About Thurim IronbeardThurim Ironbeard
Spells prepared:
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Feats Metamagic Feat: Extend Traits
Fate’s Favored:
The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Pioneer:
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. Skills 4 ranks / level + Background skills. Animal
Languages: Common, Dwarven, Gnome, Elven Favored Class bonus: +1 Hitpoint Equipment: Warhammer, Javelin(x3), hide armor, Heavy Steel shield,, backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin. Donkey with Blacksmithing Kit. Starting gold: 240 gold. ----------------------------------------
Dwarf:
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Aura (Ex)::
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Orisons::
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting::
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). Artificer::
A forgemaster gains only one domain, which must be the Artifice domain (not including subdomains). If she worships a deity, it must grant the Artifice domain. Artiface Domain:
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, 9th—prismatic sphere. Steel Spells::
A forgemaster adds the following spells to her spell list: 1st—crafter’s curse, crafter’s fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone. Divine Smith (Su):
Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0). Runeforger(Su)::
A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time. This ability replaces channel energy.
Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves). Bloodthirst*: The inscribed piercing or slashing weapon functions as if it had the wounding special ability, even if nonmagical. The forgemaster must be at least 4th level before learning this rune. Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points. This expends all deathstrike runes on the weapon. The forgemaster must be at least 4th level before learning this rune. Durability: The inscribed item’s hardness increases by an amount equal to the forgemaster’s Wisdom modifier, and its hit points increase by an amount equal to twice her level. Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics, Climb, and Jump checks is halved. Forgemaster’s Blessing: The inscribed nonmagical item functions as a masterwork item. Ghostglyph*: The inscribed weapon, shield, or armor gains the ghost touch special ability. The forgemaster must be at least 4th level before learning this rune. Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item. Invulnerability*: The inscribed armor grants its wearer DR/magic equal to 1/2 her cleric level. The forgemaster must be at least 8th level before learning this rune. Powerstrike*: The inscribed weapon’s critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects. The forgemaster must be at least 6th level before learning this rune. Return*: The inscribed weapon gains the returning weapon special ability. The forgemaster must be at least 4th level before learning this rune. Spellguard: The inscribed item gains spell resistance equal to 11 + her cleric level. This applies only to effects targeting the item itself. Spellglyph*: The inscribed weapon gains the spell storing special ability. The forgemaster must be at least 4th level before learning this rune. Thief-Curse: The forgemaster designates one creature as the rightful owner of an item. Any other creature that intentionally grasps the item is cursed (as bestow curse) for the duration of the rune. The forgemaster must be at least 6th level before learning this rune. Tracer: For as long as the rune lasts, the cleric may sense its location at will as a standard action, as if using locate object. Description:
Thurim Ironbeard, though young by dwarven standards, exudes a quiet confidence and determination that belies his age. Standing with a sturdy posture, he carries himself with the unmistakable air of one who has been honed by the fires of the forge and tempered by the teachings of his faith. His features bear the subtle traces of his lineage - a strong jawline and a prominent nose, softened by the hint of a youthful beard just beginning to take shape. His eyes, a warm and earthy brown, sparkle with curiosity and ambition, reflecting a thirst for knowledge and adventure yet to be fully quenched. Dressed in practical hide armor, expertly crafted for mobility and protection, Thurim moves with a nimbleness that defies the stereotype of the lumbering dwarf. At his side hangs a warhammer, its head gleaming with fresh polish, and a steel shield adorned with the symbol of Torag, the Hammer and Anvil, serving as both a symbol of his faith and a tool of defense. Despite his relative inexperience, Thurim's hands bear the calluses of countless hours spent at the forge, and his determination to prove himself as a worthy craftsman and cleric of Torag burns brightly within him. With each step into the unknown expanse of the River Kingdoms, he carries with him the hopes of his clan and the promise of forging a new legacy for himself and his people.
Backstory:
Thurim Ironbeard was born and raised in the bustling city of Restov, nestled within the fertile lands of Brevoy. From a young age, Thurim showed an affinity for the craft of blacksmithing, spending countless hours in his parents' forge, absorbing the clang of hammer on anvil and the hiss of metal meeting flame. His parents, Durim and Brina Ironbeard, were respected blacksmiths in the city, renowned for their skillful craftsmanship and unwavering dedication to their trade. Their forge, aptly named "Ironbeard's Forge," stood as a beacon of tradition and quality in the heart of Restov. Under the guidance of his parents, Thurim embarked on his apprenticeship, eagerly absorbing every lesson and technique passed down through generations of Ironbeards. As he honed his skills, Thurim's passion for the forge grew alongside his reverence for Torag, the Dwarven god of craftsmanship and protection. Drawn to the call of adventure and the promise of forging his own legacy, Thurim yearned to explore the untamed wilderness of the Stolen Lands, where opportunities for both adventure and prosperity awaited. With the blessing of his parents and the tools of his trade in hand, Thurim set out from Restov, his heart filled with determination and his spirit alight with the fires of ambition. As he ventured forth into the unknown, he carried with him the teachings of his parents, the faith of his ancestors, and the unyielding resolve to carve his name into the annals of dwarven history as a master blacksmith, a devoted cleric of Torag, and a stalwart adventurer of the Stolen Lands.
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