 1d20 ⇒ 4
A Few Significant Relationships: You've tried to make deep connections with individuals on several occasions, but it's never worked out.

Additional Rolls:
Siblings: 1d2 ⇒ 1
Half-siblings: 1d2 ⇒ 1

Sibling: 1d100 ⇒ 60 (Younger)

Half-sibling Race: 1d100 ⇒ 78 (Half-orc)
Half-sibling: 1d100 ⇒ 88 (Younger)

Parents' Profession: 2d20 ⇒ (17, 18) = 35
Sailors: You gain access to the Worldly social trait.

Seems good to me :D

Concept: Beyla Rodric -- Female Human Paladin of St. Cuthbert/Brawler (Sacred Shield/Shield Champion) (Party Tank at your service! Here to help out those potentially low-hp rogue-ish party members and make sure no one gets into any trouble ;) )

Going to work on fleshing out my character now :D


Just throwing this in here to say I'm also interested! Cauldron is one of my favorite places from my childhood... I'm gonna go put together some character ideas, but I'm pretty flexible as far as classes/roles go. (Might go for a healer type? Paladin is a-callin' me... But no promises just yet ;) )


Both days/times are good for me, considering playing a Dwarven Ranger :3 (haven't decided on a combat style or anything yet, will probably wait and see what the group would benefit from more)


Kyndig wrote:
ok how do you activate gestalt in herolabs

When you first start up Hero Lab, go to the button in the bottom right corner, "Find Updates"

Hopefully you'll have "d20pfsd: Gestalt" already in the list, just select it and download it (which is on the left, not the right. i always click the finish button like a tool instead of download)

If you don't have that on the list, go to "Add Source" and paste in: http://www.shadowsoftware.net/herolab/d20pfsrd/updates.xml You'll have to restart after adding it though, if it doesn't auto-restart.

After you download it, you can go to Configure Hero and it should be the first checkbox to enable Gestalt. Then you can just add levels of gestalt.


Also, say what you want about Sage, but Pilot gets to control a water-elemental controlled boat! I think they're all pretty cool. (I feel like Sage can be achieved just as easily by being a bard, anyway.)

... That said, I would actually really like for important information to be whispered to different people depending on Knowledge rolls. It would take a bit of extra work, but it would encourage a bit more communication between the party. Even better would be if people could get different bits of knowledge (one person knows x about this thing, another knows y)... But it would slow things down a lot more than even just the first method (just giving out knowledge to anyone who makes the save). I've just always liked the idea behind it, so I'm inclined to agree.

Maybe we could see a bit of it with some puzzles, or larger challenges that are meant to be more roleplayed out instead of just fought through. Of course, no obligation to actually do this since it would be a lot more complicated and time-consuming. :)


I think the point of the roles was to let the classes not hamper the characters+roles. A wizard wants to be a diplomat? Why not :D Besides, I think people can share roles just fine, we don't need all of them necessarily. It's just a bonus to help make our characters my diverse! It would probably be just as helpful to have multiple guides, scouts, diplomats, etc all the same. Both Gwen's and Dan's characters can both notice magical traps and help each other disarm, which I think is pretty cool. (Templeton is probably going to be better at trapfinding+disarming in general, I think, so he can definitely take the lead there.) And if Gwen goes with Guide and Dan with sage, I think they can still be a great trap finding duo together. Especially since the roles don't give "bonuses" just free skill ranks.

In all honesty, I think overlapping a little bit here and there can be good. I'm glad we already have a fair amount of physical strength as well as magical, with the help of gestalt. With how the party is shaping up, it feels like near everyone will be able to hold their own in combat even if things get rough which is great.

With the spread stats, I think a Wizard could be a great diplomat (have a good charisma and int!) while being able to remain relatively non-squishy (okay con and dex).

I definitely agree that people can share roles if they like. People should pick what role they think fits best with their character's personality and story, rather than what their class would be good at. There's a reason the skills give class skill proficiency and ranks. In general I hope that this campaign has a good focus on skills just as much as combat. And I'm saying that as a very combat focused character. Hehe.

Also, I did a quick drawing for Blue, along with a token. http://i.imgur.com/WzqcyJg.png & http://imgur.com/DKPPqsA
I can't wait to see what the others come up with.

I love Templeton, I can totally see Blue trying to help him to control his rage issues. (I'm sure her sister will definitely try to convince him to avoid raging, while Blue will try to get him to embrace it. Especially when he DOES THE FIRE THING.)

I also love the Wyvern, Kodi! It's going to be so awesome to have a big old scary dragon on our team, especially one who's a cleric. I can't wait to see how he interacts with everyone else.


overlord_laharl wrote:

Hey, Pokeapache. If you are still having trouble with Hero Lab, try this: do Gestalt at every level, but on odd levels choose Commoner. Since commoners are the worst at everything, it will be as if those are empty levels.

Only exception I can think of is that they have some Class Skills you may have to ignore.

Really nice. :D Thanks a bunch, I was doing weird Bab/skill/save editing but that works muuuuch better.


I've decided I would like to go for Pilot (if someone else wants to take it I can rework my character fairly easily)

Gwen and I are still planning on going for Ratfolk twins. Despite being small we're going to be going for mostly melee classes. Maybe we're crazy! ;)

Anyway, my character so far is a lovely little lady named Blue. She's a rager. Fights with a two handed weapon and her tail+teeth on the side, absolutely vicious. Her eyesight is weak, but she makes up for it with a sharp sense of smell. Unlike her sister, who is a wizz with animals, her strange supernatural taint makes most animals fear her. She's quick to fight with both her sister and wild animals, though most of the time she'll put up with her long enough to help towards a common goal.

(this could change if someone else wants pilot!)
As a small'in she came in contact with a Nixie, and the water fey had a profound influence on her. Most notably is her ability to speak Aquan and commune with water spirits and elementals. Being fey-touched, her rage often exposes her innate wild magic in strange ways. She doesn't often spell cast, but her wounds heal faster than normal when she's angry, and sometimes she seems to grow in size when raging, making her stronger than the average ratfolk.


Well, unless I'm just bad at using Hero Lab, seems like there's some funky stuff with only having some levels be gestalt (the BAB namely gets pretty weird, not sure what other issues might be up)..

Right now, anyway, I'm looking at doing a Bloodrager (with MAYBE Skald, still deciding on gestalt stuff)

Probably going to go as Guard, but in a pinch I could easily tweak the character to fill the Guide or even Pilot role if need be.


BigNorseWolf wrote:
A more economical option is to cast wartrain mount on it.

Yep, just make sure you have an ability that lets you treat vermin as animals for spells, because normally wartrain mount only affects animals:

"You instill the target animal with the combat training general purpose (see Handle Animal). This supersedes the animal’s previous trained purpose and any tricks it knows. When the spell ends, it reverts to its previous trained purpose and known tricks."


thaX wrote:

I have responded to the supposed flaw in my example in another post.

** spoiler omitted **

It was ignored or lost in the overall discussion of this seemingly simple Q & A.

Need club or equivalent to use Blugeoneer feat. Need tail to use Tail Terror feat. Not sure why that isn't a good comparison.

Hey, so can I cut off a kobold's tail (say my thrice removed cousin's) and use that for my tail slap, then? I've got the blood in me to know how to swing it, I'll just staple it to my backside and ignore all this RAW nonsense about not "having" a "tail"! :D

It's not broken and in a game where Tengu can /sprout wings/ when they feel like it, I don't see why someone can't grow a tail overnight or just say they were born with one if they were planning it. But hey, play your games how you like.

Personally, I don't think that physical attributes such as tails, teeth, hair, etc should NEED written rules. It's a roleplaying game. Until the teeth do bite damage, they don't need rules. My Aasimar can have bright golden fluffy wings if I say she does, doesn't mean it impacts the game or needs rules UNLESS I get a feat for it. If you want to "buy" your characters looks with a point pool or something, play something like M&M where you can buy all the tails you want.


Haha, well I don't think Dwarves do very well with being bossed around :P Like trying to lead around six other really stupid donkeys. I'd much rather have 6 smart donkeys, that way even if they are being stubborn at least they're less likely to get themselves killed. (And smarter dwarves might actually get reason over pride, and I think fighting against pride in order to survive is going to happen at least once in this campaign.)


If that's the case Magabeus, then hopefully we'll end up with the same amount of fools as thinkers, eh?


Walter das Sombras wrote:
We're doomed! The wise one has taken a vow of silence!

It's okay, the druid that actually took survival and will know what mushrooms are edible has "Int 14, Wis 18, Cha 17" and doesn't mind telling people not to dumb things :)


aand here we go, a bit about my dwarven druid :)

Wrekhlaem "Wrex" Quartzhaul is a rather old dwarf, adorned in plates of giant insect hide. His beard is grey with age and his skin darkened with dirt. By his side is a slug just as tall and hefty as him. Ol' Slick Wayhome is his trusty companion in the dark tunnels.

personality and such:

He is loyal to his fellow dwarves, but is very much an individual. While he understands the values of working together, he has no qualms with going in alone. He is eager to share his knowledge of the creatures lurking in the depths of the earth, and ready to teach his kin the heartbeat of the deep. He is prone to getting lost in thought, often speaking in ramble-filled bursts when he does remember to talk. His eyes are permanently adjusted to the darken caverns, and bright sunlight makes his eyes hurt-- his home is truly in the heart of the mountains.

Slick the giant slug has a taste in dwarvish brew and often gets into more problems than he's worth in the dwarven cities, but bellow ground his abilities are invaluable, sensing things invisible to even the strongest of dwarven eyes. Not to mention the acidic spit. Wrex swears he doesn't dribble too much in the ale. (That would be a lie.)

background and history:
When Wrex came of age, he participated in Gladdringgar for the first time, carving his name into a tunnel wall beside his ancestors. While in his younger years he toiled away at the forge, he soon felt the pull of the tunnels that he had once scribed his name in. Soon he gave up the forge, and began to study the life in the underground caverns and began to travel deeper and deeper. At first his journeys were short, but before long he started to leave for days on end. While this isolated him from his kin, he never felt closer to his ancestors. Despite being a bit of an outcast, he is still rather highly regarded as an expert of the caverns and tunnel systems, and in the past he has offered his support to priests of Bryggya to act as a guide for their deep journeys.

Often times, Wrex found he hadn't the resources to fight hordes of vermin or other dangers, and found himself discovering clever ways to outsmart and slip around such creatures. In the few times he has had to fight the monsters of the tunnels, he has found it easiest to work with vermin-- their simple, or lack of, mind makes it incredibly easy to point them the other way or trick them when fighting. His smithing skills grew rusty as he became one with the caves, but he remembered enough about armorsmithing to create his own hide armor from the giant vermin he fought against. Food was sometimes scarce for the dwarf, and he found himself eating all sorts of questionables, which only made his stomach stronger. These days, he's the first to pick apart and scavenge whatever he can find for food or other use when in the tunnels.

While traversing the underground, a giant slug who was all too interested in his last few drips of brew stumbled across him while he was resting. After sliming up the rest of his alcohol, Wrex decided that the slug was indebted to him. While it did take a while for the dwarf to get used to the slug, the creature was never hostile to him, and he eventually began to enjoy the company. Now, he often shares his beer with the strange creature. A few times, the creature came to his rescue, and it was almost hard to be angry at a creature that shared his love of hard dwarven drink. The slug was affectionately give the name Slick Wayhome after the time that Wrex became lost in a particularly nasty weave of caverns, and could only find his way out by retracting the drying slime left behind by the slug. The longer he spent in the tunnels with the giant slug, the more he felt in tune with the underground caverns and the closer he felt to his ancestral homeland.

statblock:
Wrex
Elder Dwarf Druid (Cave Druid) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6; +1 trait bonus vs. fear, -2 vs. [light] effects
Defensive Abilities deep warrior; SR 6
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
. . Warhammer +1 (1d8+1/x3)
Special Attacks ancient enmity
Druid (Cave Druid) Spells Prepared (CL 1):
1 (2/day) Expeditious Excavation (DC 15), Diagnose Disease
0 (at will) Know Direction, Create Water, Detect Poison
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Statistics
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Str 12, Dex 13, Con 10, Int 14, Wis 18, Cha 17
Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Vermin Heart
Traits Deep Marker
Skills Acrobatics -4 (-8 jump), Climb -4, Escape Artist -4, Fly -4, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +6, Stealth -4, Survival +11, Swim -4; Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven, Terran, Undercommon
SQ animal companion link, minesight, nature bond abilities (animal companion, slug, giant), share spells with companion, slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Darkflare (5), Vermin repellent; Other Gear Hide armor, Heavy wooden shield, Warhammer, Backpack (17 @ 11.22 lbs), Bedroll, Hammer, Holly and mistletoe, Iron spike (10), Mug/tankard, Pole, Trail rations (3), Waterproof bag (1 @ 0 lbs), Waterproof bag (1 @ 0 lbs), Waterskin, 8 SP, 3 CP
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs light effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

animal companion:
Animal Companion
Slug, Giant
N Medium Vermin
Init -1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +0
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Defense
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AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
hp 16 (+2)
Fort +4, Ref -1, Will +0
DR 5/piercing or slashing
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Offense
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Speed 20 ft.
Melee Tongue (Slug, Giant) +2 (1d4+1/x2)
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Statistics
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Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1
Base Atk +1; CMB +2; CMD 11 (can't be Tripped)
Feats
Tricks Attack [Trick], Detect [Trick]
Skills Acrobatics -1 (-5 jump)
Languages
SQ acidic tongue +1, attack [trick], detect [trick], spit acid, 1d6, susceptible to salt
Other Gear Grappling hook, Pack saddle, exotic, Rope, Shovel, Trail rations (7), You have no money!
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Special Abilities
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Acidic Tongue +1 (Ex) Add listed acid damage to tongue attack.
Attack [Trick] The animal will attack on command.
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect [Trick] Indicates unusual smells, noises, etc.
Spit Acid, 1d6 (Ex) Ranged touch attack vs foe in 30 ft for acid damage.
Susceptible to Salt (Ex) A handful of salt burns a giant slug as if it were a flask of acid, causing 1d6 points of damage per use.

And I'll finish up the alias and whatnot in a bit. :)


1d20 ⇒ 9
9. The patron is testing you. Recent trials are a test of your faith. You must prove yourself worthy!
Fits in nicely with my guys theme, cool.

crunchies:

Spoiler:
Elder Dwarf Druid (Cave Druid) 1
LN Medium Humanoid (dwarf)
Init +1; Senses darkvision 90 ft.; Perception +8
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +2 shield, +1 Dex)
hp 8 (1d8)
Fort +2, Ref +1, Will +6; +1 trait bonus vs. fear, -2 vs. [light] effects, +2 versus ingested poisons or drugs
Defensive Abilities deep warrior; SR 6
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/x2) and
Spear +1 (1d8+1/x3) and
Warhammer +1 (1d8+1/x3)
Special Attacks ancient enmity
Druid (Cave Druid) Spells Prepared (CL 1):
1 (2/day) Expeditious Excavation (DC 15), Diagnose Disease
0 (at will) Know Direction, Create Water, Detect Poison
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Statistics
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Str 12, Dex 13, Con 10, Int 14, Wis 18, Cha 17
Base Atk +0; CMB +1; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Vermin Heart
Traits Deep Marker, Cast Iron Stomach
Skills Acrobatics -4 (-8 jump), Climb -4, Escape Artist -4, Fly -4, Handle Animal +7, Heal +8, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -4, Spellcraft +6, Stealth -4, Survival +11(+2 to survive in the wild), Swim -4; Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven, Terran, Undercommon
SQ animal companion link, minesight, nature bond abilities (animal companion, slug, giant), share spells with companion, slow and steady, spontaneous casting, stability, stonecunning +2, wild empathy
Combat Gear Darkflare (5), Vermin repellent; Other Gear Hide armor, Heavy wooden shield, Spear, Warhammer, Backpack (17 @ 11.28 lbs), Bedroll, Hammer, Holly and mistletoe, Iron spike (10), Mug/tankard, Pole, Waterproof bag (1 @ 0 lbs), Waterproof bag (1 @ 0 lbs), Waterskin, 3 GP, 8 SP, 3 CP
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Special Abilities
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Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Minesight Dazzled in bright light and -2 to save vs light effects.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Vermin Heart Wild Empathy & spells that target animals may be used on Vermin.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

descriptor votes:

Spoiler:
elemental earth & secrets beneath the mountain

I have some tidbits about him but still working on a name, also he has a pet giant slug so there's that. Will post the long story bit about him when I settle on a name. Yeps.

He's the guy that's going to be telling the other dwarves what fungi and centipedes are eatable. So there's that. Also, possible vermin control- might change some spells around and some gear around before we start depending on the group we get.


Str: 2d6 + 6 ⇒ (6, 2) + 6 = 14 -2 = 12
Dex: 2d6 + 6 ⇒ (2, 5) + 6 = 13 = 13
Con: 8 +2 = 10
Int: 2d6 + 6 ⇒ (4, 4) + 6 = 14 = 14
Wis: 18 = 18
Cha: 2d6 + 6 ⇒ (5, 4) + 6 = 15 +2 = 17
+ Respected Speaker

Gonna see about making a cave druid because why not. Should be fun :)


Well, like I said on Monday, I was considering playing an oracle (and I've already fleshed one out pretty well) so feel free to do what you want. The oracle I've made so far is pretty evenly split between dedicated healer and firepower. :)

Also Gwen[Terra] has a new computer (she got it yesterday!) so hopefully she can rejoin us-- and she's planning on playing a Bard, which should be able to help with healing in emergencies (with a good bit of wand use)