About Toramin GearsmithBackground:
Tomarin is a dwarf bedeviled by a political situation that is beyond his control and, he fears, his ability to understand. What is the most dutiful way for a dwarf to navigate multiple loyalties? What happens if one's begin obligations to conflict? Can a dwarf honor his allies while using them to advance his own interests? He remembers the day he was assigned to Colonel Geoffery's staff as a "secret liaison" by the Voices in the Stone, the council of dwarven clan elders who in effect constitute a dwarven shadow government in Andril, with almost painful clarity. He had been so proud to be called before the assembled elders. It was proof that he was not the failure he knew his father believed him to be. There had been nine elders present in that council chamber carved deep into the bedrock. The Gearsmith clan boasted two council members that day -- an impressive feat for a clan founded by his great-grandfather. Most of the Voices in the Stone were from clans that could trace their clan histories for thousands not hundreds of years. Further proof in Tomarin's mind of the importance of the new technology. His grandmother, Yanna, was the first of the elders to speak. "We have heard from your fellow Stonelords that you have completed your training and accounted yourself a veritable paragon of dwarven virtue. For what could be greater than communion with stone?" Tomarin's father, Alavar, the second Gearsmith Voice in the Stone, harrumphed loudly. Tomarin flushed with embarrassment. His father had been so proud of him when he had quickly picked up the basic principles of the theory and the craft of the new technology. His father had been so disappointed with him when it became clear that Tomarin was completely unsuited to learn the prayers that formed the synthesis of magic and technology that had catapulted the Gearsmith clan to greatness and had incidentally aided in the Andril rise in power. Who would believe that the son of the dwarf who had constructed the first cannon golem couldn't even recite a basic orison? Tomarin knew that he was his father's not-so-secret shame. Where once the dwarf had been eager to share new magico-technological theories with his son, he could now barely stand to look at him. When his father abandoned him to his own devices, his grandmother had put him to work and set him on the path to honor. "Not every one can be a great priest of Torag. Before my father made his discoveries, his ancestors were holy warriors bound to stone. You are in their image, my boy." With her connections, she had him accepted by an elite order of dwarven paladins called the Stonelords. As Tomarin blushed, Yanna continued, pointedly ignoring the interaction between father and son. "Yes, your accomplishments honor our clan, but they are only the beginning of a much greater service to both clan Gearsmith and your people at large. We would like you to join the staff of one Colonel Geoffery. Our divinations suggest that it is at his side that you can be of most use to us. Watch our allies closely and be sure to accrue every advantage you can for your people." Finally finding his voice, Tomarin spoke, "I am grateful to the council for their trust in my capacities, but I am confused by the assignment. You want me to spy on Andril? Aren't we Andrilin?" Yanna frowned at this question, but it was a different elder who replied. "Do not be confused, young paladin. Although we support a strong government -- for humans -- and obey their laws which are sensible and righteous, do not mistake the dwarves for humans. We dwarves have had a unified government from time immemorial. Do you see dwarven nations fighting each other? No. Humans do that. Andril has been a useful ally and they have begun to unify the surface --praise Torag -- but the humans are centuries behind dwarven law, culture, and governance. Do not think of it as spying as much as learning how best we can encourage Andril's development while retarding their inevitable human excesses. One day human and dwarf maybe united under one law and one custom, but that day is not today. Unfortunately, they are far too uncivilized, despite our best efforts." Not wanting to appear obstinate, Tomarin had quickly agreed to the assignment. His confusion and unease has only increased since taking his place in Colonel Geoffery's staff. Geoffery is everything a human should be in Tomarin's mind, and he thinks how much easier Geoffery's efforts would be if he had unrestricted access to dwarven magi-tech and guidance and not just the slow and steady trickle permitted by the council coupled with whatever the humans could cobble together on their own. In the privacy of his own mind, Tomarin is willing to admit that his desire to unify dwarven and human engineers is not entirely altruistic. Humans are so innovative; if they had access to centuries of dwarven data and craft, then, who knows what they could accomplish together. Tomarin dreams of technological advances that do not rely on magical power. Certainly, he thinks, there must be alternative power sources of efficient energy. In the meanwhile, Tomarin aids Geoffery to the best of his ability and watches his charge on behalf of the Voices in the Stone. Appearance and Crunch:
Tomarin Gearsmith Height: 4' 4"
Appearance: Tomarin is tall and big -- for a dwarf. Toramin's dark basalt. He keeps his beard and hair neatly plaited with runes of family, protection, Torag, and clan. Everything about him screams Dwarf! and you expect that may have been intentional. He always seems to have tools and plans for the new technology on his person. Male Dwarf Paladin (Stone Lord) 11
AC 30, touch 12, flat-footed 29 (+13 Armor, +6 Natural Armor, +1 Deflection) In Defensive Stance: AC 32, Touch 14, Flat 29 (+13 Armor, +6 Natural Armor, +1 Deflection, +2 Dodge) HP: 105 (11d10+33+2) In Defensive Stance: HP: 127 (11d10+55+2) Fort: +13, Ref: +7, Will: +9 (Increase all his saves by +5 against poison, spells, and spell-like abilities: +1 from Glory of Old and +4 from Steelsoul) (Base Will increases by +2 in Defensive Stance) DR: 5 Adamantine 50% Chance to Ignore Critical Hits and Precision Damage. Immunities: Charm, Fear, Petrification CMD in Defensive Stance: 33 (+8 Str, +1 Dex, +2 Dodge, +11 BA, +1 Deflection) (37 against trip and bullrush) (+2 from anything that would attempt to move Toramin while his feet touch the ground) (+2 Sacred, from Armor) ------------------------------
Talev's Legacy: +1 Earthshifting, Keen Living Steel Dwarven Dorn-Dergar/Saw +18/+13/+8 (3d6+10, 17-20, x2, B/S, Reach) In Defensive Stance: Talev's Legacy: +1 Earthshifting, Keen Living Steel Dwarven Dorn-Dergar/Saw +20/+15/+10 (3d6+13, 17-20, x2, B/S, Reach) Slam: +15 (1d4+4, x2 B) Defensive Stance: 27 Round Per Day (27/27)
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Traits Defender of the Forge, Glory of Old Inventive Scion You were born into family expectations, but you have taken a different route on it. Through philosophical thinking and scientific training, you have learned to craft technologically advanced items. You can craft your own advanced gear, and you also receive a +2 bonus on crafting tech items. GM Boon Feats Bodyguard, Combat Reflexes, Darting Viper, Elemental Channel (Earth), Leadership, Steelsoul, Virtuous Creed (Protection) Skills: ACP -5 MW Full Plate Craft (Mechanical) +15 (11 Ranks, 1 Int, 3 TCS) (+15 if Metal/Stone)
*ACP applies to these skills Favored Class Bonus: +9 Skill Points, 2 HP Languages Aklo, Abyssal, Common, Elven, Dwarven, Draconic, Giant, Gnome, Necril, Shadowtongue, Terran, Undercommon ------------------------------
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 gain a +4 dodge bonus to 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 gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, 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. ------------------------------
Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil. Heartstone (Ex): At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure. This ability replaces divine grace. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead. Stoneblood (Ex): At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects. This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level. Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender (Advanced Player's Guide 277), and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items. A stonelord can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stonelord can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stonelord gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stonelord 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stonelord cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stonelord moves under his own power as a result of an enemy's successful use of the Bluff skill or an enchantment spell, his stance ends. The stonelord can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stonelord cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stonelord falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell). Smash (Ex): While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn't normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender's full base attack bonus –5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character's Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus. Earth Channel (Su): At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy. Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond. Stonebane (Su): At 11th level, when using stonestrike, a stonelord's attack gains the bane weapon special ability against creatures with the earth subtype and constructs or objects made of earth or stone. This ability replaces aura of justice. Mercy (Su): Fatigue ------------------------------
Carrying Capacity
Money GP 1300 SP 0 CP
Ymir, Stone Servant:
Ymir, Celestial Earth Elemental LG Large outsider (earth, elemental, extraplanar)
DEFENSE: AC 18, touch 10, flat-footed 18 (–1 Dex, +9 natural)
Fort +9, Ref +1, Will +6 Energy Resistances: Cold 10, Acid 10, Electricity 10 Spell Resistance: 11 Damage Reduction: 5/- Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide
Special Attacks earth mastery, smite evil 1/day (as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests).) STATISTICS Str 24, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Feats: Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, Power Attack
SPECIAL ABILITIES Earth Glide (Ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) Smite Evil: The creature may smite evil 1/day as a swift action (it adds its Cha bonus to attack rolls, and a damage bonus equal to its HD against evil foes; smite persists until the target is dead or the celestial creature rests). Living Family:
Founders: Gurin Obsidian and Mathild Whitefire. This couple invent (or rediscover) magitech. They and their closest friends in the Sapphire, Whitefire, and Obsidian clans break away from their parent clans to found a new clan 500-600 years ago. Gurin's descendants are the first family of the Gearsmiths. All of their descendants except Toramin have some magical capacity. First Generation: Yana (Current Matriarch, priestess of Folgrit, biologist, healer, super into genetics and fertility), Son 1, Thrungr, Ordalla Second Generation (Yana's Children Only): Alavar, Son 2, Daughter 1, Daughter 2, Daughter 3, Son 3, Son 4, Daughter 4. Grandmother: Yana, VitS, LG Cleric Folgrit (Community, Nobility) Father: Alavar, VitS, LN Cleric (Forge Master) Torag (Artifice)
Sister 1: Ianna, LG, Cleric (Merciful Healer) Bolka (Healing)
Brother 1: Narad, CG, Magus (Hexcrafter, Staff Magus)
NPC Contacts:
Marcus, The Dog: 6
Home-Brewed Feats and Magical Items:
Boots of the Hinterlands
DESCRIPTION The wearer of these boots is able to travel across sand at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across sand without falling or slipping. Finally, boots of the hinterlands cool the wearer, as if she were affected by an Endure elements spell. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, cat’s grace, endure elements, pass without trace; Cost 1,250 gp. Steamsuit: A steamsuit pilot chooses which type of steamsuit she has designed—medium or large. She cannot create a suit that is smaller than herself. A suit is inert without a pilot, and only a creature the same size as the pilot can fit into her suit. Creatures can enter or exit a suit as a move action. Most suits are designed with masterful locking mechanisms which can be opened either by a key as a swift action, or by a Disable Device check (DC 30) as a standard action. When a creature enters the suit he can lock it as a free action. Once inside, the pilot’s armor bonus becomes +10, and she applies the enhancement bonus of whatever armor or clothing she is wearing. The suit counts as heavy armor with a +0 maximum Dex bonus to AC. However, since it is powered it incurs no armor check penalty, and requires
The arcane steam engine can be activated or deactivated by the pilot as a free action. When the engine is active the pilot can move, perceive, and attack as if the suit were part of her. The suit is typically designed with analogues to whatever weapons she carries, and those weapons have the same enchantments of the weapons they’re based on. Medium suits give the pilot a lifting and carrying capacity as if she had a Strength of 60, and grants her a speed of 40 feet. This effective Strength score does not affect the pilot’s skill or ability checks, nor her attack or damage rolls. Large suits have double the lifting ability of medium suits and grant the pilot’s melee attacks 10 foot reach, but only grant a speed of 20 feet, and impose a –5 armor check penalty. However, when subject to forced movement Large suits reduce the distance moved by 5 feet. A steamsuit of any size has an arcane spell failure chance of 35%. Whenever the pilot takes damage while in the suit, she makes a Fortitude
If the pilot is not the suit’s original inventor, he takes a –5 penalty to these saves, and if he fails three saves the suit is deactivated rather than damaged. A suit that is deactivated (either by damage or because the pilot turned off the engine) is practically inert, and the pilot’s connection that allows him to see his surroundings ends. The pilot is immobilized and is considered blinded and helpless. Effectively the only actions he can take are those that affect himself, or he can exit the suit as a move action. Earthshifting: When you are wielding an earthshifting weapon and your feet are on solid ground, you gain a +2 bonus to your CMD against anything that would move you or get you off your feet. 3/day as a move action the wielder of an earthshifting weapon can strike the ground, causing the ground underneath one creature to rapidly move towards the wielder. A reflex save negates this effect. If the target fails their save by 5 or more, they are also knocked prone. The DC is 10 +1/2HD + Con modifier of the creature wielding it. This ability has a max range of 30 feet. Wish List:
Gloves of Arrow Snaring Cloak of Resistance Belt of Physical Might (Strength and Con) Improvements to my defensive items: ring of protection, etc. Anything that increases my AC |