Dwarf Fighter

Valcrim Flinthammer's page

245 posts. Alias of Kamelguru.


Full Name

Valcrim of Clan Flinthammer

Race

Dwarf

Classes/Levels

Cleric of Torag 2

Gender

Male

Size

Medium (4'2"/192lbs)

Age

68

Special Abilities

See profile

Alignment

Lawful Good

Deity

Torag

Location

Sandpoint

Languages

Common, Dwarven, Skald

Occupation

Armorer

Strength 14
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 15
Charisma 8

About Valcrim Flinthammer

Vitals:
Hair: Dark Blonde
Eyes: Steel-blue
Homeland: Land of the Linnorm Kings
Movement: 20
Initiative: +1

Senses:
Perception +7
Darkvision 60'

Defense:
AC: 22/T11/FF21 (Full Plate+9, Shield+2, Dex+1)
HP: 21
Saves: F+7(9), R+3(5), W+6(8)
CMD: 14 (18 vs trip/bull rush)

Offense:
Melee: Warhammer/Battleaxe +3 (1d8+2/x3)
Ranged: Light Crossbow +2 (1d8/19-20), Range: 80'
Ranged: Javelin +2 (1d6+2/x2), Range: 30'
CMB: +3

Channeling: 1d6 (DC9) 2/day

Feat: Heavy Armor Proficiency

Traits: Industrious Life (Rich Parents refluffed), Friend of the Family (Koya), Grounded.

Racial traits:

• +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. (see darkvision).
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. Replaces "Greed"
• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to 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.
• Rock Stepper: Many dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. Replaces "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.

Domains: Protection (Defense) and Good

Granted powers:

Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.

Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Defense Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere,

Good Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Spells:
(CL 2st, Concentration+4)
1st: Bless x2, Compel Hostility, Protection From Evil*
Orisons: Create Water, Guidance, Mending, Purify Food & Drink

Skills:

Acrobatics -4/-6 (0rank) (+2 on balance checks)
Climb -3 (0rank)
Craft (Armor) +10 (1rank)
Craft (Weapon) +10 (1rank)
Diplomacy -1 (0rank)
Heal +6 (1rank)
Knowledge (Religion) +4 (1rank)
Perception +7 (1rank, trait)
Sense Motive +6 (1rank)
Stealth -4/-6 (0rank)

Gear:

MW Full Plate (825), Warhammer, (10), MW Tools (55), Light Crossbow (35), 10 cold iron bolts, 6 javelins, Wand of Cure Light (7ch), Battleaxe (15), Large Steel Shield (20), Steel Holy Symbol (1), Weapon Cord, Backpack with bedroll, 50' rope, healers kit, belt pouch, 22gp, 5sp

Background:
Valcrim is the Sandpoint armorer. Been the armorer for the last 30 years. If you live in Sandpoint and wear armor, chances are that Valcrim made it. He came from the Land of the Linnorm Kings with a caravan as an apprentice shield-brother and smith, after he was evicted from the clan hold in dishonor as a result of his father's betrayal. He was allowed to come back once he had done a "short penance" of 50 years, serving another community and earning enough prestige for Torag himself to consider the stain on the family honor erased. And earning the stern god's approval is no easy task.

Sandpoint became his new home as a result of the heart of the people, more than anything. His friend of 30 years, the human fortuneteller named Koya, was the pivotal turning point, as her counsel allowed the dwarf to overcome his foul mood, and find the spark of his life again. She continued to train him in clerical magic, he earned his keep by making armors and shields on demand, and pretty soon, he felt as much at home in Sandpoint as he did in the Flinthammer halls.

As for motivations for travelling across the planet; he has no clue it is in the cards, nor does anyone else. But if his oldest friend and sometime mentor goes on a death-defying quest, he will as well, as Torag commands his followers to protect those around you. Also, earning the prestige mentioned earlier is not easily done smithing in a town in the middle of nowhere. In recent developments, he has been able to put the finishing touches on his armor, his crowning achievement so far, adorned with the holy symbol of Torag; the inverted rune-adorned warhammer. With this, he considers himself a full fledged cleric, and ready to take on the challenge of assuming greatness in life.

Connections to the other NPCs:
- Ameiko: Runs a tavern that serves alcohol, and she is a bard. Two things both Torag and Skald people like. So he likes the kid.

- Sandru: A craftsman need trade connections, and as such, the two know each other pretty well through business if nothing else. And business is a cornerstone of any community. His stalward and honorable mindset makes Valcrim think well of him.

- Shalelu: While elves and dwarves are traditionally rivals and of opposing mindsets, both of them have two things in common: They are long-lived races, and they both REEEAAALLY hate goblinoids. And someone who is defending a community is a sibling in arms to all who follow Torag, no matter their take on life otherwise. If Valcrim was to pursue a "relationship" as per the "dating sim" mechanic, the closest I could imagine Valcrim going for would be a platonic one with the elf.

Personality:
Valcrim is like the ideal conservative father figure; stern but fair, reliable to the end, no-nonsense and attentive. He does not discuss, he tells it how it is, and if you don't take his advice, you just have to learn the hard way, and when you come back, he does not gloat, but offer aid again. He will do the right thing, without hesitation, every time. The world is black and white, and "shades of grey" is the mantle of the cowardly, indecisive and petty. Protect the good, guide the lost, destroy the evil. Such is the way of Torag, and his words are set in stone. This is not to say that he does not understand and appreciate the needs for different walks of life. A hammer is not the perfect tool, some times, one needs a file, a saw or a pair of pliers to get the work done, and without heat and cold, the hammer cannot give shape, only break.

He follows a daily routine, and dislikes not having a plan for the day. He carries Torag's holy text, and have it mostly memorized, but the workings of other gods is mostly alien to him. He is a good listener, but a bad conversationalist, as his responses are often blunt and to the point.

Appearance:
Standing 4'2", the dusky blonde dwarf echoes typical northerner traits; rough but fair skin, thick beard and blue eyes. What Valcrim lacks in height, he makes up for in mass. His appearance otherwise underlines his profession as a smith: Calloused hands, stained with soot, shorter beard than most dwarves that do not work a blazing forge, thick arms and a wide torso. He is not particularly handsome or ugly, and seem to have fewer expressions than fingers on his hand.