Gralnir Raghan

Thorin Spellsplitter's page

13 posts. Alias of Grumbaki.


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Have fun!


Male Dwarf Battlehost Occulist Lawful Neutral


Background, Appearance, Personality:

Background

Janderhoff. It was Thorin's ancestral home. For many decades he toiled away there, as a smith. Years came and went by, with Thorin honing his craft. He was no warrior, though he forged many a weapon. He was no stalwart defender of the dwarven people, though many a hero did wear the armor that he made. And he was content with this. Because war was for others to fight. He did his part, and that was enough.

This was until one year, when he went from Janderhoff to Korvosa. A wealthy nobleman had commissioned a suit of armor, and it was his honor to fulfill the contract. On the way the caravan was raided by giants. It was the first time that Thorin had seen combat, and it was horrifying seeing the guards bravely fight and die where they stood, ripped apart and flattened by the oversized aggressors. Of course, Thorin did not die, for if he did then it would have been the end to his story. No, he was captured. He was taken back to their mountain stronghold and enslaved. To ensure that he did not escape, his left leg was ripped from his body. And so it was, that for nearly a year he was forced to toil away for his captors, until a warband from his home tracked down the villains and put them to justice.

While freed, Thorin was left broken and haunted by the experience. He shut himself away in his workshop and worked feverishly, ashamed at his own weakness and with a burning desire for vengeance within him. When he finally emerged, he did so to the surprise of all on his own two feet. It was declared a miracle! For how else could his leg have grown back?! And they all marveled at the blade that he carried. It was long. Far longer than what was normal for his people. And the metal seemed to shimmer and move on it's own accord, as if though the steel was liquid. Thorin explained that it was a blade, because it was made for but one task. To kill giants. Axes and hammers could be used as tools. But a sword? A sword had only one purpose. To kill. And it was the size that it was because his foes required the extra reach. It was an explanation that all accepted. For the blade was a wonderous work of craftsmanship, worthy of his reputation.

It was a miracle. Just not the one that his kinsmen thought. For his main purpose was the forging of a suit of armor, in which the holy runes of Dranngvit were etched. Runes of vengeance against the giants who had so gravely wronged him. Runes of power that filled him with the strength to bring holy wrath upon the enemies of his people! The armor was sturdy dwarven plate. But such was his anger, his shame, his *need* to make the giants pay, that the goddess of vengeance herself had blessed his work. While it was plate armor, it was blessed so that it felt like naught but regular clothing, it would clean itself...and it could change it's appearance. With the armor on, Thorin could take the appearance of a regular dwarf, wearing the clothes that he always wore, complete with steel toed boots and pants with the legs properly filled out. Little did any know that behind the façade he was just as crippled as he ever was. But with it? With it he could fight. With it he could kill. It was not long before he left Janderhoff once more. Not as a smith. But as a warrior of Dranngvit.

Appearance
Thorin in his plate armor

Personality
As a smith and a former merchant, Thorin is polite of word and thoughtful of deed. He is the type of dwarf who carefully considers his words and seeks to not offend. But in his eyes burns an anger which is frightful to behold, and it is reserved for the ancient foes of his people: the giants. He exemplifies the saying "Speak softly, but carry a big sword."

Gear and math:

* Belt of Con and Dex +2 (10k)
* Headband of Int +2 (4k)
* Mithril Plate Armor +2 Comfort and Glamered with Steelbone Frame (26,550)*
* Heavy Shield +2 (4170)
* Liquid Steel Nodachi +1 Giant Bane (9160)
* Amulet of Natural Armor +1 (2k)
* Ring of Protection +1 (2k)
* Ring of Sustenance (2500)
* Traveler's Any-Tool (250)
* Wayfinder with cracked Incandescent blue sphere Ioun Stone (700)
* Fighter's Kit with masterwork backpack (58)
* 693 gold

* Battlehost Occultists get their masterwork armor for free. By RAW it says nothing about materials. I figured that the fairest thing to do was to take the price of the mastework plate out of the cost. So 10,500 GP for mithril plate. 1650 is free from the class. So paid 8,850.
* For the armor cost as a whole, it's 8,850 for the armor, 5000 for comfort, 2700 for glamered, 6000 for steelbone frame. 4000 for +2. 26,550 as a final cost!

Gold: 62000 - 10000 - 4000 - 26550 - 4170 - 9130 - 2000 - 2000 - 2500 - 250 - 700 - 58 = 642

693 gold

Spent alot of gold on the armor. But at lvl 10, I figured that I could afford to do so. Thorin has plate armor, which can look like anything, feels like regular clothing, is always clean, and has no armor check penalty. Overall, it cost 22,200 gold! But...as an occultist he gets +4 enchantment bonus to strength and +3 resistance bonus to saves. So that saved him 32,000 gold. I figured that with such savings, I could afford to be fluffy. :)

Thoughts about the character crunch:

* Thorin is full BaB and has spells so long as he wears his armor. Luckily, his armor is 0 ACP, can look like anything, cleans/repairs itself and feels like regular clothing. So this isn't that much of an issue.
* His main role is being in combat, power attacking the enemy and standing in front of the foe with AC 30.
* He has spells. They're mainly utility spells. To protect him and make him better in combat...and to allow him to handle invisible foes. His powers likewise follow that. I can offer a breakdown if it would be helpful, but it is all there in the profile.
* Overall? Full BaB Str18 Int18 dwarf who can fight enemy warriors and wizards alike.


Lvl 10? Well, this is the only chance I can think of to do a certain build.

Have most of the crunch in this profile. It's a Battlehost Occultist. Full BaB caster class, who can only cast a small selection of transmutation and abjuration spells, with associated powers. Will get the crunch and the background written soon.


A good point...here. A cleric of Hanseath with the War Domain (brawling!) Will change to the name Kurgan Kegstalker.

Background:

Who is he? It depends on who you ask. Some call him the Hero or Kragg’s Gate, for when he held back a tide of the walking dead for fifteen minutes. Some call him a dangerous madman, who it was he who unleashed said horde of restless dead looking for ingredients within their tomb. He admitted that it wasn’t worth it, as the vampire dust he was looking for wasn’t there (and probably wouldn’t have worked anyways).

Kurgan is a dwarf on a mission. He comes from a long line of experimental brewers. Each and every brewmaster or his clan has created a beverage that made their name. His great grandfather made Ogdin’s Howl. Brewed with werewolf blood, his ale would literally put hair on your chest. His grandfather made Kazzok’s Challenge. The mead, made within the skullpan of a troll, would refill itself of not drunk fast enough. His father made Beardling’s March. He didn’t know what his father made the beer with, but it requires a trip to the plane of fire, and once drunk it made the poor dwarf unable to sit due to a fire being lit under his arse. It sold well with the army.

But what of poor Kurgan? He is seeking to make a name for himself that will earn him as much respect as his ancestors. And for this, he has heard of a tavern in a haunted house. Where better to practice his craft and to find the most exotic of ingredients?

Can work on intercharacter connections in a bit.


For ability scores roll 4d6 and drop the low. Scores below 8, become 8. If you roll something I deem unplayable, then I will allow a reroll.

4d6 - 3 ⇒ (3, 6, 6, 5) - 3 = 17
4d6 - 1 ⇒ (2, 6, 1, 5) - 1 = 13
4d6 - 2 ⇒ (5, 2, 3, 6) - 2 = 14
4d6 - 1 ⇒ (3, 3, 1, 4) - 1 = 10
4d6 - 1 ⇒ (1, 4, 3, 5) - 1 = 12
4d6 - 1 ⇒ (6, 3, 1, 1) - 1 = 10

17/14/13/12/10/10

Will get the background up shortly, but this crunch is in profile. Lvl2 Hill Dwarf Forge Cleric of Moradin. The plan is at lvl 4 to take Magic Initiate for Booming Blade. And at lvl 8 he will get Divine Strike, meaning that while he will only ever have 1 attack, it will at least hit for some very decent damage. Mainly at lvl8 he will do 1d8+5+1d8 (fire) + 1d8 (thunder) damage. It’s not crazy high damage, but it’s respectable enough. Throw on plate and a shield, and he’ll be certainly able to stand with the martials.

At this level he will drop Bless on party martials and then save his magic for healing.

Question; Background gives me insight as a skill. Can I switch it for perception?

Background:

Ankhef is a descendent of the fallen fortress of Dorn’s Deep. In the 10th century the great hold fell due to the machinations of the Drow, the pride of the elves and the fury of the orcs. Ankhef is a descendent of the refugees of the lost city, who for generation after generation have told the tale of their exile as a cautionary lesson about the many enemies of the Dwarven people. Unlike his forefathers, Ankhef takes the story to not be a lesson, but rather a goal. To raise enough gold to fund an expedition to retake their lost home! While he has never even seen the lost city, let alone been to the Spine of the World where it lies, he still holds onto this dream. And it is for this reason that the Cleric of Moradin has left his people to search for as much gold as he can get his hands on in as little time as possible. He hopes that in a century or two he might have raised enough, though he has always been an optimist!


After some thought, I decided to switch Ankhef into being an urban arcane bloodrager. Merely because I've done an occultist trappings of the warrior before. That, and because the anti-magic abilities come into effect immediately. And for PbP, one shouldn't have to wait several months for a character to do what you want them to do. Background and kingdom role stays exactly the same. Just mechanics change.


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THE VAULT OF HEAVEN

Name, Race, Class/Archetype (and role/build plan if multiclass along the way), and alignment- about 1 sentence covering this and explaining how your character "works" in the party (i.e. healing, sword and board fighter, archer, ect).

* Ankhef Spellsplitter
* Dwarven Panlopy Savant Occultist VMC Wizard
* Anti-magic Wizard Hunter. Really turns on at level 5. But you have a dwarf with high saves, lots of dispel magic, flight, the ability to see invisible enemies, full BaB, and by lvl7 a good ranged attack. Basically, everything needed to hunt down the arcane. And absent enemy magic users? Still a versatile full BaB warrior.

A one sentence description about what your character's role on the King's council is, and how you "earned" that position- i.e. "Fizzleface the Bold was selected for the Role of High Executioner after winning a tournament" or "Weaselnose the Fifth bought his appointment as Lord Chancery of the Treasury, just as his father and grandfather had before him."-- you're pitching this to the King's so making them specific to the Kingdoms will likely help them stand out!

* A Storm Dwarf nobleman, whose clan has risen to prominence amongst the Dwarven population of the kingdom. On the council he represents the interests of the rising number of dwarves. He earned his position via a mixture of bravery in the field, with a healthy dose of behind the scenes politicking and an advantageous arranged marriage.

Brief Background Information about the character- give us something interesting or unique about your character as a person in 3 sentences of less- be interesting, but hit the highlights here and stay brief.

* One of Ankhef’s earliest memories is fleeing his home in the mountains with storm giants in pursuit. This is what led his people to immigrate to The Vault of Heaven. He believes that a strong and stable government is the only thing that can stop such tragedies, and puts the need for law far above that of good. (Lawful Neutral alignment)


My apologies Khefu, it was not intentional!

As for where characters are placed...here is my thought process. Occultists are jack of all trades, who can do just about anything. Want a wizard? There is a panoply for that. Want full BaB with 6th level spellcasting? There is a panoply for that. Want a arcane caster with cleric abilities? There's a panoply. But what pushes them over the edge into arcane for me is their *extreme* amount of magical abilities. No 9th level spells? They can fly multiple times per day, or send out magical scouts, or charm people, or heal people, or be a very efficient blaster...well, you get the idea. Based on what schools you choose, the amount of different abilities you can get are just amazing. I'm a huge occultist fan, as you can have 6 occultists in the party and have very few overlap...or no overlap at all. Given all of that, I figured that arcane fit them the best.

Similar thing for Bards. And warpriests. Are they martials? Yeah...probably. Most are played that way. But what is it that you think about when you hear bard? Skills and buffs. And warpriests? Well, buffing with divine magic. But with a ranger or paladin, even though they can get skill points (ranger) and divine spells, it is the full BaB fighting that most people think about. So I put bards into "skilled" and warpriests into "divine" even though they'll both spend most of their time in combat.

I'm just glad that nobody went inquisitor. Or gods help us Relic Hunter Inquisitor (which by lvl3 gets full BaB!) How to categorize that would be an entire thread of arguments.


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22 complete submissions!

8 Humans
4 Half-Elves
4 Half-Orcs
3 Dwarves
1 Gnome
1 Sylph
1 Catfolk

Martial
(1) Grumbaki- Ankhef Bonesplitter - Dwarven Divine Tracker Ranger Corpsehunter- Undead Crusader
(2) Anthorg - Canetor - Half-Orc Slayer - Devotee of the Old Gods -
(3) The ArchLich - Layla Kheper Human Swarm Shifter - Undead Crusader
(4) Robert Henry - Ratal DierHuman Ranger (Coprsehunter/Divine Tracker) - Undead Crusader
(5) Pathetic Wretch Khafra Almaktoum Human Bloodrager - Sphinx Riddler
(6) Veltent Khadir Al'Xefon -M Half-Orc Unchained Barbarian
(7) Sha'ir - Teseh Mebret- Human Bloodrager - Wati Native

Arcane
(1) Itzi - Uthe - Female Catfolk Sorceror - Foreign Opportunist
(2) Ellioti - Efni Raan - M Human Sorceress - Blood of the Pharoahs
(3) Rorek55 - Alaros Vattz- Half-elf Occultist - Trapfinder
(4) Mark Thomas 66-Sahba Al Xemestra Spire Defender Magus - Sphinx Riddler
(5) Balacertar - - Amara Kho Female Human Wizard

Divine
(1) Jesse Heinig - Tali the Nomad - Female Human (Garundi) Desert Druid - Mummy Cursed
(2) A highly Regarded Expert - Rastaf of SarenraeHalf orc Cleric of Sarenrae - Undead Crusader
(3) Myriade 99 -Dhakira Menedes V of Erekrus- Dwarf Cleric (Herald Caller) of Pharasma - In post on Page 2 of recruitment - Mummy Cursed
(4) MauveAvengr - Athothes -Male Half-orc Warpriest of Anubis - Devotee of the Old Gods
(5) Solicitor - Kimbia Kudu Ngao M Human Shaman - Mummy Cursed

Skilled
(1) CampinCarl9127 - Atash Rahine -Half-Elf Unchained Rogue (Eldritch Scoundrel) - Foreign Opportunist/Inquisitive Archaeologist
(2) Dragoncat - Jazadi Kimendyne -Half-Elf Archaeologist Bard - Inquisitive Archaeologist
(3) Dorian 'Grey' - Uhe Stonethorn Male Dwarven Bard (Archaeologist) - Trapfinder
(4) Aldizog - Blackspire Thundergloom -Gnome Dirge Bard - Trapfinder (Mummy-cursed/Foreign Opportunist)
(5) Blaydsong - Hesiim MinaiSylph Alchemist - Inquisitive Archeologist.

An amazingly balanced breakdown when it comes to submissions.


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Man, so much competition for this. The GM is really spoiled when it comes to quality submissions.


For what it's worth, I have added the Corpse Hunter archetype, and added the character's build path to his profile.


This is one AP that I've long wanted to play! Was lucky enough to get into one group, only for it to die in about a week.

The Build:

Combat
* Regular to Hit: +1 (BaB) + 3 (Str) -1 (PA) = +3
* Regular Damage: 1d10 (base) + 4 (Str) + 3 (PA) = 1d10+7
* Vs Undead: To Hit +6 Damage: 1d10+10

Name Kurgan Kegstalker
Race Pahmet Dwarf
* Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
* Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
* Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
* Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Dwarves can take this trait in place of weapon familiarity.

Traits
* Undead Crusader: You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.
* Corpse Hunter: You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Stats
Str (16) Dex (14) Con (15) Int (10) Wis (14) Cha (8)

Feats
Lvl 1: Improved Unarmed Strike, Power Attack

Skills
* Sense Motive: 1 SP (+8)
* Survival: 1 SP (+6)
* Perception: 1 SP (+6)
* Knowledge Religion: 1 SP (+5, extra +2 to identify undead)
* Diplomacy: 1 SP (+5)
* Intimidate: 1 SP (+3)
* Knowledge History: 1 SP (+1, extra +2 for Pahmet history and their enemies)
* Linguistics: 1 SP (knows Ancient Osirioni)

Equipment
Starting Gold: 3d6 ⇒ (2, 2, 4) = 8 105 gold
* Dwarven Sphinx Hammer
* Scale Mail
* Fighter's Kit
* 1 gold

Divine Tracker Ranger of Irori
* Favored Enemy Undead: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
* Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Background:

Ankhef is a Pahmet dwarf from Tar Kuata. He is young, for a dwarf, though his face looks aged beyond his years. He had thought that he was destined to live his life in Tar Kuata, where he was to become a monk of Irori, like his father, and his father before him, all the way back to time immemorable. That is, until his older brother died. Menefer's death was an unforeseen tragedy, for he fell prey to a band of undead that were roaming the desert in which the dwarf was training. Menefer had been deep in meditation when the zombies had come over the dunes and descended upon the helpless dwarf. Nobody knew of what happened to him until the zombies came out of the night, Menefer included. Seeing his brother in such a state was a shock which struck Ankhef to his core. He called to his brother, begging him to stop. Ankhef would have died if his father did not save him from his undead brother.

From that day all progress in Ankhef's training ended. His heart was no longer into it. Consumed by guilt, anger and fear it seemed as if though he would never become a monk. Not that he wanted to, for all he could think about was what had happened to his brother. His clan believed that he just needed time, but when that did not heal his wounds, none could gainsay him when he declared that he had to leave. In his current state meditation would be impossible. There was no way that he could follow in the footsteps of Irori until he had faced his fears and resolved his doubt. It was not so much of a crusade to end the scourge of undeath, but rather of introspection in Irori's name.

For years he wandered, lost and adrift. The only guiding force in his life was seeking out the undead and facing them, for that was the only way he could see in getting back onto the path. This continued until he had wandered so far off the path that it may as well have been swallowed by the desert.

Now in Wati, Ankhef has taken on the role of a mercenary who specializes in unliving problems. Given that the city was half a temple to Pharasma, such a vocation seemed welcome. When he heard that there was a lottery to delve the tombs of the city's vast necropolis he knew that he had to sign up. For how could he pass up such an opportunity to face that which haunted him?