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Organized Play Member. 7 posts. No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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I was just crunching the math on the possibility of three or more applications tying for 1st earlier today. No more that two can now, though. As someone who's had to deal with these tough decisions on several occasions, I do not envy you.


I am so bloody jealous of that. When the 13-month-old wakes up, Daddy has to be up.


If there are any issues with formatting, I apologize in advance. I am unused to this particular set of BBCodes, and unused to manually typing out character sheets. I can alter anything to suit GM preference.

Name: Grunkar, son of Dorin
Race: Dwarf
Class: Fighter
Archetype(s): Unbreakable
Gender: Male
Alignment: Chaotic Good

Personality:
A dwarf not well-suited to a life within the confines of Janderhoff’s walls and tunnels, Grunkar has an intense natural inclination to wander. He is very devoted to the task at hand, but has a hard time truly understanding others. Through shared experience and faithful study, Grunkar forms attachments slowly, needing more time than many to come to function withing the rhythms of operating groups. Grunkar is a very devout religious dwarf, worshipping across the dwarven pantheon, but favoring the mighty Trudd, hoping to emulate his god’s form by standing as a bastion before oncoming danger. He fears the terrors of the deep places of the world, and is distrustful of those who wield mind-altering magics, knowing all too well the horrors that can be unleashed when one is made to act against their will. Grunkar tries to be sociable when involved with others, but finds himself speaking on subjects his fellows seldom care about, or going off on unrelated tangents. He loves his beard more than gold, gems, ale, and she-dwarves, and will compose doggerel verses about it when he has time to spare.

Description:
Grunkar is, well, a dwarf’s dwarf. A stout, hearty fellow, he is broad and well-thewed, made even more stout by the thick armor he wears, a nearly ever-present addition to his own bulk. Even when going about peaceable business and eschewing his favored plates of steel, Grunkar carries a solid shield over his shoulder, a versatile tool when danger presents itself. He favors axes over blunt instruments, primarily the long-hafted blades of his people, but he keeps a smaller axe on his belt as a tool or weapon of last resort. Grunkar favors practicality over displays of grandeur when it comes to his garb, often sticking to drab leggings and tunics, simple leather boots, and warm furs to ward off the elements. His pack is brimming with such garments at most times, however, as they don’t really fit under his armor well.

Grunkar’s bushy brown brows flow from one side of his face to the other with only the barest of breaks between them. He keeps the edges of his moustache and beard neatly trimmed, a flowing mass of deep brown with flecks of red throughout. Impeccably groomed, the adornment begins at his temples, cascading from the edges of the rest of his hair down his cheeks to meet his moustache. From there the combined threads of hair are woven intricately into a fine pattern, various geometric shapes interspersed with each other, occasionally tied off with tiny rings of silver binding them together and pulling them into place. The rare red hairs are wound about the silver rings, giving them a subtle striped pattern. After the beard leaves his chin, it is worked into three larger braids, each bound with a piece of string of a different hue. The leftmost braid is bound in blue, signifying the sky, the vast expanse that limits dwarven ambition. The rightmost is bound in a shiny onyx black, signifying the depths of the world from whence his people came, his history. The middle braid is bound in white, signifying righteousness, his goal in the world. At the tip of each braid, each are brought together and tied with a plain brown band with tiny, poor quality emerald flecks, signifying the life he must live to bind it all into one cohesive whole.

Pre-Adventuring Background:
Dwarves are a proud, ancient race. This pride does not end when left to deal with their own kind, but only intensifies. Grunkar Doransson was born to dwarves of no high standing, but to a miner and a smith. Doran, the father, made simple tools for more adept artisans to create the truly wondrous works that their race was known for, while Mora, his wife toiled in the mines deep below Janderhoff, extracting iron from the earth to feed the city’s never-ending appetite for tools, machines, weapons, and armor. The two could have lived comfortably, owning a small home of their own, but Folgrit deigned to bless Mora with twin boys shortly after their nuptials. Grunkar and Thomkar were born to young parents who had anticipated but one child, and not two.

With Mora needing to remain with the boys to nurture their growth, Doran sought additional employment, but his pleas largely fell on deaf ears. The dwarves of Janderhoff were largely warmhearted, but Doran had, as a youth, been ill-adapted to most tasks. Simple smithing was seen as a stretch of his abilities. He was able to pick up odd shifts, often in the middle of the night, guarding the lower tunnel entrances against the encroaching horrors of the depths that ceaselessly attempted to use the dwarves’ well-built Sky Citadel as an access point to the world above. Grunkar respected his father’s drive to provide for the family, and was disheartened by the talk of the neighbors about how stupid or incompetent Doran was.

Grunkar wasn't stupid. He wasn't deaf, either, and the veiled insults thrown at his father drew his ire, although as a child, he had no means of retaliating. He developed a strong sense of right and wrong, and society be damned if they disagreed. He got in countless scuffles with the other, more reserved dwarves of Janderhoff, either allowing himself to be goaded by actions that fit within the strict laws of their kind, yet were inequitable in some way. Oppression, both legal and societal, became his chosen foe. He trained at arms to be the toughest, the most resilient dwarf he could become.

As soon as he reached majority, Grunkar volunteered for the most demanding guard positions his age and experience would allow. He would prove that his father's line wasn’t incompetent. He would never become a holy warrior like his brother, chosen of Torag, but he would show that a strong shield and layers of steel were warding enough for a dwarf. Unfortunately, his patrol was destroyed by a small raiding party of drow, felled by poisoned blades before assistance could arrive. Only Grunkar was still drawing breath, as close to Death's doorstep as could be, when the medic arrived. Relieved of the poison’s effects, he drowned himself in ale, seeking to forget his ill fortune.

Out and About in Varisia:
Disgusted with himself for surviving, Grunkar considered his life as good as over, choosing to dedicate the measure of Trudd’s strength that coursed in his veins to the protection of others. He could not show his face in Janderhoff any longer after the disgrace in the tunnels, so he turned his eye westward, toward the coastal cities of man. The fecund, shorter-lived people had a presence in his hometown, and were able to provide him with means to reach the coast in the form of a stint of caravan guard duty. The job saw him safely to Magnimar and left a small amount of gold in his purse, enough to begin the search for a new life.

While avaricious adventuring was not his intent, Grunkar found the career of a mercenary to fit his capabilities well. Presenting himself as a tough sellsword when nobles needed a bit of an exotic flair to their protective detail kept him fed and eventually allowed the dwarf to equip himself with rather pricey bits of steel. Working the coast from Magnimar up to Riddleport and back over the span of a decade, he established a reputation as a dependable man of action. As his name spread, Grunkar began working for little or no compensation, choosing to work only for people he respected, and not those who simply had coin. Building up a lengthy list of people who owed him favors, he settled into a steady rhythm of work interspersed with bouts of travel and leisure.

Connection to Kizzy:
Grunkar has spent a good amount of time in and around Sandpoint on various jobs, and may have protected an individual close to Ameiko Kaijitsu (Kizzy’s Sandpoint Connection) and through this avenue be known to any of the party’s members from Sandpoint.

Character Sheet:
Grunkar Dorinsson
CG male Dwarf Fighter (Unbreakable) 7
medium humanoid (dwarf)
Initiative: +1

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DEFENSE
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AC 25, touch 11, flat-footed 24 (+10 armor, +4 shield, +1 Dex)
HP: 91 (7d10+14 Con+7 Favored Class)
Fort: +9; Ref: +3; Will: +3
Defensive Abilities: Defensive Training, Stability

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OFFENSE
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Speed: 20 ft
Melee: +1 dwarven waraxe +12/+7 (1d10+6) x3 crit, or throwing axe +10/+5 (1d6+3)
Ranged: throwing axe +8 (1d6+3)
Space: 5 ft; Reach: 5 ft
Special Attacks: Hatred (+1 racial bonus to attack rolls vs goblinoids and orcs)

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STATISTICS
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STR 16, DEX 12, CON 18 (14+2+Belt), INT 14 (13+1), WIS 12 (10+2), CHA 8 (10-2)

Base Attack: +7; CMB:+10; CMD: 21

Feats: Endurance (Unbreakable 1), Diehard (Unbreakable 1), Weapon Focus (dwarven waraxe) (Level One), Shield Focus (Fighter 2), Power Attack (Level 3), Weapon Specialization (dwarven waraxe) (Fighter 4), Heroic Recovery (Unbreakable 5), Combat Expertise (Level 5), Improved Trip (Fighter 6), Combat Reflexes (Level 7)

Traits: Seeker, Armor Expert, TBD Campaign Trait

Trained Skills: Intimidate +6, Knowledge (dungeoneering) +12, Perception +12, Survival +11

Untrained Skills: Will be Completed as Requested

Languages: Common, Dwarven, Giant, Goblin

Combat Gear: +1 full plate, +1 heavy steel shield, +1 dwarven waraxe Other Gear: Belt of Mighty Constitution +2, masterwork backpack, belt pouch x2, bedroll, blanket, canteen, waterskin, masterwork dungeoneering kit (candle x2, chalk, hammer, piton x4, silk rope, sack x2, sunrod x3, tindertwig x4, everburning torch), flint and steel, gear maintenance kit, grooming kit, mess kit, shield sconce, waterproof bag, wire saw, furs, traveler’s outfit x2 (all items Ultimate Equipment)

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SPECIAL ABILITIES
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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.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Unflinching (Ex): At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.


Oooh, a perfect spot! I have a love affair with martial characters! I have never played a game on these boards, but I figure translating my experience elsewhere should be practical.

Any thoughts on a CG Dwarf Fighter (Unbreakable) who is zealously devoted to Trudd, although not initiated into his formal service? Battleaxe and heavy shield tanky-type. Loyal, brave, and considerate. Not quick to dive into battle, but willing to do what needs to be done when combat is called for.

I have such a character designed in 1st level format from a Hell's Rebels game on another site (that died), but I didn't want to advance and tweak for 7th level if he's entirely off-base. Thanks!

Edit: for the Campaign Trait, are only the Black Sheep, Favored Son/Daughter, and Outlander available? If so, I'll work with it, but I figured I'd specifically ask.


Name: Princess Valzaria Wilhelmina Angelina Katherine Bourdan of the Great Kingdom (the more ancient, noble era of Aerdy)
Race: Ifrit
Class: Unchained Rogue 3 (Knife Master, preferably)

Physical Description:

Spoiler:
Imposingly tall and impossibly lithe, Princess Valzaria stood out among her family even before she reached adolescence. She carries herself with the haughty grace of a royal despite her abandonment of any pretense of duty for her nation. While her skin catches the light and her forehead is marred by small horns, Valzaria’s golden eyes and long, flowing, fiery tresses made her a desirable match with the nobles of her parents’ court, the risks of pairing with an obvious ifrit be damned. Her taste for the finer things in life has not been blunted by her self-imposed exile, and gaudy rings, bangles, earrings, necklaces, and fine clothing are her constant companion when not working on a project that would render such objects as hindrances. When working, Valzaria tends toward utilitarian garments and tools, seeking to get the job done efficiently so she can get back to her finery. Unless her purpose is covert, Valzaria never obscures her hair, as it is the pinnacle of her vanity.

Personality Description:

Spoiler:
Chatty, flirty, and smug, Princess Valdaria is everything her parents wanted her not to be. She lives for the freedom to be her own person, to operate on her own time, to love whomever she wants, whenever she wants. She adores Sigil as a gateway to all the possibilities, a grand addiction for her innate wanderlust. Incredibly selfish, Valdaria only cares about what will bring her coin, happiness, or some priceless bauble. Other people often become necessary for her ultimate purpose, and those become valued assets which she will go out of her way to protect. Mere hired lackeys, however, are expendable in her mind, as their purpose might be served before before she collects on the spoils. Valdaria indulges in expensive liquors as a habit without noticing the expenditure. All manner of arthropods terrify her, and she neither consumes their flesh nor willingly engages in confrontations with sentient or non-sentient arthropods. Valdaria also avoids enclosed spaces out of a fear of becoming trapped. She never locks doors behind her, rather trusting to hired muscle to guard the exits if needed.

Background:

Spoiler:
As the third child of the reigning monarchs, Judziah and Marienne, Valzaria knew that she would likely never sit the throne. That was a good thing, as she didn’t have the patience to dedicate herself to constant diplomacy and rules of conduct. That said, she also learned from an early age the value of resolving situations with words. Words didn’t need healing magic applied by the priest. Words could be remedied unaided. Ifrits chafe for adventure, and the life of a young princess is one of study and keeping out of the spotlight. Valzaria was terrible at it. She could handle a certain degree of studying, but then she wanted to get out and do. For her entire childhood she was an embarrassment to her family and a liability to the crown. Her older brothers scorned her as a miscreant.

As Valdaria blossomed into adolescence, she began to realize what power she held and that she could exploit it. She was everywhere, and listened to everything. Eventually she had amassed a sufficient trove of secrets to blackmail her father’s guard. They weren’t up to anything sinister, but their surreptitious ambitions would be individually ruinous and none of them would allow themselves to be brought low. As payment for her silence, Valdaria demanded to be trained in the arts of the blade, deception, and gathering information. They could hardly refuse, and so over the next four years Valdaria’s education drastically improved as she attended to her studies, both the courtly and the deadly.

As time dragged on, the princess came to feel more and more stifled by life in the palace, culminating in her sudden rash decision to leave. She had enough forethought to gather food, some finely wrought daggers, several changes of clothes, and a few trinkets pilfered from the royal treasury. Under cover of darkness, the hooded Valdaria slipped beyond the walls and out into the countryside as fast as her feet would carry her. She was terrified of the unknown, but still drawn to it by the fire in her blood. She instinctively knew how to do this, to flee without considering return. As the sun broke the horizon, Valdaria glanced in the general direction from whence she had come to gauge her progress. As she was unable to see her home any longer, she sat to appraise her stolen goods to see which might be reliably sold without identifying her. She had made it through about half of the baubles before her life was irrevocably changed. As the erstwhile princess pried open a gaudy golden locket and brushed dust away from a tiny portrait, a glimmer swept over the object, wrapping Valdaria in its grasp. The next thing she knew, she was sitting with her back against the stone wall of an inn, the tiny area she occupied already hampering the crushing flow of traffic down a teeming boulevard.

Valdaria had unknowingly triggered an ancient portal to Sigil, the City of Doors. Her lap full of gold and jewels, she was now in a place where those feeble trinkets were nearly worthless. Over the next two years, the princess-in-exile came to find the city to be just the right balance of familiar base of operations and gateway to the multiverse. Her skills became tools of survival, and all those long hours studying with the royal guards helped her to make new friends and allies with ease. For a while, thievery kept her fed. Life held an unprecedented level of hardship, but Valdaria slowly built up her reputation among the City’s denizens, earning enough to outfit herself once more in finery and drink fine wines with beautiful people. Life was good, but it could always get better.


Link to Colour out of Space in the Bestiary 4 Monster Index is nonfunctional (at least for me).


So my GM plays all opponents as smart, regardless of their background, ability scores, etc. They NEVER provoke attacks of opportunity, because any activity that would do so is an action he absolutely refuses to take. Thus doesn't feel like how the characters would likely act, and it makes gameplay less fun for the PCs. How do I talk to him?