Captain Elreth

Torgald Frostbeard's page

123 posts. Alias of Grumbaki.


Race

Torgald Frostbeard

Classes/Levels

Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Gender

Minor Form (1/1)

Alignment

LN (leans evil: pragmatic and ruthless)

Languages

Common, Dwarven, Aquan

Strength 17
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 18
Charisma 9

About Torgald Frostbeard

Offense and Defense:

Offense
* To Hit: +1 (BaB) +3 (Str) -0 (Power Attack) = +4 (+5 aquatic)
* Damage: 1d8 (Base) + 1d6 (Cold) + 3 (Str) +3 (PA) = 1d8+1d6+7

Offense with minor form
* To Hit: +1 (BaB) +4 (Str) -0 (PA) = +5 (+6 vs aquatic)
* Damage: 1d8 (Base) + 1d6 (Cold) + 4 (Str) +3 (PA) = 1d8+1d6+9

Defense
* HP: 10 (class) + 3 (Con) +3 (Toughness) = 16
* AC: 10 (base) +1 (Dex) +5 (Armor) = 16/11/15 (+2 vs aquatic)
* Fort: 2 (Shifter) + 3 (Con) +1 (Race) = +6
* Ref: 2 (Shifter) + 1 (Dex) = +3
* Will: 0 (Shifter) +4(Wis) +1 (Trait) = +5
* CMD: 10 (base) +1 (BaB) + 3 (Str) + 3 (Dex) = 17 (21 stability)

Race, Traits, Stats:

Dwarf
* Ability Modifiers: +2 Con, +2 Wis, -2 Cha
* Slow and Steady: 20ft move speed, never changed by armor/encumbrance
* Unstoppable: +1 Fort and Toughness
* 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
* Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones. This racial trait replaces defensive training, hatred, and stonecunning.
* 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.

Traits
* Natural Born Sailor (Campaign) You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
* Artisan (social) You spent time working under artisans, or your parents were artisans who were particularly skilled at their trade. You gain a +2 trait bonus on a single Craft skill
* Indomitable Faith (faith) +1 will saves

Stats
Rolled: 17/16/14/12/12/11
Str: 17
Dex: 12
Con: 14 + 2 (Race) = 16
Int: 12
Wis: 16 + 2 (Race) = 18
Cha: 11 -2 (Race) = 9

Feats, Skills, Equipment:

Feats
EitR
Lvl 1: Furious Focus
Lvl 3: VMC Wizard (Parrot Sage Familiar: only ‘speaks’ when it passes a knowledge test and if squawks out information)
Lvl 5: Shield Focus, Shield Brace
Lvl 6: Endurance, Diehard
Lvl 7: VMC Wizard (Void)
Lvl 9: Fast Healer
Lvl 11: VMC Wizard (Mending Cantrip)
Lvl 13: Iron Will
Lvl 15 VMC Wizard: Feral Speech

Skills with FCB
* Perception (+8)
* Survival (+8/ +10 at sea)
* Swim (+8 / +6 with ACP)
* Climb (+7/ +5 with ACP)
* Diplomacy (+5)
* Intimidate (+3)
* Sense Motive: 0 skill points (+6)

Background Skills
* Profession Sailor (+11)
* Craft Carpenter (+7)
(note to self: At lvl 5 and 6 take knowledge geography to meet horizon walker prerequisites)

Equipment 120 gold
* Lamellar Leather with armored kilt (+5 AC, +3 max Dex, -2 ACP, Medium Armor) 80 gold
* Boarding Pike (Reach, Brace, 1d8, x3 crit) 6 gold
* Battleaxe (1d8, x3 crit) 10 gold
* Fighter’s Kit 9 gold
* Carpenter Tools 10 gold
* 5 gold

Armor Explanation
* Starts off with lamellar leather (A sailor’s working clothes. Tough enough for boarding actions, light enough to allow movement and swimming)
* Armored Kilt is a reinforced tool belt and apron (makes it medium armor)
* Lvl 6 double plated (leatherneck) (makes it heavy armor)

Elementalist Shifter (1):

Elemental Aspect (Su)
* At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.
* can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn.
* This alters shifter aspect.
* Minor Form: You gain a +2 enhancement bonus to your Strength score. This bonus increases to +4 at 8th level and to +6 at 15th level.

Elemental Speech (Su)
* When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.
* This replaces wild empathy.

Elemental Strike (Su)
* At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.
* This replaces shifter claws.

Defensive Instinct (Ex)
* At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
* These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex)
* At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Elemental Form (Su)
* At 4th level, when an elementalist shifter uses wild shape, she is instead affected as if by elemental body I, but she gains only the benefits listed in her elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and she can do so only if she knows it. This alters wild shape.
* Major Form: Your shape changes to that of a Medium water elemental. While you are in this form, your base speed is reduced to 20 feet but you gain a swim speed of 60 feet, and if both you and your target are touching water, you also gain a +1 bonus on attack and damage rolls. If the target is touching the ground, you take a –4 penalty on attack and damage rolls against it. These modifiers apply to bull rush and overrun combat maneuvers, whether you are initiating or resisting these kinds of attacks.

At lvl 5: Skirmisher Fighter
4 skill points instead of 2

At Lvl 6: Green Knight Cavalier
Beast Tongue (Ex):
* A green knight can use Diplomacy to improve an animal’s attitude. Beast tongue otherwise functions like the druid’s wild empathy ability, using the green knight’s Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy).
* This replaces tactician.

Implacable Knight (Ex):
* A green knight gains Endurance and Diehard as bonus feats.
* This replaces mount.

Nature’s Servant (Ex):
* A green knight must select the order of the Green.
* Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
* Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.

Skills:
* An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1).

At Lvl 7: Horizon Walker
Favored Terrains[/b]
* gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A HW traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
* HW 1: Water
* HW 2: Desert (Island)
* HW 4: Plane of Water
* HW 7: Cold
* HW 8: Underground
* HW 10: Urban

Terrain Mastery
* When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker’s Wisdom modifier (minimum 1).
* HW 2: Water (+ +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures)
* HW 4: Plane of Water (gains the ability to breathe water)
* HW 6: Desert (exhaustion = fatigue)
* HW 8: Cold (Cold resistance 10)

Terrain Dominance
* HW 3: Water (20ft swim speed, +20ft in water elemental form)
* HW 6: Plane of Water (Freedom of Movement underwater)
* HW 9: Desert (immune exhaustion and fatigue, fire resist 10)

Master of All Lands (Campaign Capstone)
* At 10th level, the horizon walker becomes familiar with and comfortable in all possible terrains. His terrain bonus in all favored terrains increases by +2, and he treats all other terrains as if they were favored terrains (+2 bonus). If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds. All allies within 60 feet of him gain a +2 bonus on these checks and saves; if the horizon walker is in a mastered terrain, this bonus increases to +4.

Level Plan:

Lvl 1-4: Elementalist Shifter (Max out everything water themed)
Lvl 5: Skirmisher Fighter (Has become a seasoned pirate)
Lvl 6: Green Knight Cavalier (Turns to nature, fully embraces it. Opens himself up to make full use of his bloodline)
Lvls 7 -16: Horizon Walker (Further exploring water themed powers)

Appearance and Personality:

Torgald Frostbeard has the look of a cliff carved by salt and wind. His skin is sun-darkened and leathery from years at sea, and his hands are thick with old rope burns and calluses. Like all members of his clan, his eyes are a pale, cold blue, a hint of the elemental power that is his by birthright.

True to his name, his beard is full, long, and proudly unshorn. It cascades past his chest in heavy braids. As with all members of his clan, his beard is blonde to the point of being white, with streaks of silver even at his young age. It is, bound with simple brass rings etched in wave patterns. His hair, equally long, is tied back with sailor’s knots to keep it clear of rigging.

He wears armor modified with sailor's sensibilities. Given his profession, he has prioritized room to move, but sturdy enough to take a blow. Over it hangs a faded sea-cloak and a leather tool belt bristling with shipwright’s gear.

Personality

Torgald Frostbeard is a dwarf of focus and follow-through. He does what needs doing, without hesitation and without apology. He won’t go out of his way to harm others, but he won’t lose sleep over the cost of getting a job done either. For him, everything comes down to one rule: it’s nothing personal.

Torgald's Background:

Unlike most dwarves who hail from mountain halls and ancient mine-shafts, Torgald Frostbeard hails from Absalom. Born into Clan Frostbeard, a respected family of dwarven shipwrights, his lineage stretches back to the clan’s patriarch: a dwarf said to have felt a bond with the sea itself. Legends tell that he could command the ocean’s will, freezing waves or calming storms through divine strength. The Frostbeards see this “strange blood” as a gift from Torag; where other dwarves are shaped by the fire of the forge, they are tempered by the cold depths below the waves.

For generations, the Frostbeards have built ships sturdy enough to brave anything Golarion’s oceans could muster. More than builders, they were sailors and repairers of hulls on far-flung voyages: craftsmen whose work kept crews alive when no dock was near.

Seeking to follow in the footsteps of his ancestors and awaken the sea’s call within his blood, Torgald left his clan behind. His journey led him aboard a vessel bound for the Shackles, where he met Jacquelyn: a fellow traveler drawn by the same promise of freedom on the open sea. The two found a measure of mutual respect during the voyage, recognizing kindred spirits even if they shared little beyond their work and their wanderlust.

Upon reaching Port Peril, Torgald took up labor as a shipwright, plying his trade while searching for a true berth at sea. Jacquelyn found odd jobs around the same docks, and the two crossed paths often enough to share news, leads, and the occasional drink. One such night of shared company turned to blackness, and they awoke together in the hold of the Wormwood...pressganged by Captain Barnabas Harrigan.

Though taken against his will, Torgald cannot deny a strange satisfaction: at last, he has returned to the sea, where both freedom and danger are found in equal measure.