About Torgald FrostbeardOffense and Defense:
Offense
Offense with minor form
Defense
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
Stats
Feats, Skills, Equipment:
Feats
Skills with FCB
Background Skills
Equipment 120 gold
Armor Explanation
Elementalist Shifter (1):
Elemental Aspect (Su)
Elemental Speech (Su)
Elemental Strike (Su)
Track (Ex)
At lvl 5: Skirmisher Fighter
At Lvl 6: Green Knight Cavalier
Implacable Knight (Ex):
Nature’s Servant (Ex):
Skills:
At Lvl 7: Horizon Walker
Terrain Mastery
Terrain Dominance
Master of All Lands (Campaign Capstone)
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.
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