Frost Giant

Thule Stormheart's page

23 posts. Alias of Paxx1717.


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Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

After a small slip Thule catches himself and again resumes the climb to a more secure position. While the goblins may be menacing, the more immediate task at hand is not falling.

Climb1: 1d20 + 1 ⇒ (10) + 1 = 11
Climb2: 1d20 + 1 ⇒ (20) + 1 = 21


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

After some success negotiating the first part of the climb, Thule takes a deep breath and concentrates on the descent....just focus on the next foothold, then the next handhold...

This is for the extra move, will post for the following round in a separate entry

climb: 1d20 + 1 ⇒ (2) + 1 = 3


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

After picking himself up, Thule realizes another bad fall will likely knock him senseless. But between the rock and the wall,one can only try to slip sideways and hope for the best. This time, however, he takes the slower approach, and begins the climb down to the next landing.

Climb check: 1d20 + 1 ⇒ (19) + 1 = 20


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule glances at the others and makes his decision. fighting his deep distrust of the goblin, he follows, trying to keep to the same path, and using the same method. He knows from his days travelling the mountains of his homeland, that the unfamiliar climb, up or down, is the most hazardous.

Double move jumping twice, first is "free"
Acrobatics to Jump: 1d20 + 2 ⇒ (4) + 2 = 6

He makes the first jump, but he lands awkwardly with the second, hitting the surface hard.
Non-lethal dmg: 1d3 ⇒ 3

Not sure if this slope counts as "slippery", but Thule's Mountaineer alternate racial trait allows him to keep his Dex bonus to AC when crossing that kind of terrain. Also, Thule was down to 1 hp with 4 dmg non-lethal. He used his one CLW on the griffon, and it is not exactly clear if he was healed by any potions or other means - sorry for the long ooc comment!


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule nods as the Dragonkin makes a sensible choice. And while he has no fear of heights, Thule knows no armor will help survive a long fall. He also begins removing his armor as quickly as hands still feeling stiffness from the paralysis will allow.


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule assists with help those injured or unconcious, moving quickly as he notices the approach of the goblins. As the dragon screams, he wonders again how he ended up in this place so alien from the place of his birth. But once assured all can move on their own, he grips his hammer tightly, and stands to meet the next obstacle to their escape.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule looks down at the long drop, wishing, not for the first time, that he had wings. ...But better to die quickly than suffer the alternative.... With no further hesitation he steps out to begin his descent...

Climb: 1d20 - 2 ⇒ (6) - 2 = 4

How far the fall?: 1d4 ⇒ 2

Far enough to hurt: 2d6 ⇒ (6, 4) = 10

Still conscious!

After hitting the landing with a painful thud, Thule picks himself up and begins checking those seeming worse off than himself.

Heal: 1d20 + 4 ⇒ (19) + 4 = 23


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Deep in meditation for several long minutes, Thule finally nods, as if in thanks. Looking into the Griffon's eyes, he places a hand upon its head, uttering words of healing.

Cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6

"Free yourself, master of the sky, if by Thor's strength you are able."

He then picks up his scattered gear, and moves to the the rear opening in the shack. As he passes the woman and kobold, he gets to the point with a scowl."Missus, no time for tales of whatever your misfortune....leave with us or stay and spit up vermin til you die"

Intimidate: 1d20 - 1 ⇒ (18) - 1 = 17


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Seeing no obvious success with his appeal to the beast, Thule slumps in frustration. But at Brintak's words, he takes some hope, realizing there may be a chance. "Keep that goblin quiet. I will beseech the Gods for their favor. If I am heard, we may be granted what we need. This will take a little time, someone should investigate that opening to see if it offers a less deadly path out of here.".

Mechanics:
Thule begins preparing another Cure Light Wounds to fill an empty slot - this usually would take 15 minutes


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule scowls at the goblin, "Look you, we will be hard pressed to leave this place with those who are more or less alive, much less a monstrous corpse. If you want it out of here I suggest you start pushing it over the edge, how about you check that opening over there to see where it will land." Thule points at a gap in the wall where there are several boards missing.

Thule looks around at the detritus strewn about the shack...maybe there are things we could lash together to lower ourselves...or perhaps I can convince this flying beast to save us as well

Not immediately finding anything to use as a makeshift rope, Thule positions himself in front of the Griffon, and speaks directly to the beast, while checking it for injury, "Great creature of storm and wind,one of Thor's favored, I ask that you grant us the boon of your strength. I ask that you break free of this enchantment and assist us in our escape."

Heal: 1d20 + 4 ⇒ (9) + 4 = 13
Wild Empathy on Magical Beast: 1d20 - 5 ⇒ (13) - 5 = 8

also - perception check for the other exit

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

...this female's mind looks far beyond saving, and there is need for haste... Leaving the woman Thule locates his gear, then strides quickly to the goblin who seems to be the key to their escape. "Its wounds may not be visible, so I will try something else." Grimacing with distaste, Thule places a hand upon the goblin's brow, and speaks an incantation of healing in a low voice.

Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4

As he waits for sign of any effect on the Goblin, Thule stands straight, and introduces himself, "I am named Thule, of Thunder Mountain in the Northlands."


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Thule slowly lowers his arm and unclenches his fist, as it appears the immediate threat to his freedom appears to be gone. He slowly makes his way around the shack casting about for his hammer ...the gnome said he had not yet disposed of any weapons..., and anything that looks like it might be edible or drinkable.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

As he gets close to the pile of bodies he ignores the beasts and goblins, and kneels beside the female, checking for injury and signs of life.

Heal: 1d20 + 4 ⇒ (6) + 4 = 10

Realizing she still may be immobilized by the foul enchantment, he shakes her briskly, in an attempt to get a response, "Missus, if you can move, you should do it now. We are leaving this pit of evil!"


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

At least unleashing Thor's might on the gnome was what Thule had intended, but when he sees the gnome pause at the gearkwork man's words, Thule also pauses, waiting to see what would happen. He keeps his his fist held as a hammer, ready to strike if the gnome moves again for the horn.


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Is mine sufficient? I posted in my profile using a method I have been provided in other games.

Race
| HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4

Class / levels:
| Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Gender:
Male NG Dwarf Druid (Storm) 1


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Kind of an amusing situation - we have two attacking the poor slave, two trying to talk the gnome out of disobeying the master's command, one tripping over his own feet, and one looking for his stuff!


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

...Gods help me, how have I come to this horror... This nightmare is not what Thule had imagined when he set out from his home, but as the grip of paralysis relents he is determined to free himself or die trying. Blinking to clear his eyes from days of dust and filth, he begins working his hands and limbs to further free them from their torpor. It is then he sees the slave reaching for the horn. ...I will not be enslaved again!... With a painfully raised fist he shouts, "By Thor's Might!" and an infinitesimal fraction of Thor's power flies toward the gnome.

Storm Burst spell-like ability

Ranged Touch Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Non-lethal Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

I am here!


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Just posting to let you know I am still here :)


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

I uploaded a PDF of my character sheet. I used the YAPCG spreadsheet to create it, so hopefully everything is correct.


Male NG Dwarf Druid (Storm) 1 | HP: 11/11 | AC: 16 (12 Tch, 14 Fl) | CMB: +1, CMD: 13 | F: +4, R: +2, W: +6 | Init: +4 | Perc: +8, SM: +4 | Speed 20ft | Storm Burst: 7/day | Spells: 1st 2/day+Domain | Active conditions: None.

Checking in

I did not use HeroLab, but I will provide a Character sheet within the next day or so.


I set up my profile. Please let me know if the format is satisfactory. I was hoping to get a little extra information on Atop the Warring Blasphemies in terms of region and basic background in order to get a handle on how Thule might have ended up there!


Thule Stormheart

Re-posting stats and adding background - obviously kinda looking at the northern side of things.

Stats:
Male Dwarf Druid 1 (Storm Lord Archtype)
NG Medium humanoid (dwarf, Sky Sentinel/Mountaineer/Craftsman alternate racial traits)
Deity: Donar
Init +4; Senses darkvision 60 ft.; Perception +8
Traits: Reactionary (+2 Init),Birthmark (+2 vs charm, compulsion)
--------------------
Defense
--------------------
AC 16 (Hide), touch 12, flat-footed 14
hp 11 (1d8+2+1 favored class)
Fort +4, Ref +2, Will +6; +2 vs. spells and poison

--------------------
Offense
--------------------
Speed 20 ft.
Melee: Warhammer +1 (1d8+1)
Ranged: Sling (bullet) +2 (1d4+2)
Other Weapons:
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 10, Wis 18, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (conjuration)
Skills Heal +8, Knowledge(Nat) +6, Perception +8, Sense Motive +4, Spellcraft +4, Survival +6
Languages Common, Dwarven, Druidic
SQ nature bond (Weather Domain)
Domain powers:
Storm Burst (Core 48): As a standard action, create a storm burst targeting any foe within 30 feet as a ranged touch attack.
The storm burst deals 1d6+1 points of nonlethal damage. In addition, the target is buffeted by winds and rain,
causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability 7 times a day.
Special Abilities:
Nature Sense
Wild Empathy
Spontaneous Domain Casting (UM 40): “Lose” a prepared spell in order to cast any domain spell of the same level or lower.

Racial Abilities
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers,
and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Craftsman (APG 11): You receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Mountaineer (ARG 12): You are immune to altitude sickness and do not lose your Dexterity bonus to AC
when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Sky Sentinel (ARG 12): Enemies on higher ground gain no attack roll bonus against you,
and gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.

Background:
Appearance:
Tall and thin (for a dwarf), with pale skin, silver hair, and icy-blue eyes.

Background:
This story is not mine. Many winters have passed, and an icy mist within obscures my memory. This story belongs to my father, and told to me only once as he wept with despair, just before he vanished into the deeps, never to be seen again.
My father was a Maker, whose reputation for working with precious metals and gemstones had spread far beyond the borders of his homelands. Wonders of the greatest order arose from his forge, and many rich and powerful of all races would travel far to obtain them. His kinsmen and family, and especially my mother, felt great pride that perhaps the greatest craftsman in all the lands worked his forge in theirs.
It happened one late winter that a star-stone fell into our lands out of a crystal-blue sky. The stone was gifted to my father by the king himself, out of respect, and the renown my father had brought to our clan. My mother, ever the practical dwarvish family matron, suggested my father turn his Maker’s eye to the stone, and create a marvel that no prince, duke, or king could resist. And so he set his mind to work, but the answers did not come quickly. Months passed, and then almost year, and still the stone sat on a bench, unworked. Then on the anniversary of the stone’s fall, a light came into his eye, and work on the stone began in earnest. A perfect sapphire was ordered and the king’s own jeweler delivered it to the forge. As the marvel took form, all other work was set aside as my father was driven to complete his masterpiece.
And then, one month later, as rapidly as the work had started, the echo of hammer and tool in the forge ceased and my father proclaimed the work was done. My mother asked of him which king would be worthy of such, and my father smiled. “No king, my dearest, but a queen…” and he placed his finest work, a necklace of immaculately crafted star-stone links with a perfect sapphire set into an impossibly detailed setting, around her neck.
It is here where the story wavers, or perhaps it is the storytellers. Word of the star-stone necklace had spread far…far enough to reach the ear of the Frost Giant chieftan, Magarg, who desired the marvel for himself. The tale recounts that it is about this time when the giant and his sub-chieftans came upon my parents as they exited the forge, and demanded the necklace for himself. My mother with her warrior’s practicality understood their disadvantage and relinquished the treasure, but my father, unable to easily relinquish the symbol of his love cried in rage and charged Magarg. It is here, the story says, that my mother absorbed the great blow meant for my father, and she breathed her last as the giant strode off into the night with his prize, laughing.
It is said I might have been at the forge that night, witness to those events, but I do not remember them. I do remember what came after. My father was broken; his Maker’s eye was blinded to the hidden design that inspired his work. And though for a year, before that day he walked into the eternity of deeps, he tried to find what he had lost, he was scarcely able to find it within him to repair an axe or shoe a mule. I did not understand then, and perhaps I still do not, but I do know that my destiny does not lie at the forge or in the deeps. It lies in the outside world on the peaks, and in the crystal-blue sky. And one day I will find the creature that murdered my mother, and sentenced my father to die.


Re-submitting a revised Druid under a new alias

Thule Stormheart

More complete background coming, but Thule was drawn to the peaks, reaching upwards to the sky, rather than delving the depths...

Stats:

Male Dwarf Druid 1 (Storm Lord Archtype)
NG Medium humanoid (dwarf, Sky Sentinel/Mountaineer/Craftsman alternate racial traits)
Deity: Donar
Init +4; Senses darkvision 60 ft.; Perception +8
Traits: Reactionary (+2 Init),Birthmark (+2 vs charm, compulsion)
--------------------
Defense
--------------------
AC 16 (Hide), touch 12, flat-footed 14
hp 11 (1d8+2+1 favored class)
Fort +4, Ref +2, Will +6; +2 vs. spells and poison

--------------------
Offense
--------------------
Speed 20 ft.
Melee: Warhammer +1 (1d8+1)
Ranged: Sling (bullet) +2 (1d4+2)
Other Weapons:
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 14, Int 10, Wis 18, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Spell Focus (conjuration)
Skills Heal +8, Knowledge(Nat) +6, Perception +8, Sense Motive +4, Spellcraft +4, Survival +6
Languages Common, Dwarven, Druidic
SQ nature bond (Weather Domain)
Domain powers:
Storm Burst (Core 48): As a standard action, create a storm burst targeting any foe within 30 feet as a ranged touch attack.
The storm burst deals 1d6+1 points of nonlethal damage. In addition, the target is buffeted by winds and rain,
causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability 7 times a day.
Special Abilities:
Nature Sense
Wild Empathy
Spontaneous Domain Casting (UM 40): “Lose” a prepared spell in order to cast any domain spell of the same level or lower.

Racial Abilities
Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.
Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers,
and treat any weapon with the word “dwarven” in its name as a martial weapon.*
Craftsman (APG 11): You receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
Mountaineer (ARG 12): You are immune to altitude sickness and do not lose your Dexterity bonus to AC
when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Sky Sentinel (ARG 12): Enemies on higher ground gain no attack roll bonus against you,
and gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures.