Ulfen Raider

Thorvald the Black Shield's page

1,192 posts. Alias of Darren Ehlers.


Full Name

Thorvald the Black Shield Kodiaksworn

Race

Human, Ulfen

Classes/Levels

Init +3 Senses +10, AC: 23, T: 12, FF: 23 vs traps 25, hp 91, Fort +8, Ref +5, +7vs traps, Will +5

Gender

Male

Size

Meduim

Age

26

Alignment

Chaotic Good

Deity

The Ulfen Venerated Gods and Shelyn

Location

Lands of the Linnorm Kings

Languages

Common trade tongue, Skald, Sylvan

Occupation

Blacksmith and Master Arms and Armor Craftsman

Strength 18
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 13
Charisma 8

About Thorvald the Black Shield

Male Human (Ulfen) Barbarian 8th
CG Medium Humanoid (human)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 23 vs traps 25 (+7 armor, +2 Dex, +4 Shield)
hp 91 (12,7,7,7,7,7,7,7+24+8*)
Fort +10, Ref +5 or +7 vs traps, Will +5
Defensive Abilities:
Improved Uncanny Dodge - Thorvald cannot be flanked or caught flatfooted unless his opponent is a 12th level rogue or higher.
--------------------
Offense
--------------------
Speed 30 ft.

Melee Attacks

Wintersbane:
Wintersbane is a +1 Kodiak Steel Longsword
The original weapon was forged by Thorvald the Blackshield on his Uncle’s pyre. Thorvald combined the metal of his uncle’s axe with the metal of his slain cousin’s helm. A representative added the tusks of the beast known as the Feyslayer who had slain them both. This funerary blade was sundered by the Werewolf Lord at the Siege of Greyson’s Landing. Thorvald collected what remained of the sword and took it to the Master Craftsman Toopil in the city of Twyed. There Toopil taught the barbarian the secret of Kodiak Steel. Using exotic ores and the remains of the original weapon which were smelted, forged and folded at extreme temperatures before being quenched with blood and ice, Wintersbane was remade. It the critical moment, Toopil helped Thorvald add a part of his own life energy to the weapon and in the end both Wintersbane and Thorald emerged reforged anew.

The sword has the Furious and Bane vs Cold abilities. The Kodiak Steel of the blade makes it much deadlier than a weapon of its size (damaged stepped up to 1d10 base). When Wintersbanelands a critical hit, it heals 1d4 hp of damage to its wielder.

Wintersbane glows embers when creatures of the cold subtype are nearby.

+13/+8 1d10+5* (17-20,x2)One handed
+13/+8 1d10+7* (17-20,x2)Two handed
+10/+5 1d10+11* (17-20,x2)One handed, Power attack
+10/+5 1d10+16*(17-20,x2)Two handed, Power attack
+17/+12 1d10+9* (17-20,x2)One handed, Rage
+17/+12 1d10+12*(17-20,x2)Two handed, Rage
+14/+9 1d10+15*(17-20,x2)One handed, Rage, Power attack
+14/+9 1d10+21*(17-20,x2)Two handed, Rage, Power attack

*plus an additional +2 to hit and an additional +2d6 damage vs creatures of the cold subtype

+1 Werewolf Lord of the Plains Greataxe:

Taken as the Iron Price after landing the killing blow on the Werewolf Lord terrorizing a village under the protection of the Oakrun Clan.
+13/+8 (1d12+7/x3) Two handed
+10/+5 (1d12+16/x3)Two handed, Power attack
+15/+10 (1d12+10/x3)Two handed, Rage
+12/+7 (1d12+19/x3)Two handed, Rage, Power attack
l

The Blackshield, Shield Bash:

The Blackshield, +2 Quickdraw spiked Darkwood Shield is Thorvald's first masterwork piece and has become his moniker. Crafted from darkwood harvested from the great fey wood it is the size of a heavy wooden shield, but lighter than a standard small wooden shield. The shield is studded and banded around the edge for use in combat. The Emerald Court placed an enchantment on the shield as a boon. Every day the Blackshield repairs itself and will make itself whole and unblemished. The wood is black, but has a slight sheen of green if caught in the right light revealing its fey touched nature.

Thorvald placed an magical enchantment raising the shields protective and offensive capabilities when he has studying under Mastercraftsman Toopil in Twyed.

+15/+10 (1d6+6/x2)One handed
+12/+7 (1d6+10/x2)One handed, Power attack
+17/+12 (1d6+8/x2)One handed, Rage
+15/+10 (1d6+14/x2)One handed, Rage, Power attack
+15/+10(1d6+8/x2) Two handed
+13/+8 (1d6+17/x2)Two handed, Power attack
+17/+12 (1d6+11/x2) Two handed, Rage
+14/+9 (1d6+20/x2)Two handed, Rage, Power attack

Adamantium Dagger
Receved as a gift from the Dwarves. Thorvald is deeply honored to have a piece of Dwarven forged starmetal.
+13/+8 (1d4+4/19-20x2) One handed
+10/+5 (1d4+10/19-20x2) One handed, Power attack
+15/+10(1d4+6/19-20x2) One handed, Rage
+12/+7 (1d4+12/19-20x2)One handed, Rage, Power attack[/spoiler:

[spoiler=Cestus]
+12/+7 (1d4+4/19-20x2)
+10/+5 (1d4+10/19-20x2)Power attack
+14/+9 (1d4+6/19-20x2)Rage
+11/+6 (1d4+12/19-20x2)Rage, Power attack

Hatchet:

Thorvald's boyhood hatchet, well worn and cared for with a hammerback head.
+12/+7 S(1d6+4/x3)or B(1d4+4/x2)
+10/+5 S(1d6+10/x3)or B(1d4+8/x2) Power attack
+14/+9 S(1d6+6/x3)or B(1d4+6/x2) Rage
+13/+8 S(1d6+12/x3)or B(1d4+10/x2)Rage, Power attack

Thorvald’s Sax Knife:

A Sax is somewhat like a kukri and is a traditional norse weapon/utility tool. Made for fierce blows, but also useful for draw cutting the bark and limbs from trees. This is one of the first items Thorvald made on the forge. It is ery plain and overbuilt, but of great usefulness and sentimental value.
+13/+8 (1d4+4/18-20x2) One handed
+11/+6 (1d4+10/18-20x2) One handed, Power attack
+15/+10(1d4+6/18-20x2) One handed, Rage
+12/+7 (1d4+12/18-20x2)One handed, Rage, Power attack

Spears:

Not updated from 6th
Thorvald usually travels with two spears, like a traditional norse warrior. However he currently has three. The third one is an Ulfen spear of ancient design. Thorvald took it as a prize from the white dragon slain in the Siege of the Dwarven Stronghold.
+10/+5 (1d8+4/x3) One handed
+8/+3 (1d8+8/x3) One handed, Power attack
+12/+7 (1d8+6/x3) One handed, Rage
+10/+5 (1d8+10/x3)One handed, Rage, Power attack
+10/+5 (1d8+6/x3) Two handed
+8/+3 (1d8+12/x3)Two handed, Power attack
+12/+7 (1d8+9/x3) Two handed, Rage
+10/+5 (1d8+15/x3)Two handed, Rage, Power attack

Woodsman’s Axe:

Not updated from 6th
Thorvald began work as a forester as was common to his clan before he and his people were forced from the great fey wood after The Emerald Court blamed them for the appearance of the Feyslayer. He recieved it from his father. Thorvald has used it many times during the campaign to collect firewood and perform camp tasks. He has never swung it in anger, but if need be he could. This item is usually kept on Shaggy Horse.
+10/+5 (1d8+4/x3) One handed
+8/+3 (1d8+8/x3) One handed, Power attack
+12/+7 (1d8+6/x3) One handed, Rage
+10/+5 (1d8+10/x3)One handed, Rage, Power attack
+10/+5 (1d8+6/x3) Two handed
+8/+3 (1d8+12/x3)Two handed, Power attack
+12/+7 (1d8+9/x3) Two handed, Rage
+10/+5 (1d8+15/x3)Two handed, Rage, Power attack

Ranged Attacks, (Made at -1 if raging)

Thorvald’s Comp Longbow (+3 Str):

Thorvald picked up this Strength Enhaned +1 Composite Longbow during his travels with the party. Though he can draw a stronger bow, he opted for this one so that he could still use it in the event that he was fatiged from battle.
+11/+6 (1d8+4/x3), range 110’

Hatchet:

Thorvald threw his hatchet man times as a boy, but is reluctant to do so in battle for fear he would lose it. However, it is on his belt and if he really needed to, he could throw it quite effectivly.
+10/+6 (1d6+4/x3), range 10’

Spears:

Thorvald has thrown his spears successfully at both the serpent that slew Zethyris and the great snow wyrm in the bandit wastes.
+10/+5 (1d8+4/x3), range 20’

Adamantium Dagger:

+11/+5 (1d4+4/19-20x2), range 10’

Special Attacks:
Animal Fury, free attack during rage
+9 (1D4+3/X2)

Claws x2
+14 (1d8+6/x2) Rage
+11 (1d8+12/x2)Rage, Power attack
--------------------
Statistics
--------------------
Str 18
Dex 14
Con 14/18* 1 point sacrificed to Wintersbane
Int 12
Wis 13
Cha 8

Base Atk +8/+3; CMB +12; CMD +24

Feats:
Additional Traits
Fortified Armor Training
Power Attack -3/+6 or +9 two handed
Raging Vitality
Improved critical Wintersbane

Story Granted Feats:
Master Craftsman
Craft Arms and Armor

Traits:
Armor Expert (Combat)
Highlander (hills or mountains)
Inspired [campaign specific]
Suspicious (Social)
Veteran of Battle (Faith)

Skills:
Acrobatics +9 (+13 Jump)
Appraise +1
Bluff -1
Climb +11
Craft (Blacksmith, Arms and Armor) +14
Diplomacy -1
Disguise -1
Escape Artist +2
Fly +2
Handle Animal +3
Heal +1
Intimidate +3
Knowledge (nature) +7
Perception +12
Ride +5
Sense Motive +10
Stealth +11 (+13 in hills or rocky areas)
Survival +9
Swim +9

Modifiers:
Highlander (hills or mountains)

Languages
Common, Skald, Sylvan

SQ
Fast Movement +10, Rage (21 rounds/day), Trap Sense +2, Improved Uncanny Dodge

Gear
Helmet made to look like a Kodiak Bearskull, Backpack, Bedroll, Belt pouch, Winter Blanket, Flint and steel, Pewter tankard with Celtic Boar, Hunting horn, Signet ring with a Kodiak Bear Skull sealing design

maintenance kit:
Kit, Gear Maintenance

This kit contains metal polish, a small file, a leather paring knife, a small
tap hammer, conditioning oil for leather, two soft cloths, extra leather straps,
a sewing needle, 50 ft of thread, a few buttons and a whetstone.


Survival kit:
A survival kit provides the necessary tools for day-to-day
existence in a temperate wilderness.

It contains a flint and steel, fire tinder, a flask of oil, a candle, a whistle,
three fish hooks, 50 ft line, a cork bobber, a lead sinker, a piece of chalk, a
small steel mirror, a mess kit, two waterskins (each skin is enough to hold
water for 1 person for 1 day), two days iron rations, ear plugs, a bar of soap,
50 ft of string, very basic maps showing major landmarks, and a small utility
knife.

Quiver
24 Silvered Arrows

Horse Gear
Two sets of winter quilted barding, one set of Oakrun made black studded leather
barding, two sets of saddle bags, one pack harness, one regular and one military
saddle, two feed bags, two sets bits and bridles, two lead ropes, two hobbles,

Thorvald keeps his old Ulfen longsword on his saddle pommel. A second quiver of 36 silvered arrows

Magical gear:
+1 Great Axe, Cloak of Resistance +1, Fey Enchanted Darkwood Heavy Wooden
Shield, Ancient Agile Breastplate +1, Scabbard of Vigor, Wintersbane

Trail Gear
Axe stone, Snow shoes, wood axe, shovel, waxed canvas, 50 foot rope

Scabbard of Vigor:

Scabbard of Vigor
Slot belt; Price 1,800 gp; Weight 3 lbs.
Aura faint transmutation; CL 5th

Description:
Once per day, as part of the action of drawing forth the weapon held by the
scabbard, the wearer can order it to endow the weapon with an enhancement bonus
on attack and damage rolls. The duration of the effect depends on the desired
enhancement bonus for the weapon.

Bonus Duration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds

Construction Requirements:
Craft Wondrous Item, greater magic weapon; Cost 900 gp

Religious fetishes:
Worn wooden cloak clasp in oak leaf pattern
Wire woven and beaded butterfly
A twisted iron spiral
A silver stylized hammer

Treasure

Speaker of Savol pendant
Kodiak skull ring
25 gp
7 sp
13 cp
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a 1d4+4 bite attack while raging at -5 highest
attack (+4 Currently)

Armor Expert -1 Armor check penalty.

Fast Movement(Ex) +10 feet to speed, unless heavily loaded.

Fortified Armor Training (Combat)
You have learned to let your armor bear the brunt of the worst attacks.

Benefit: If an opponent scores a critical hit against you, you can turn the
critical hit into a normal hit. If you do, either your armor or your shield
gains the broken condition (your choice).

[spoiler=Broken Condition]Items can gain the broken condition, meaning they are
less effective at their designated task. The broken condition has the following
effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on
attack and damage rolls. Such weapons only score a critical hit on a natural 20
and only deal ×2 damage on a confirmed critical hit.

If the item is a suit of armor or a shield, the bonus it grants to AC is halved,
rounding down. Broken armor doubles its armor check penalty on skills.

If the item is a tool needed for a skill, any skill check made with the item
takes a –2 penalty.

If the item is a wand or staff, it uses up twice as many charges when used.

If the item does not fit into any of these categories, the broken condition has
no effect on its use. Items with the broken condition, regardless of type, are
worth 75% of their normal value. If the item is magical, it can only be repaired
with a mending or make whole spell cast by a character with a caster level equal
to or higher than the item's. Items lose the broken condition if the spell
restores the object to half its original hit points or higher. Non-magical items
can be repaired in a similar fashion, or through the Craft skill used to create
it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per
point of damage to be repaired. Most craftsmen charge one-tenth the item's total
cost to repair such damage (more if the item is badly damaged or
ruined).

Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a
class skill for you. Double this in hilly or rocky areas.

Power Attack -2/+4 You can subtract from your attack roll to add to your
damage.

Rage (21 rounds/day) (Ex) +4 Str, +6 Con, +2 to Will saves, -2 to AC when
enraged.

Trap Sense at 3rd level, a barbarian gains a +1 bonus on Reflex saves
made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by
traps. These bonuses increase by +1 every three barbarian levels thereafter
(6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple
classes stack.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Veteran of Battle (Gorum)
You have fought in several battles, and each time felt the presence of Gorum
guiding your sword-arm, making you ready to act at a moment’s notice.

Benefit: You gain a +1 trait bonus on Initiative checks, and if you are able to
act during a surprise round, you may a draw a weapon (but not a potion or magic
item) as a free action during that round.

-----------------Rage--------------------

Male Human (Ulfen) Barbarian 4
CG Medium Humanoid (human)
Init +3; Senses Perception +12
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 21 vs traps 23 (+7 armor, +2 Dex, +2 Shield, +2 natural armor, -2 rage induced)
hp 115
Fort +13,Ref +5 or +7 vs traps, Will +7

CMB +14; CMD +24
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Trajen Oaken Run Bred Heavy War Horse

Trajen:

Oaken Run Bred Heavy War Horse
XP 600
N Large animal
Init +4; Senses, low-light vision, scent; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, +2 natural, -1 size, +3 studded leather
barding)
hp 25 (8,7+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5) and 2 hooves +5 (1d6+5)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +0; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8

Combat Trained

Shaggy Horse Ulfen Heavy Horse

Shaggy Horse:
XP 600
Ulfen Horse, Large Horse (Icelandic Horse)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 16, touch 13, flat-footed 12 (+4 Dex, –1 size, +2 natural, +1 quilted
barding)
hp 21 (2d8+10)(4+7+10=21 hit points)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ docile

SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse's
hooves are treated as secondary attacks.

ECOLOGY
Environment temperate to sub-artic plains
Organization solitary, pair, or herd (3–30)

Heavy horses are larger and heartier, bred for labor such as pulling plows or
carriages. These horses gain the following adjustments to the base horse
statistics:

A heavy horse gains the Advanced Simple Template (already applied here). In
addition, it also gains a bite attack that inflicts 1d4 damage, and its hoof
damage increases to 1d6. As with a light horse, a heavy horse can be
specifically trained for combat with the Handle Animal skill.

Ulfen Horses are highly intelligent equines which have adapted to survive in a
place where winter comes when the grass they forage on is still green. They have
evolved to take very shallow breaths, so that their lungs are not damaged from
the cold.

They are stout horses with plenty of bone and the shaggy coat necessary for
their surroundings. They can go two or three days between meals and are as
surefooted as goats, thanks to having learned to navigate, ice, volcannic rock
strewn fields and rugged highlands.

Like all equines, each Icelandic pony comes equipped with a walk, trot, and
canter. Most of them, oddly, will also pace when they are trying to recuperate
from a long gallop. But then there's the "tolt."

The tolt is the same four-beat gait that is known as the "Paso LLano" seen so
far to the south in the Peruvian Paso. It's a left rear, left fore, right rear,
right fore pattern in which the pony always has one foot on the ground so that
the bounciness of the trot is eliminated. And the Ulfen Horse can do it
double-time.

Ulfen Horses, unlike other breeds, take between seven and eight years to reach
their full growth, and are not ready to be ridden until they are at least four.
But they more than make up for their long childhood at the other end of their
life spans. Ulfen Horse is said to have worked until the age of fifty, and was
still going strong eight years later when its owner died!"

<Adapted flavor text from the Real Icelandic Horse>

Heavy horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and
1,500 pounds.

Desna:

Desna (pronounced DEZ-nuh)was one of the first deities, but while her peers
burdened themselves with the task of creating Golarion she spent her time
building the heavens. She's changed little since those earlier days, and she and
her followers delight in exploring the world.

Desna is an ancient goddess of freedom and luck, and is credited with the
creation of the heavens. In her earliest days the god Curchanus, an enemy of the
goddess Lamashtu, was her mentor. Lamashtu laid a trap for Curchanus and
stripped him of his beast domain, ripping it from his godly essence. As he died
he gifted Desna with the domain of travel; she has traveled the planes and
worlds since, opposing both oppression and Lamashtu wherever she encounters
them, and spreading her word while making an effort to experiencing new wonders
when she can.

Desna is strongly opposed to Lamashtu due to the murder of Desna's one-time
mentor, and wishes to reclaim the domain of beasts. She also actively hunts the
demigod Ghlaunder, who legends claim she freed during one of her many travels.
Cayden Cailean is known to be suitor of hers, but she keeps aloof of most godly
affairs; past traumas and her desire for freedom lead her into fewer
interactions with other deities and their faiths than most. She is known to have
good relations with Sarenrae and Shelyn, and to oppose both Rovagug and
Zon-Kuthon for control of the night, which she wishes to be a time of wonder and
beauty.

Desna is described as a beautiful human or elven woman, with butterfly wings
containing all the beauty of a clear night sky. She is oft depicted as having
dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns
and sometimes accompanied by swarms of butterflies and sometimes riding an elk.

Desna is the goddess of travel and journeys, and there are few who traverse the
roads who wouldn't spare her a prayer or a simple-worded plea for benediction.
Scouts, sailors, and those who travel for travel's sake make up a large amount
of her following, though her domain of luck also makes her a favorite deity
among gamblers and thieves. The informal clergy of Desna is primarily composed
of clerics, though on occasion bards are called by some song or whisper in the
night to follow her path. In addition, spherewalkers are paragons of the Desnan
ideal of seeing new sights each day and finding locales unheard of but often
dreamed of. The individuals that comprise the clergy usually garb themselves in
white robes and silk caps, emphasized by varied decorative elements and usually
accompanied by one or more starknives.

Erastil:

Erastil (pronounced eh-RAS-til)[1] is one of the oldest gods worshiped in
Avistan. His religion dates back to before the Age of Darkness when small
farming communities and hunter-gatherers prayed to him for bountiful harvests
and successful hunts. He is a god of the hunt and of farming, leading his
followers by example and good deeds rather than flowery rhetoric.

Erastil is an elder deity, his worship hearkening back to the time when mankind
first set about harnessing the wilderness and mastering nature. Legends claim
that it was Old Deadeye himself who crafted the first bow and gifted it to
humans, a gift to assist them in overcoming the challenges of the world. Even as
the accomplishments of civilization mount, Erastil continues to embrace and
represent the simpler pleasures life has to offer.

Erastil teaches his followers to embrace traditional and simpler ways of life,
free of the constraints of modern civilization, a trait that often results in
disagreements with more progressive deities such as Abadar; this difference in
opinion leads to increasing conflict between these deities' respective clergies.

Depictions of Erastil are commonplace in the homes of his followers. Such images
usually portray the Ulfen deity as either an aged human with the bow and gear of
a trapper, or as an elk-headed humanoid. These depictions often show Old Deadeye
holding fast against various beasts and animals of the wilds. In times of need,
Erastil has also been known' to appear to lost hunters in the form of a stag.

Creatures held in high esteem by Old Deadeye include elk, deer, and other hooved
animals. Those who please Erastil are often rewarded by increased yields, both
from farm and field, while earning his disfavor can lead to damaged or ruined
crops and poor hunting.

Erastil's herald is known as the Grim White Stag. It has the appearance of a
gigantic white stag with branches in place of its antlers and vines wrapping
around its legs. The following extraplanar allies can be summoned through planar
ally.

Arangin, This servant is a ruby-toned heavy horse that understands Common but
does not speak.

Blackfeather, This servant is an eagle-archer that has the power of
shape-shifting.

Proudsnout, This servant of Erastil is a divine boar.

Scorchbark, This minion is a young treant who possesses a rather brash
temperament.

Gorum:
Gorum (pronounced GOR-um)is a god of battle above all other
pursuits; it is said that if there is ever a time with no more conflicts to be
fought, he would rust away into nothingness. Known as the Lord in Iron, his
faithful believe he is present in every iron weapon of war that is forged.

Gorum's presence was unknown in the earliest days of Golarion. His clergy claim
he was formed from battle itself, a suit of iron armor standing alone on the
battlefield once the dust had settled; his genesis is generally considered to
have resulted from conflicts that erupted between orcs and humans following the
former race's surge to the surface during the Age of Darkness. Gorum is
considered the divine embodiment of martial prowess, of glory on the
battlefield, and it is believed that should conflicts like those that birthed
the deity ever cease, he will perish as a result of their absence.

Gorum concerns himself with few matters outside of battle, and this attitude
extends to include his relations with other deities. He sees little value in
matters of diplomacy and politics, considering the pursuits of his divine peers
as frivolous at best. The Lord in Iron is considered brash and impulsive; he
takes what he wants, by force if necessary, and answers any direct opposition to
his will with violence.

Gorum's manifestation is that of a gigantic humanoid being in darkened heavy
armor. His helmet covers all defining features except for a pair of fiery
crimson eyes. No matter to whom he appears, Gorum will always appear to be the
tallest creature, even when among giants and other large humanoids.

The church of Gorum proclaims faith in strength and power, over spirituality or
intellect. High priests are great warriors who attain their position through
battle. Priests wear heavy spiked armor and forsake non-metallic weapons. The
services conducted by the church consist primarily of actual and improvised
percussion, to include clanging weapons against shields.

Pharasma:

"The Lady of Graves", Pharasma, (pronounced fah-RAZ-mah) is the goddess who
shepherds Golarion's recently-departed souls to their final reward. Upon death,
souls migrate to Pharasma's Boneyard in the Outer Sphere, which sits atop an
impossibly tall spire that pierces the Astral Plane. Pharasma makes no decision
on whether a death is just or not; she views all with a cold and uncaring
attitude, and decides on which of the Outer Planes a soul will spend eternity.
Pharasma is also the goddess of birth and prophecy: from the moment a creature
is born, she sees what its ultimate fate will be, but reserves final judgement
until that soul finally stands before her. As the goddess of death and rebirth,
she abhors the undead and considers them a perversion.

Pharasma is most often depicted as an ashen-skinned female humanoid with white
eyes. She wears a dark, hooded, robe-like dress and holds an hourglass filled
with red sand.

Pharasma is alternatively known as the mad prophet, the reaper of the dead, or
the midwife, depending on her current role. Her followers dress in black for her
ceremonies, their clothes adorned with silver, and tiny vials of holy water.
Pharasma's pleasure is often signified through scarabs, beetles and
whippoorwills. Black roses are thought by her followers to bring good luck, most
especially if the rose bears no thorns. Her displeasure is signified by bleeding
from beneath the fingernails, an unexplained taste of rich soil, the discovery
of a dead whippoorwill, the feeling that something important has been forgotten,
or cold chills down the spine.

Torag:

Torag (pronounced TORR-awg)is a stoic and serious god who values honor, planning
and well-made steel. He is an often distant deity, lending magical power to his
clerics, but leaving his followers to make their own way through life, knowing
that this will make them strong and determined.

The dwarves believe that Torag created the world at his great forge, striking it
again and again with his hammer to get the shape he desired. As rocks tumbled
and the sparks flew, the dwarves were born, made of stone with bellies full of
fire.

Torag is opposed to destructive and aggressive deities as a god of protection
and creation. He and his followers have battled Rovagug and other destructive
forces since the dawn of time. However, despite this opposition to Rovagug, the
followers of Sarenrae and Torag are rarely close, following different, almost
alien codes of belief. Dwarves do not understand the worship of the sun, and see
Sarenrae's willingness to forgive as folly and a sign of weakness. Torag
respects Abadar and is friendly with both Cayden Cailean and Iomedae.

Torag appears as a powerful and cunning dwarf, busy at his forge hammering out a
weapon or shield. He is the consummate planner, with a contingency for nearly
every situation. Art shows him as a stereotypical dwarf in intricate armor and
carrying his warhammer Kaglemros ("forger of many weapons").

The ancient church of Torag can be found in all dwarven lands, and in many human
ones, especially the harsh northern lands of the Ulfen people.

Worshipers and Clergy

Nearly half of Torag's clerics are dwarves, and although many humans have taken
up his call, they only number so large among his worshipers because they breed
faster and are more populous than dwarves. Among dwarves almost all of his
priests are clerics, with maybe ten percent being paladins or other followers.
Among his Ulfen followers nearly all are clerics, and human paladins of Torag
are essentially unheard of.

As befits a deity so closely associated with the anvil and bellows, the
vestments of Torag's clergy are a long, well-used smithing apron, and hammer.
Rings of various sorts (whether worn on the hands, in the ear, or woven into the
hair or beard) are also common, symbolizing friendship, debt or allegiance.

Temples and Shrines Edit
Temples tend to be circular, built around a large central and fully-functional
forge and satellite anvils used for even mundane tasks, for every act of
smelting and smithing is considered a prayer to Torag. In outdoor settlements
the temple is usually built into the defensive wall, as this keeps the noise
away from the other residences and makes it easier for the priests to monitor
the defenses.

Shelyn:
(pronounced SHEHL-ihn) is the half-sister of Zon-Kuthon. She
started life as a relatively minor deity of beauty, art, and music, but with the
destruction of her mother (former goddess of love), she gained the very
important portfolio of love and became a somewhat more-powerful deity. Shelyn
continues to focus on beauty (and the related areas of art and music), and has
expanded upon her mother’s relatively narrow view of love to include all forms
of the emotion. Shelyn's ethnicity of origin is Taldor and her major centers of
worship are Absalom, Galt, Sargava and Taldor.

The goddess Shelyn was born the daughter of Thron, “The Prince That Howls”,
after the First Gods (including her half-brother by Thron, Dou-Bral) had
imprisoned Rovagug and had agreed to leave humanity to its own devices. For a
time, she and Dou-Bral shared the portfolios of beauty, love and the arts, and
were worshiped by the early Taldor, until at some point they argued, and
Dou-Bral abandoned Golarion for the far dark places between the planes.

When Dou-Bral returned to Golarion, he had become a god of mutilation, misery
and torture: Zon-Kuthon. Believing that Dou-Bral still existed within
Zon-Kuthon, Shelyn reached out to her lost brother, but he pierced her hand with
his black nails. When Thron, their father, tried to welcome him, Zon-Kuthon
captured and tortured the wolf-spirit beyond recognition. It was for these
crimes, and for other terrible acts he committed against Shelyn and her works,
that the gods of Golarion banished Zon-Kuthon to the Plane of Shadow, there to
reside for as long as the sun hung in the sky.

Later, presumably after the Age of Darkness, the siblings quarreled again, he
responding to her tears and pleading with violence, until she wrested his
weapon, a golden glaive, away from him, and a tenuous peace of silence and
avoidance was struck.

Relationships

All other good and neutral deities (and creatures) like or love her - it’s
pretty much that simple. They like talking to her (and occasionally trying to
woo her), and they certainly like looking at her. The relatively recently
ascended god Cayden Cailean frequently attempts to win her over (and always
fails), and has contributed greatly to her art and violin collections.

The evil deities (and most evil creatures) are mostly neutral toward her,
although she and Urgathoa frequently argue (and their clergies do tend to get
into skirmishes). She and Pharasma tend to have long philosophical debates,
which always end when Pharasma points out that beautiful things like flowers
grow from dead things (Shelyn has no argument against this). For the most part,
evil deities leave Shelyn alone (and by extension, their clergy tend to ignore
her clergy). She is not a martial goddess by any stretch and tends to stay as
far from battle as possible, thus she has built up no animosity from the evil
deities or their followers. She’s mostly just there, and they mostly just ignore
her. To this day, only Rovagug, god of wrath, disaster, and destruction can
resist Shelyn’s charms at all times. He alone opposes her on any long-term basis
(but only in that he opposes everything, and she is a thing).