Dwarf

Thorid Bofack's page

53 posts. Alias of Degwyn.


RSS

1 to 50 of 53 << first < prev | 1 | 2 | next > last >>

HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Safe travels!


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

perception: 1d20 + 3 ⇒ (10) + 3 = 13


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

No magic ta speak of... but I suppose tha tree could snatch us up an' hug us tight any time.

Thorid sighs and puts his hands on his hips as he looks up at the branches.

We gotta get this done an' I suppose we're treadin' on tha threshold of over analysis. Let's get some body up there fer tha moss an' move along. If somethin' does happen we just gotta be ready fer it.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

I don't climb but hand me a rope an' I'll secure it up in tha branches after we have another look 'round fer trouble.

Thorid grumbles a prayer to Torag (detect magic) and walks around the tree looking for any magical auras to report.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

At Ki's warning, Thorid readies his hammer and looks among the branches trying to determine if there is life in the bodies.

perception: 1d20 + 3 ⇒ (15) + 3 = 18

On yer toes, lads. Let's not make a habit of fallin' inta ambushes.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid is in favor of pushing on until nightfall. During travel he retains awareness of his surroundings but continues to shape the stone he picked up at the start of the trek. Perhaps if the final shape is interesting he'll weave it into his beard. If not, it's good practice for later works.

He volunteers for a night watch shift and offers to tidy up any gear that might be banged up. During his watch he occasionally checks on the hobgoblin to ensure he's bound tight and maybe a bit uncomfortable. He doesn't speak to the slug but considers reminding him the party could have, and maybe should have, ended him after he ambushed the group.

In the early morning he offers prayer to Torag, puts his gear in order and prepares for the continuation of their journey.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

As the fox skips away from him, Thorid gently tries to reassure the fox. Okay, pup... okay. We're not gonna trouble ya. Thorid slowly stands and moves back.

As the fox take's Ki's offering Thorid grumbles Yeah, that's fine, take yer fleas over there. Taking a bite of the rations in his hand he says. Ya wouldn't a liked tha taste a mine anyway.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Hah! Hey there, feller. Ya need some food?

Thorid grabs some of the trail rations from his pack and extends an offering to the fox.

Handle Animal (untrained): 1d20 - 1 + 2 ⇒ (5) - 1 + 2 = 6
Modifiers: -1 cha, +2 circumstance bonus


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

As the fox is freed from the trap, Thorid channels energy (making sure the hobgoblin is out of range).

Channel Energy: 1d6 ⇒ 5


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Is the crow still attacking Thorid or has it been called off?

If crow is still attacking:

Thorid actions:

Thorid swings his hammer again at the attacking crow.
attack: 1d20 ⇒ 16
damage: 1d8 + 2 ⇒ (2) + 2 = 4

After crow is dead or if crow is not attacking:

Thorid stomps up to the hobgoblin glaring at him with fire in his eyes, swings his backpack off and grabs a coil of rope.
Sit up ya refuse covered sack. Resistance forfeits our mercy so choose your actions wisely.

As the hobgoblin sits up, Thorid holds one end of the rope and drops the rest of the coil on the hobgoblin's lap and growls something.

Terran:
Wrap tightly and knot

(Animate rope) The rope wraps and binds the hobgoblin.

Thorid points a finger in the hobgoblin's face. This rope also makes a good noose an' I've no aversion ta reducin' tha number a slugs in this world. I remind ya, resistance or escape forfeits our mercy. He spits on the ground and takes a step back, looking over to the fox that was used to lure the team to the scene of the ambush.

He looks to Ki. Let's get that pup outta tha trap, get 'im fixed up, an' on his way, yeah?


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Charge cancelled to deal with the second crow.

attack: 1d20 ⇒ 7
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Thorid's hammer finds only empty space as he completes his swing.

Blasted vermin!


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Sorry, I should have been more clear. Surprise round was indeed regular movement. First full round action is charge and attack.

Thorid growls and swings at the crow before charging the hunter.

attack: 1d20 ⇒ 16
damage: 1d8 + 2 ⇒ (7) + 2 = 9


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid begins a charge on the archer's position while shouting a warning.

Stand down, friend or be put down as foe! Lower your weapon an' no harm comes yer way!

initiative: 1d20 ⇒ 7

First round (after surprise round) will be the actual charge and an attack provided the hunter has made an aggressive move toward someone in the group or otherwise not lowered his weapon.

attack: 1d20 + 2 ⇒ (14) + 2 = 16
(+2 on attack for charge)
damage: 1d8 + 2 ⇒ (8) + 2 = 10

Note: -2 to Thorid's AC during charge round


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

How far is it from our position to the hunter?


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

let's get that li'l pup outta there.

perception: 1d20 + 3 ⇒ (19) + 3 = 22


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Catching up on the thread...

Thorid is delighted by Bollon's response in Terran. A wide smile peeks from beneath his bushy beard. Good to be among friends o' the earth Mr. Bollon. Truth told, I rather like havin' my feet on the ground.

As they approach the lake
This'll be Droskmere lake. Ulrok and I were collecting mereswan stones here before we went on to Falcon's Hollow and he fell ill.

perception: 1d20 + 3 ⇒ (15) + 3 = 18

Hurt animals and careless hunters are both dangerous. Also possible an environmental danger has caused the pain. Let's have a look but keep our eyes and ears open.

Thorid follows the others in the direction of the sound scanning the visible area and listening for any noises that seem out of place.

perception: 1d20 + 3 ⇒ (7) + 3 = 10


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Looking at his mounted companions with a slight bit of jealousy, Thorid shakes his head. Hmph! Mind your pace lads, some of us are without the luxury of beastly transportation.

He takes a knee, kisses his hand and puts it to the ground while grumbling something.

Terran:
Guide our soft boots and short legs with a clear path, old friend.

Before he stands he notices a rock sticking out of the dirt, picks it up, fetches a small awl-like tool from his belt pouch and begins carving away on the stone's surface the way an elder human would whittle a twig to pass time on a warm summer day.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

I've been happy recently with an init roll at the start of combat followed by everyone posting their actions independent of order. Honestly, though whatever works smoothly for you as DM is very likely fine by me.

A few days (2-3) waiting for Ki should be enough after a PM I think. I will be out of touch Thursday/Friday this week due to work travel.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Good, then. Let's put this camp behind us an' attend ta our shoppin' list. The coffee here puts a bad taste in my mouth.

Thorid quickly arranges his gear and is ready to pack out as soon as possible.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Are we still going? Gameplay thread seems to have tapered off a bit over the last week or so.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid's brow furrows. I'll still hold a service at tha edge a camp 'fore yer workday starts if anyone has interest in attendin'. Might be a good chance for you ta get away from all this bureaucracy fer a moment. He says motioning to the paperwork on the foreman's desk with a nod before turning to leave. Good evenin' to ya, sir. He says dismissively on exit.

When out of earshot he says We should check tha camp. I suspect tha foreman, likely by order a his bosses, is more interested in rate of trees felled than wellbeing of tha lumberjacks. He motions with his chin toward the scar of felled timber cutting into the darkwood forest. Evidence a poor resource management, that. Dangerous game played by short-sighted profit chasers.

Thorid begins planning his service for the next day. It will be short to avoid cutting into the workday. The service will focus on pride of workmanship, consideration of the craftsmen who will use the lumber and future of the resources being used. At the end of the service he'll plan to offer a touch of guidance for any of the workers interested.

That's a fast forward plan. We can continue with chats for the evening or whatever and the service can be added into play once we get there.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

diplomacy: 1d20 + 3 ⇒ (11) + 3 = 14

I'm happy ta hold a service 'fore yer workday starts an' ask Torag's favor. Ya need ta know, though, if quality a' work isn't in the hearts a' the hands holdin' the tools, the request may well go unanswered.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Well, ta be clear, we're hopin' ta borrow bunks fer the night. One night is all an' we'll be on our way. Meanwhile, if there're any services I can provide lemme know. I'm particularly handy with maintenance an' repair work, could lend a hand at tha smithy or what have you.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Aye, I think it's in our best interest ta stay 'til dawn. Uncle an' I heard some pretty strange things rustlin' about after dark on our travels. Long as they have bunks enough for us, that is.

Thorid glances toward the smithy. An' ta be honest, I'd like ta have a peek at the smithy once we've had a chat with Mr. Trookshavits.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Hahaha! 'Course we're better known fer our stone an' metal works, it's part a who we are. We do occasionally work with wood as highlight an' accent pieces or temporary support structures an' such.

An' there're times when wood's a more suitable material than metal or stone. Thorid slaps his hand on the side of the wagon they're riding in. This one ain't much ta look at but seems ta get the job done. Were it by my hands it'd be a bit prettier, maybe more solid... but it serves it's purpose, yeah? He nods to the lumber workers.

What's interestin' ta me is seein' how various workers, those who care, treat their work as a craft. They celebrate 'an respect their tools, take pride in the quality a their work an' encourage their teams. That's commendable work. Again nodding at the workers.

'Course there's also tha type a worker who cares little fer his trade an' carries on only ta gather coin enough fer tha headfog of substandard drink an' the occasional whore. His brow furls and his mouth turns down as he speaks. If that's the case, there is no point. That person has bottled his soul an tucked it away, maybe even sold it fer a night a pleasure. He spits off the side of the wagon. High price ta pay if ya ask me.

Realizing he may have dampened the mood he looks up and smiles. An' thus ends my surmon. May Torag guide yer hand in the pursuit of quality workmanship. He pats his belly... Let's talk 'bout lunch!


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Once we get going, Thorid chats with the lumber workers about their jobs, the tools they use, what happens to the lumber after the trees are felled, common products made from darkwood, etc. He's genuinely interested and offers comparisons to mining and blacksmith trades.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid nods to the man greeting them as he walks past to see what the man under the cart is repairing.

Let's see whatcha got here. Ah, yep... okay I see whatcher wraslin' with. He takes his backpack off and sets it near one of the lumber cart wheels, rubs his hands in the dirt. He claps loudly, dust billowing from his hands and begins to mumble a prayer to Torag. He then reaches out and touches the area of the cart being repaired.

Mending/Artificer's touch

So... 'bout that ride...


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid returns to the group after collecting his gear and arranging care for his uncle. He's wearing a breastplate with the hammer of Torag and a backpack full of supplies.

All set, then. Good find, Gounar, should shorten the trip a bit. I agree 'bout the river crossin'. Let's agree ta take the longer route in favor a' gettin' started now.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

I'll grab my gear. Should still have a week a rations an' such. Seems we can cut a few miles off the start of our trip by catching a ride up the road to the edge a tha woods. Maybe ask around an' I'll be back in a jiffy. Thorid claps his hands loudly, nods to the group and heads off to collect his gear and to make arrangements for his uncle to receive basic care while the team is out gathering materials.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

No worries, have fun!


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Three day trip by human legs an' a few of us are stockier folk. Best prepare fer a week an' see if we can find ways ta make up time 'long tha way. Catch or hire a ride 'long some roads if we can, le's have a look at a map an' see.

I'm trying to avoid spoilers so I haven't dug up a map. Is there one that we can peek at that isn't going to give anything away?


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Unfamiliar with the specifics of this area but hailing from the mountains to the North, Thorid strokes his beard and considers anything his uncle may have said about Dwarven settlements in the area.

Knowledge check: 1d20 + 2 ⇒ (9) + 2 = 11

Unfortunately, nothing comes to mind.

Hmmm... Not sure 'bout any Dwarf settlements so far South but if Mr Bollon can lead the way that's one thing off our list. 'Less one of ye know better, I say we ask 'round town fer some pointers. As I said, I need ta make arrangements for my uncle an' grab gear so we have a li'l bit 'fore we go searchin'


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid can't hold back a wide grin.
Oh yes, I'm plenty familiar with Ironbloom mushrooms. Acquiring 'em may be easier than keepin' 'em outta my mouth, though! He says with a chuckle and pats his belly. Then he looks up at the group, the smile gone from his face.

Heh! I understand tha gravity of our situation, an' I assure ye 'twas merely a bad joke. Hoojoo or not, if it's our best shot we best get movin'. Any sketches of what we're lookin' fer or advice as ta where we start lookin'?

To the assembled team of gatherers Thorid says I'll need ta check in on mah uncle ta be sure he's got proper care while we're gone an' grab gear. Bollon's right, may need ta rent some mounts fer this.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid scratches his beard and raises his hand. An' the quantity. Be a shame ta go out collectin' herbs an' return with too little. I ain't much good with plants but should we try ta bring back seeds or dig up a plant, roots 'n all so ya can plant it in yer garden?


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Aye, no sense standin' about. Let's find out what's needed an get started 'fore this sick gets worse.

Thorid joins the group headed into the herbalist shop, extending his hand he introduces himself to all he has not yet met. Thorid Bofack, servant of Torag, the forge father. I'm prepared ta lend any assistance I can.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Once per day posting is normally well within reason for me. I was travelling for work and stuck in a hotel with horrible wireless service. I'm home again and will be catching up on the thread today.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Degwyn politely declines dinner.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Sorry for no posts the last day or two, I should be back to regular posting later this evening.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid shrugs 'spose if the folks been here longer 'n me don't have a problem with 'er...

Thorid bends down and picks up a stone. Gently tossing it in the air and catching it over and over to pass the time.

Poor luck, this. Been in town only three days and the illness struck hard. Suppose' ta be returnin' ta Taggoret two days from now but need ta get Uncle Ulrock back healthy an' be sure he's not contiguous. He catches the stone and holds it in his hand realizing he's been fidgeting.

Mr Bollon, how long've you been in Falcon's Hollow?


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

I say let's have a go with four. Perhaps if things get too close to TPK some form of divine intervention will help us along.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

I appreciate the offer, Mr Bollon but I'll not put ye out. And t'be honest I need s'me fresh air... and patience. He grumbles the last words of the statement.

Oh and 'course I've not mistaken Mr Snorey fer a human tot. 'twas just ta add some light fun. He catches a glimpse of the queue jumping ahead.

Eghh, seems 'nother soul be short of patience. He nods in the direction of Kestrel as she darts around the lumberjack. Hope that one's not stirrin' up fire ants. Got bigger stones to shape, no time ta try make peace on this line.

Thorid crosses his arms across his chest and watches to see what happens next, shaking his head disapprovingly.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Smith, yes but not of this town. Uncle and I came down from Taggoret collectin' resources. Stopped in to sleep and gather supplies 'fore headin' back up an now he's fallen ill. This blasted bug is evadin' all help I tried with Torag's aid, I jus can't put the life back in him. He says shaking his head.

He rubs his eyes, bloodshot from lack of sleep, covers his mouth as a yawn forms and shakes it off.

Whoo! Shoulda brought 'nother pot o' coffee along.

He pats his hand on his breeches and extends it out for a shake.

Thorid. I'm guessin' yer here ta see about a cure fer someone too. An' given' ye asked if I'm the smith ye're passin' through as well, eh?

He suddenly realizes there's a monkey snuggled up to the man. Hah! Yer babie's a bit fuzzier than ye! He muses.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Thorid's brief background/tie to Falcon's Hollow:

Spoiler:

Thorid was born and raised in the Dwarven city of Taggoret on the southern tip of the Five Kings Mountain range. His father, a weapon and armor smith, passed to him a very strong work ethic which he maintained as he followed his calling into the service of Torag. He believes Torag's use for him is to create and repair works that are practical and reliable. In turn, he himself seeks to embody practicality and reliability, forging deep friendships with others he views as holding strong to those values.

Recently, Thorid and his uncle Ulrok traveled to the Droskmere on an annual trip to collect mereswan gizzard stones. Stopping in Falcon's Hollow for supplies, Ulrok fell ill and Thorid's spells have been of little help thus far.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

Missed the links in the thread but Thorid is here and just posted in the gameplay thread.


HP: 11 (11 total) M Dwarf Cleric (Artifice/Construct Theologian) of Torag | lvl 1

A Dwarf approaches the end of the line wearing a worn leather smiths apron with a hammer embossed on the front. His long red hair is pulled up into a single topknot, his beard split into two thick braids adorned with several metal and stone beads.

He takes note of the queue length and furls his bushy brow and lets out a slightly frustrated sigh.

Waitin' long? he asks in the direction of the last few in line as he clasps his hands high above his head stretching his shoulders and back grunting slightly as he does.


Ki Anom Suroto wrote:
Thorid Bofack wrote:

Ok lads and lasses, have a looksee at this new build for Thorid:

** spoiler omitted **...

The only thing I see that is unusual is the hero point. I have not heard their use discussed.

Disregard the heroto point. I was using a character generator and didn't notice that option had been selected.


Ok lads and lasses, have a looksee at this new build for Thorid:

statblock:

Thorid Bofack
Male Dwarf Cleric (Theologian) 1
LG Medium Humanoid (dwarf)
Hero Points 1
Init +0; Senses Darkvision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 11 (1d8+2)
Fort +4, Ref +0, Will +5
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/x2) and
. . Dagger +2 (1d4+2/19-20/x2) and
. . Unarmed Strike +2 (1d3+2/x2) and
. . Warhammer +2 (1d8+2/x3)
Spell-Like Abilities Artificer's Touch (6/day)
Cleric (Theologian) Spells Prepared (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Bless, Bless, Animate Rope
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Guidance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 15, Int 14, Wis 17, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Eldritch Smith, Eye of the Father (Craft [armor])
Skills Acrobatics -6, Appraise +6, Climb -4, Craft (armor) +9, Diplomacy +3, Escape Artist -6, Fly -6, Knowledge (religion) +6, Ride -6, Stealth -6, Swim -4
Languages Common, Dwarven, Terran, Undercommon
SQ Aura, Cleric (Theologian) Domain: Construct, Cleric Channel Positive Energy 1d6 (4/day) (DC 9), Focused Domain, Greed, Hardy +2, Hatred +1, Hero Points (1), Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2, Weapon Cord
Combat Gear Breastplate, Dagger, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools, masterwork (Craft [armor]), Backpack (18 @ 19 lbs), Bedroll, Fishhook (2), Flint and steel, Mug/Tankard, clay, Pouch, belt (1 @ 1.5 lbs), Rations, trail (per day) (7), Sewing needle, String (50'), Thread (50 ft.), Waterskin, Weapon Cord, Whetstone, Whistle, Signal
--------------------
Special Abilities
--------------------
Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 3 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric (Theologian) Domain: Construct Associated Domain: Artifice
Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Eye of the Father (Craft [armor]) You have an innate sense of what is right and wrong in the works you craft, based on your years studying with the church fathers at their forges. You gain +1 trait bonus to a Craft skill of your choice, and Appraise is always a class skill for you.
Focused Domain +2 to cleric level for domain powers.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict 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.
Weapon Cord Attached weapon can be recovered as a swift action.

My notes
1. He's an artifice/construct theologian who believes Torag wants his creations to be tested. Armor and weapons should be practical and battle tested to prove value.
2. I went with extra channel feat instead of heavy armor because even with crafting options, heavy armor is pretty pricey.
3. I figured he crafted his breastplate and shield which figured into the purchase price.
4. The extra channel feat was purchased with the idea that Torag, as a creator race, wants him to perform upkeep on physical beings who prove their value. Value doesn't necessarily mean they're on the front line but that they're trying to make the world a better place.

Any feedback is welcomed but may be ignored.

I rolled for starting gold but I'm not too worried about it.


DM Bigrin wrote:

In addition, most of the official PDFs have separable maps. In Adobe Reader X you can simply click on the map image, hit Ctrl+C to copy, and paste into paint/image program of your choice. Save as PNG or JPG and you're off to a good start.

If you are a little more adventurous, you can import that file into MapTools for a grid and coordinates. Which will give you a result like this in less than 5 minutes.

I think in Acrobat you can also save as jpg (file-->save as-->type = .jpg). I'm using the full version at work, though, so this may not be possible in the free acrobat reader app.

+1 for maptools. Once you get used to the program it's quite handy.


@Tim - No worries, it's easy to overlook things in an active thread. I didn't cry for too long and I'm happy to be in any party that will have me.

@lastnameonearth - I'll have a look at massaging Thorid for a more tanky role. Might need some feedback from the thread as I do because I haven't designed a tanking Cleric but shouldn't be too difficult to sort out - I'll add a note here when he's ready for a look.

    Relevant modules I own:
  • Hollows Last Hope
  • Crown of the Kobold King
  • Carnival of Tears
  • Revenge of the Kobold King
  • Assorted Dungeon Magazines over the last 10-20 years

If there are others I would need to run in Darkmoon Vale later I don't mind purchasing as long as I know ahead of time so I can get acquainted with the material. I haven't looked through the Falcon Hollow series for some time but pulled them out a month or so ago because I was thinking of looking for local gamers to run through them but I have not done so yet.


erm *cough* *raises hand* I'm a healer...

If you missed my character stats (I didn't post them in the thread, they're on my profile though) here they are:

THORID BOFACK CR 1/2
Male Dwarf Cleric 1
LG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision; Perception +3
--------------------
DEFENSE
--------------------
AC 16, touch 10, flat-footed 16 (+5 armor, +1 shield)
hp 10 (1d8+1)
Fort +3, Ref +0, Will +5
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Light Shield Bash -3 (1d3+1/20/x2) and
Gauntlet (from Armor) +1 (1d3+1/20/x2) and
Unarmed Strike +1 (1d3+1/20/x2) and
Warhammer +1 (1d8+1/20/x3)
Spell-Like Abilities Acid Dart (6/day), Artificer's Touch (6/day)
Cleric Spells Prepared (CL 1, 1 melee touch, 0 ranged touch):
1 (2/day) Summon Monster I, Animate Rope, Sanctuary (DC 14)
0 (at will) Purify Food and Drink (DC 13), Detect Magic, Guidance

STATS & EQUIP:

Str 12, Dex 10, Con 13, Int 13, Wis 17, Cha 13
Base Atk +0; CMB +1; CMD 11
Feats Extra Channel
Traits Perseverance, Strength of the Land
Skills Acrobatics -5, Climb -4, Craft (Stonemasonry) +5, Diplomacy +5, Escape Artist -5, Fly -5, Knowledge (Religion) +5, Ride -5, Stealth -5, Swim -4
Languages Common, Dwarven, Terran
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Artifice, Cleric Domain: Earth, Greed, Hardy +2, Hatred +1, Slow and Steady, Spontaneous Casting, Stability +4, Stonecunning +2, Weapon Cord
Combat Gear Scale Mail, Shield, Light Steel, Warhammer; Other Gear Artisan's tools: Craft (Stonemasonry), Backpack (empty), Blanket, Rations, trail (per day) (5), Weapon Cord

SPECIAL ABILITIES:

Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage.
Artificer's Touch (1d6+0) (6/day) (Sp) Melee touch attack deals 1d6+0 damage to objects or constructs, bypassing 1 hardness.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Artifice Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Perseverance When you have more than 1 Will saving throw to overcome an effect (such as greater command, hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict 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.
Strength of the Land You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Weapon Cord Attached weapon can be recovered as a swift action.

BACKGROUND:

Still to come...