Return to Ironstorm Mountain

Yeah, I'm jumping off of the same sinking ship as James, here. Now, Dwarves... hmm... we already have offers for arcane, divine, rogueish, and fightey-types, so I think that I'll try out something new - the Dragon Shaman. A support class should be interesting, and I think that, given a few hours of work, I can come up with a really cool backstory.

Now, concerning race - I love being the odd one out. I might actually go for something different than a dwarf, maybe a Kobold... just for fun. I think that that might make for some interesting interactions, don't you? As for equipment being mostly dwarven, that's OK, I like a challenge. I don't necessarily need fancy toys, but I might end up playing a dwarf anyway, just because in-party tension isn't always a good thing. Give me a bit to think about it, but currently, I'm leaning towards Dragon Shaman or something similar.
 

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Yeah, decisions have been made. I think I'd like to go for an Earth Kobold Blue Dragon Shaman, unless this absolutely won't work, in which case I'll go for a Dwarven Dragon Shaman, color undecided. I'll have a mock-up of the stats put up soon, with background soon to follow.

Now, concerning geography - I take it that, since these are temperate mountains, that temperate deserts might be nearby? It would make it a lot easier to explain how he managed to meet up with a Blue Dragon.

Finally, concerning additional material - I'm willing to bet that Unearthed Arcana material is all right? I'm using the Earth Kobold variant, since that -4 to Str just hurts too much. I must say, I'm managing to pump a pretty impressive armor class out of the guy, at around 23-25 or so. Tiny, but tough. So, in short, I'm kind of planning to have a Kobold tank (IRONY). :eek:
 
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I’m keen to try out the Goliath race, from “Races of Stone”, as known, Goliath and dwarves share the same territories and trade frequently.
When the dwarves left Ironstorm, their Goliath allies followed them, now the dwarves wish to return, and the Goliath in favor, wish to accompany back to their old settlements as well, I suggest a Goliath Barbarian, sent by his tribe to accompany the dwarves in search and claim of the old land.
 

Is there an established setting, or is the "setting" Ironstorm Mountain and whatever we cobble together through background details? If the former, could we have some more summarization on the setting so that the characters fit in properly with the setting, and if the latter then just how nuts can we go. I mean, I don't want to invest a background heavily in a war or something like a seafaring culture, for instance, and then have the character hampered by an incompatibility with the assumptions of a non-established setting...if that makes any sense. For that matter, is the game going to be mostly underground dungeon crawling, or are we going to do overland travel, etc. If there's topside adventuring to do first/during, what's the surroundings of Ironstorm Mountain? Sorry if it's a barrage of questions. :D
 

Firstly: Thank you for expressing a keen interest! All of you.

Now onto answering questions...

Cheshire_Grin - Cleric/Crusader/Ruby Knight Vindicator should be fine. Offhand I see no issues.

Ambrus - I'll have to say no to playing an elemental, sorry.

Raylis - Fighter going on Dwarven Defender is great!

Mellub - Cleric or Fighter/Cleric is cool

Bootmobile - I'll have to say no to tiefling, a more mundane (elf, dark elf etc, etc) race would be ok though. As for skill tricks - I've never used them, if you care to explain them then I see no problems.

Ancient History - Wizard/Warlock is cool. A dedicated caster is a must!

James Heard - Swift Hunter (Ranger VA) - I see no problem, but I'd have to double check.

Nazhkandrias - Dragon Shaman should be ok, but I'm not sure if a Kobold would work too well. There may well be an opportunity to use him, but not from the start. I'll leave it up to you. I don't know how long it may take before I could inject you into the game. As for Desert Environs - Just have it in your BG (i.e. your clan/tribe wandered further out than others)

Creamsteak - Like you said, 8 peeps have shown interest but there are only 6 spaces so I'm going to have to cut a couple of you loose. The best concepts will get through.

Strahd Von Zarovich - Goliath Barbarian sounds interesting. I like it and it fits well.

HIT POINTS TO BE MAX'D. It's a 32 point build for a reason! Meh!

Core Pantheon of Gods. It makes life easier for us all.

Setting Details:

I've got to be very brief at the moment (at work). It's just a generic setting - Grim and Gritty. It's bent more toward the older style of settings where the monsterous races are generally evil. I suppose it's more like FR than any other. At the moment you'll only be adventuring in, on and around Ironstorm, but there's lots to do (If it helps, think Undermountain/Mithral Hall). I've not established a homebrew and it WILL be based on what we all contribute, so do as you please, but don't go too far! Like I said, if you can make it sound plausable, go for it!

It looks good so far, but I think maybe a few too many clerics. One main reason I left classes wide open is to try to encourage more martial classes as I know that playing a warrior can be quite limiting, hence why I've removed restrictions. The Book of 9 Swords has some pretty powerful, flavoursome classes - If we can find a decent balance, like a 2:1 (Warrior:Caster) I will probably say yes to a 9 player game. So that'd be 6 warriors, 3 casters - but I don't mean straight classes by any means. If the 6 warriors swapped out classes for a couple of levels in rogue, wizard or cleric, etc, that's fine. As long as their main role is as a warrior. But I'll leave it for you to decide. I may well go 'all out' and accept you all anyway - It's just combat that will slow things down some, but on the flip side there are some uber enemies, some of which I'm not even sure how you'd tackle! But I'll leave it for you to decide...
 
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Hmm... I'd like to try something from Magic of Incarnum. Either a dwarf soulborn or a good incarnate.

I have a question though: Would you allow me to bend the alignment restrictions on the incarnate? I'd like to use the typical dwarf lawful good alignment. I'd keep all of her class abilities restricted to good alignment (including inability to shape lawful soulmelds), as that is her focus, but I'd like to play her as being a bit more lawful-minded than neutral.

If not, I'll either go with a NG incarnate or the soulborn. Probably the incarnate still.
 

Torgga Holderhek, dwarf incarnate
[sblock=Background]The young dwarf loved to listen to the stories. She loved hearing about powerful heroes who vanquished evil by the strength of their arms and of their unity. She loved to hear of battles and demons, of innocents saved. She loved to hear of the mines in Ironstorm Mountain, how it was taken from her family. She loved to hear of the expedition to recover the mountain that three of her grandparents had left for and only one had returned from to tell of.

Torgga wasn't sure how much of them she believed to be literally true, but they told of the past glory of her ancestors. She now resided in a human village, where her family worked as blacksmiths. Really good blacksmiths, yes, and well respected. But nothing nearly as interesting or dramatic as her family history.

Torgga wanted to regain that glory, to be that hero.
She felt a powerful bond with the spirits of her ancestors and other heroes of the past, as if they were there with her. They always seemed to be close by to her, even as a child, but the feeling grew as she became older and reached adulthood.

Finally, she understood. They were with her, lending her their power. They wanted to help her accomplish her dream, destroy the forces of evil that destroyed her ancestors.
She focused for several years on learned to harness this power. She learned to forge the favor of the heroes into forms that she could use directly.
It was an amazing feeling. And Torgga decided that she was ready.
Ready to leave her home and try to take back the Ironstorm Mountain.[/sblock]

[sblock=Abilities]
Female dwarf good incarnate 6
Alignment: LG
Height: 4'2"
Weight: 160 lb
Languages: Dwarven, Common
Deity: Moradin
Speed: 35 feet

STR 16 (10 points) +3
DEX 10 (2 points) +0
CON 21 (10 points, +2 racial, +1 level, +2 enhancement) +5
INT 10 (2 points) +0
WIS 14 (6 points) +2
CHA 8 (2 points, -2 racial) -1

AC: 20 (+6 armor, +3 shield, +1 deflection) Touch: 11 Flat-footed: 20
HP: 6d6+30; 66/66
Initiative: +4
BAB: +3
Melee: +6
Ranged: +3
Attack: lightning gauntlets +6 melee touch (1d6 electricity)
morningstar +7 melee (1d8+4 bludgeoning and piercing + 1d6 electricity)
dagger +6 melee (1d4+3 slashing or piercing + 1d6 electricity, 19-20/x2)
dagger +3 ranged (1d4+3 slashing or piercing, 19-20/x2)
light crossbow +4 ranged (1d8 piercing, 19-20/x2, 80 ft)
Unarmed strike +6 melee (1d3+3 lethal bludgeoning; provokes AoO, does not threaten)

Fort: +11 (5 base, 5 Con, 1 Resistance)
Ref: +3 (2 base, 0 Dex, 1 Resistance)
Will: +8 (5 base, 2 Wis, 1 Resistance)
+2 racial vs poison
+2 racial vs spells/spell-like


Special Abilities: Full speed when encumbered, Darkvision 60 ft, Stonecunning, Weapon Familiarity (dwarven waraxes and urgroshes), Stability, +2 to save vs. poison/spells/spell-like effects, +1 to hit orcs/goblinoids, +4 dodge to AC vs giant types, +2 to appraise stone/metal items +2 to craft stone/metal, Aura of Good, detect evil at will, expanded soulmeld capacity +1, incarnum radiance (+2 AC) 1/day 7 rounds, rapid meldshaping 1/day, chakra binds (crown, feet, hands), Protection aura
Feats: Improved Initiative, Protection Devotion (CChampion), Expanded Soulmeld Capacity (MoI)
Skills: Knowledge (Religion) +9 (9 ranks), Spellcraft +9 (9 ranks), Search +0/+2 unusual stonework, Appraise +0/+2 stone or metal, Craft +0/+2 stone or metal
Proficiency: All simple weapons, light/medium armor, all shields.

Meldshaping
Meldshaper level 6th, 4 soulmelds, 2 chakra binds (crown, feet or hands), essentia pool 6, essentia capacity 2 (soulmelds 3), Expanded Soulmeld Capacity: Lightning gauntlets

Lightning Gauntlets (bound to hands)
Cerulean Sandals (bound to feet, 3 essentia, 0/60 ft used)
Vitality Belt (worn on waist)
Adamant Pauldrons (worn on shoulders, 3 essentia)

Abilities gained: Lightning attack, lightning damage, water walk, speed increase, dimension door, +4 on Constitution checks and Concentration, light fortification, DR 3/evil


Equipment: +1 Morningstar, +1 breastplate, +1 heavy steel shield, ring of protection +1, cloak of resistance +1, amulet of health +2, masterwork crossbow, 50 bolts, dagger, backpack, bedroll, 5 pieces of chalk, belt pouch, 50 ft of silk rope, signal whistle, sledge, tent, 3 waterskins, 1 week's trail rations, flint and steel, explorer's outfit, alchemist's fire, acid, 3 potions of cure light wounds, 2 potions of barkskin +2
Gold: 18 gp 15 sp 5 cp[/sblock]

OK, I think she's about ready.
 
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As it looks like we have a lot of warriors, could I play a human dread necromancer? Undead minions could assist with front-line combat.
 

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