Golem-Breaker

Sotharal's page

23 posts. Alias of PathlessBeth.


Full Name

Sotharal Hrzarnle

Race

Dwarf

Classes/Levels

Witch 1//Warder (Zweihander Sentinel) 1

Gender

Female

Size

Medium

Age

51

Alignment

Neutral Good

Deity

Torag

Languages

Common, Dwarf, Goblin, Giant, Terran

Strength 16
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 9
Charisma 10

About Sotharal

Basic statistics:

Dwarf Warder 1//Witch 1
Neutral Good medium humanoid (dwarf)
Initiative: +1
Senses: Darkvision

Defense:

Armor Class: 18= 10+5 (armor) +1 (shield, Zweihander Training) +1 (Dexterity) +1 (morale, Aegis)
Hit points: 15 (1d12+3)
Fortitude: +5 = +2 (base) +3 (Constitution)
Reflex: +1 = +0 (base) +1 (Dexterity)
Will: +2 = +2 (base) -1 (Wisdom) +1 (morale, Aegis)
(An extra +2 racial bonus on savesagainst poison, spells, and spell-like abilities).
CMD: 15 = 10 + 1 (base) +3 (strength) +1 (dexterity)
(+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.)

Offense:

Speed: 20 ft (never modified by armor or encumbrance)
Melee: Dwarven Waraxe: +4 (+1 base, +3 strength), 1d10+3 (x3)
Ranged: Shortbow: +2 (+1 base, +1 dexterity), 1d6 (x3)
(+1 on attack rolls against orcs and goblinoids)
CMB: 14 = 10 +1 (base) +3 (strength)

Sotharal's tale
Early Life:
Sotharal was born in the Five Kings Mountains, near Larrad. Her mother was a devoted cleric of Torag. The father of Sotharal, on the other hand, was a strong warrior, and was frequently away from home, fighting to defend the dwarven people from invading orcs and giants.

Initially, Sotharal sought to follow her mother into the dwarven clergy. For many years, she studied the divine arts. She learned much about how divine magic works, and her family's faith. She studied the language of the earth, Terran. She soon discovered, however, that she lacked the necessary talents. She lacked both the force of personality and the wisdom necessary to take her mother's place.

Military career: When her father neared retirement, Sotharal decided to follow in his footsteps in the dwarven army. Her initial failures as a cleric made way for sucess as a soldier, as Sotharal fought fiercely to defended her homeland. She used the dwarven axe inherited from her father. Most dwarves used their axes as the weapons they are. Unlike other dwarves, however, Sotharal learned techniques passed down from her father and uncle to use her family's axe to guard herself and allies as much as as a weapon.
Early on, Sotharal and several of her companions were taken prisoner in a lost battle against a band of ogrekin. Although she was later rescued by another squad of dwarves, Sotharal's first near-death encounter shaped her view of ogres and giants. It was this event which prompted her to study the language of giants, in order that she might understand her enemies' plans.

Departure:During an enormous battle, Sotharal and a portion of her squad were pushed away from the fray and diverted into a cave. There, disaster struck, as the group was ambushed by Shadows, which sapped the life from her comrades. Sotharal watched in horror as her closest companions were transformed into undead shadows. Not knowing what was happening, Sotharal fled, moving further away from where she was supposed to be fighting. The shadows pursued her...
and then they vanished. A very large, shadowy humanoid appeared, and flew through the shadows, apparently destroying them, before it dissolved itself.
A moment later, a cold, strange voice echoed throughout the cave, seeming to come from all sides.
"Mine now. Thou art beyond the grasp of Torag or the orc gods, you now belong to me. I was unable to save thy kithfolk, but I cleansed their souls. I have saved thee alone from annihilation. Thy destiny lies beyond the mountains, beyond the planet. Thou shalt be under my protection from the shadows. Under my protection, thou wilt save thy kin from afar. To protect thy people, thou must leave."
The voice faded away, but Sotharal felt invigorated with new energy and power.

Sotharal was distraught at the preceding events, witnessing the deaths of her closest companions. Having apparently deserted during a battle, she did not know if she would be accepted back into her division. Moreover, she despaired at her helplessness in protecting her comrades. Furthermore, she was now indebted to an entity she did not understand. Had it really rescued the souls of her entire squadron, and her life? Perhaps a wiser dwarf would be more suspicious, but Sotharal was not wise. Nor, in her emotionally wrecked state, was she in any condition to think critically of her benefactor.
When she returned, she discovered that the dwarves had won the battle without her. Unfortunately, Sotharal's story was not believed by her superiors, and she was blamed for her companions' deaths. Feeling she had no alternative, Sotharal heeded the words of her mysterious patron and left dwarven lands, followed all the way by an odd raven...

Andoran:
Sotharal and Shorja, her new raven, journeyed south into Adoran.
The duo passed through Droskar's Crag. Out in the wilderness, she was forced to learn to scavenge her own food and water. Shorja proved very valuable to Sotharal's survival, as the raven granted her mistress magical Guidance in her efforts to find food, as well as providing another pair of eyes. From Droskar's Crag, Shorja and Sotharal wandered southeast, along the River Foam. Through months of wandering, Sotharal became adept at survival in the wilderness, and learned much of the region's geography. Sotharal started designing makeshift traps to catch animals in order to feed herself, and eventually became a skilled trapsmith. Moreover, she discovered she possessed an unusual power: by focusing her eyes on an animal, Sotharal could will them to become easier to harm, a sort of Evil Eye ability. Eventually, Shorja and Sotharal arrived at the town of Olfden.
In Olfden, Sotharal settled into a routine. The town was a frequent point of passage for caravans carrying darkwood from Darkmoon Vale to the rest of Andoran. Sotharal joined the town militia in keeping such caravans safe from nearby werewolves. All the while, Sotharal began to neglect the use of her magical abilities, harkening back to her time as a warrior.
It was in Olfden that Sotharal met Abroshtorom. Abroshtorom was a gnome native to Olfden. When she first saw him, his first words to her were whispered:
"I know what you are."
The gnome's strange claim evoked a shiver in Sotharal. Somehow, he had deduced her potential for arcane magic.
Sotharal was surprised to learn that Abroshtorom was a wizard, for the dwarf had never known a gnome to have enough discipline to study magic. The gnome offered to train Sotharal to hone her talent for arcane magic, to which she reluctantly agreed.
While initially put off by Abroshtorom's unorthodox (by dwarven standards) nature, Sotharal soon discovered that her mentor shared her interest in mechanical traps. Moreover, Abroshtorom was able to impart to Sotharal his knowledge of using and manipulating magical devices, even those involving magic she did not know how to do herself.
With Abroshtorom's guidance, Sotharal was finally able to master the fundamentals of her arcane power.
Always curious about languages, Sotharal also studied and learned the language of her mentor.

Family:
Sotharal's mother is a cleric of Torag, whilst her father is a retired dwarven warrior. They live in Larrad with Sotharal's younger siblings, Harmsk and Kotrika. Since her departure from the Five Kings Mountains, Sotharal has had no contact with her family.
Dolgrar is Sotharal's uncle, the younger brother of her father. Like his older brother, Dolgrar is a warrior. He uses his axe as a shield, utilizing an old martial tradition passed down through the Hrzarnle family. Once she decided to become a soldier, Dolgrar taught Sotharal to master the same technique. Younger than his brother, Dolgrar is still able to fight, though he is near retirement age.
Sotharal carries a stone tablet engraved with a portrait of her family, commissioned many years ago.
Personality and Mentality: Sotharal has a rough, reserved personality common among dwarven warriors. On the battlefield, Sotharal focuses on outwitting her enemies while fiercly defending her allies. Sotharal's witch powers began to manifest abruptly after her encounter with the shadows, and she is not yet used to having them, nor is she sure whether their source is benevolent or malign. She is normally slow to trust others, but, due to her military training, those who risk their lives fighting alongside her earn her trust much faster.
Goals: Sotharal's primary goal is to protect the dwarven people, and her clan, even after she has been cast out of the Five Kings Mountains. In doing so, she hopes to redeem herself from her past failure(s) in the eyes of her family and, more importantly, her own eyes. As she feels unable to return home directly, and at the insistence of her unknown patron, Sotharal seeks to travel the world, or worlds, to help her homeland from a distance. At the same time, she wants to discover where her powers come from, even if she has to travel to another world to do it. Finally, decades underground have prompted Sotharal to long for open air. She desires to explore a wider world....

Miscellaneous:Sotharal discovered early in her martial training that she has a mild allergy to kobold scales. She also has a fear of shadows due to her previous encounter with them, though she works to overcome it.

Shorja:
Shorja appears as a pitch black raven, though a closer inspection there are a pair of blue and red feathers under her wings. Shorja encountered Sotharal shortly after her witch powers emerged, and has followed the dwarf ever since. She is fluent in the tongue of dwarves, but lacks mental capacity beyond that of a troll.

The timing of Shorja's appearance is not a coincidence, as Sotharal regularly uses her familiar to regain power. While she is generally obedient to Sotharal, Shorja cannot (or will not) explain the source of her power, nor does she remember much of anything prior to becoming a familiar.
Appearance:
Sotharal stands 3 feet, 10 inches tall, and is almost as wide. Her arms are exceptionally thick and muscular from years of swinging her father's axe. Most of her skin is a light tan, though the left side of her face and both legs are covered in freckles. Dark brown, straight hair falls halfway to her waist, though her face lacks much in the way of hair.
Religion:
Almost from birth, Sotharal was raised as a follower of Torag. While distraught at her failure as a cleric, it was not enough to shake her faith...
until her encounter with a hoard of shadows. Now, she still reveres the forge god, but contemplates other faiths as well. Her shadowy patron grants true power, without needing to be asked.
Since discovering the pantheon of Legendary gods, Sotharal has held an acedemic interest in their teachings, primarily those of Alrenjae and Idniskow, whose values of protection appeal to her. However, she still firmly places her reverence for Torag above all the other gods, regardless of her failure to become his cleric.
This section will probably be altered once more about the Legendary pantheon is revealed in the player's guide.

Traits:
Pending the release of the player's guide.

Patron: Shadow--whatever grants Sotharal her power has control over shadows and illusions. The catch is, Sotharal doesn't know it. At present, she has only been granted a selection of cantrips and weak spells, and none of them suggest a shadowy benefactor. Sotharal feels indebted to her patron for, ostensibly, rescuing her comrades from a fate worse than death. Sotharal strives to aid her homeland at almost any cost, and her patron promises the chance to do just that. Maybe the dwarf is foolish to trust such an entity, maybe not.

Spells Known:
0th level: All witch spells
1st level (six total): Cure Light Wounds (CRB), Ear-Piercing Scream (UM), Enlarge Person (CRB), Hex Vulnerability (ACG), Mage Armor (CRB), Misstep (1001 spells),

Witch Hexes:

Evil Eye:

The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.


Stances Known:
Stance of the Defending Shell:
Discipline: Iron Tortoise (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

An Iron Tortoise disciple learns a valuable stance that forms the core of their discipline, that being the nature of the unbreakable wall. By focusing one's attention to defense with their shield, their martial skill improves their defense. The initiator gains an additional +1 bonus to his shield AC while in this stance, and this bonus increases by +1 for every 4 initiator levels he possesses after 1st level (+2 at 5th, +3 at 9th, +4 at 13th, and to a maximum of +5 at 17th level).

Maneuvers Known:

Iron Shell:
Discipline: Iron Tortoise (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You

A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of a disciple of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy's attack roll to deflect a single enemy's melee or missile attack (that is not a spell or power).


Blade of Breaking:
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

A Scarlet Throne disciple knows that sometimes to defeat the beast, you must remove its claws. By clashing blades with a foe to set their weapon vibrating, the disciple then delivers a final smashing blow in an attempt to shatter it or knock it from their grasp. The disciple may make a disarm or sunder attempt with a +4 competence bonus against his foe's weapon without provoking attacks of opportunity.


Crushing Blow:
Discipline: Primal Fury (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
Saving Throw: Fortitude partial

DESCRIPTION

By bringing his weapon high and bringing it down with ferocious finality, the disciple's forceful blow is enough to weaken the defenses of his foe momentarily. The initiator makes an attack and if successful, the strike inflicts an additional 1d6 points of damage and may potentially render his foe flat-footed until its next turn on a failed Fortitude save (DC 11 + initiation modifier).


Angering Smash:
Discipline: Iron Tortoise (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: One round

DESCRIPTION

By making a quick shield bash, the disciple taunts and aggravates his foes into striking at him solely. The initiator makes a melee shield bash attempt upon a creature, and if successful, they suffer a -4 penalty on attack rolls to attack any other target but the initiator.

Scything Strike:
Discipline: Scarlet Throne (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

The principles of the Scarlet Throne teach its disciples that every swing must be made with precision and excellence; no movement is wasted and no attack should be fruitless. The disciple may make a single attack against two adjacent enemies using the same attack roll and applying it to each target.

Class Features:

Zweihander Training:
At 1st level, when wielding a two-handed weapon or a one-handed weapon in both hands, the warder gains a shield bonus to his armor class equal to his aegis class feature bonus.

Armament Shield (Ex):
When wielding a one-handed weapon in two hands or a two-handed weapon, the weapon is treated as a light shield for the purposes of performing a shield bash attack on an opponent. The warder smashes with the butt of a spear-haft, the pommel of a greatsword, or the broadside of her axe. All are essentially the same and are treated as light shields for the purposes of shield- bash attacks or martial maneuvers to be used with a weapon of this type (such as Iron Tortoise maneuvers that require a shield to function).

Defensive Focus (Ex):
At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.

When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

At 10th level, her defensive focus improves further, causing the ground within her melee reach to be treated as if it were difficult terrain, hampering her foes' movement around him. If a foe tries to move through a space within her reach, the movement through those squares costs double (x2). Additionally, while using her defensive focus to make an attack of opportunity, her movement does not provoke attacks of opportunity.

Aegis (Ex):
At 1st level, the warder's defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder's position gain a +1 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

At 6th level, her aegis' range increases its effective area, growing to a 20 ft. radius. At 12th level, this increases again to 30 ft..

Feats

Weapon Group Adaptation (Axes) (1st):
You specialize in a specific family of weaponry, adapting many techniques to suit them.

Benefit(s): Choose a weapon group (excluding siege weapons and siege firearms). That weapon group is considered associated with disciplines you have access to. Note that this does not change the initiation requirements of maneuvers from those disciplines (for example, a warlord who takes this feat might have heavy blades associated with Solar Wind, but still cannot make a ranged attack with them without further feats or abilities that allow him to use a heavy blade as a ranged weapon).

Special: This may be taken multiple times.

Equipment:

--Dwarven Waraxe (associated weapon for: Black Seraph, Iron Tortoise, Primal Fury).
--Scale Mail
--Shortbow
--Arrows (100)
--Family portrait (stone-carved)

35 gold pieces

Skills:
Adventuring Skill points per level: 8=4 (Warder)+ 3 (Int) +1 (FCB)
Adventuring Skills:
Total Skill Points: 8

Knowledge (Arcana): +7 =1 rank + 3 (CS) + 3 (Int)
Knowledge (Martial): +7 =1 rank + 3 (CS) + 3 (Int)
Knowledge (Religion): +4 =1 rank + 3 (Int)
Knowledge (The Planes): +7 =1 rank + 3 (CS) + 3 (Int)
Spellcraft: +4= 1 rank +3 (CS) +0 (Cha)
Survival: +3 = 1 rank +3 (CS) -1 (Wis)
Sense Motives: +0= 1 rank -1 (Wis)
Use Magic Device: +1= 1 rank + 0 (Cha)

Background Skills:
Total Skill Points: 2

Knowledge (Nobility and Royalty): +7 =1 rank + 3 (CS) + 3 (Int)
Knowledge (Geography): +4 =1 rank + 3 (Int)

Bonus craft and profession skills:
Craft (Traps): +7 = 1 rank +3 (CS) +3 (Int)
Profession (Militia): +3 = 1 rank +3 (CS) -1 (Wis)