Return to Ironstorm Mountain

Isida Kep'Tukari said:
My pardon SIN, I know you say you didn't want any more players, but you still have your recruiting tag up. Is there truly a subconscious wish for more (possibly including Thukold Spiritstone, a dwarven binder) or have you just been too busy to tag the tag down? :)

Sorry dude, I'm going to have to say no, for now at least. If someone drops out, I'll let you know via PM or email, but thankyou for showing interest nonetheless.

Bloodweaver1 said:
The bonus to attack, damage and saves would be insane.

As would be your enemies! Meh! :]
 
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Bloodweaver1 said:
This was the thread that I was talking about. I'm now looking at more of a paladin/marshal combination. If someone else would want to play a bard using some of the ideas from this thread the party fighters would be in hog heaven. The bonus to attack, damage and saves would be insane.
Not to mention having a crusader's healing beefing up HP, although at the levels we're at that won't be quite as impressive.
 

Adun Goldhair Seafoam (EYE-din)
Female Dwarf Druid 6
[sblock]
NG Medium Humanoid (Dwarf)
Init +2; Senses Listen +3 Spot +12, Darkvision 60 feet
Languages Common, Druidic, Dwarf, Giant
---------------------------------------------------------------------------------------
AC 17, touch 12, flat-footed 15; +2 dex, +5 armor
hp 66 (6 HD)
Fort +8, Ref +4, Will +8
---------------------------------------------------------------------------------------
Speed 15 ft.
Melee +5 MW Shortspear 1d6 OR +4 MW silver sleeve blade 1d4 OR -1 knee blade 1d6
Ranged +7 MW Shortspear 1d6 RI 20ft OR +7 Sling 1d4 RI 50ft
Special Actions Fiery Burst, Burning Blade
Base Atk +4; Grp +4
Combat Gear MW shortspear, MW silver sleeve blade, MW sling
---------------------------------------------------------------------------------------
Abilities Str 10, Dex 14, Con 16, Int 12, Wis 17, Cha 10
SQ Wild Empathy, Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 2/day
Feats Druid Weapon Proficiencies, Light & Medium Armor proficiencies, Martial Study (Burning Blade), Fiery Burst, Natural Spell
Skills Concentration +12 (9 ranks), Handle Animal +9 (9 ranks), Knowledge (Nature) +12 (9 ranks), Spot +12 (9 ranks), Survival +14 (9 ranks)
Experience Points: 0
Possessions combat gear plus Boots of the Winterlands, Ring of the Darkhidden, Finned Gauntlets plus equipment listed below
Druid Spells Prepared (5/3/3/2, CL 6th, +6 ranged touch, +4 melee touch):
  • 0th— (DC 13) Purify Food & Drink, Detect Magic (x2), Mending (x2)
  • 1st— (DC 14) Sandblast, Produce Flame, Faerie Fire
  • 2nd— (DC 15) Body of the Sun, Heartfire, Decomposition
  • 3rd— (DC 16) Fire Wings, Call Lightning
[/sblock]
Appearance

Adun keeps her long blonde hair immaculately clean and coiled in a long braid that often loops around her neck like a collar. Sun-touched and a tanned chestnut brown most of the time, her emerald green eyes peek out from early-developing crows feet from years at sea.

Atop her head usually sits her navy blue tricorn hat at a jaunty angle, and her brass-buttoned sea-coat usually hangs open to leave her easy access to the items she has stored underneath it. Her sea-coat is especially fine, being a present from her godparents for her first successful sea trade profits, and is made out with fine golden-threaded embroidery depicting pelicans fishing in tiny, magnificent detail that are mirrored on the buttons and collar/cuffs.

Adun is tall and lean for a dwarf, owing to a lack of appetite from years of living off the land. If she'd reveal them to others, which isn't bloody likely unless the weather demands it, she's covered in beautifully wrought tattoos across her back that she got done in far away places.

Background

Long before the mass exodus from Ironstorm Mountain, Clan Seafoam made its way in small numbers to human and elvish lands to establish trade relations with those peoples. Ever the farthest ranging and the most at ease with the sea as well as stone, Seafoam clansmen are widely recognized as a powerful clan - if a bit off. Ran more like a powerful trading company than a dwarvish clan sometimes, Seafoam children have ever been more common than in many other clans as well. So, when Adun Goldhair came along she was not only a less likely female member of the family, she also had to contend with several older male siblings who had left the hearth decades ago to make their fortunes. Adun, of course, was encouraged to settle down soon to make more proud scions of the Seafoam legacy. Despite that, or perhaps because, Adun was infected with a wild urge to see the world, and so she did.

From Karmandu to Frailing, Adun has spent a decade at sea and in the ancient forests of the elves learning to hone her natural predilection for the natural world to a razor sharp edge. What she hasn't done is connect much with her dwarven heritage. Not that she's got a burning desire to live in some drab cave, but it seems like something a well-rounded cosmopolitan dwarf should consider looking into at least once. When her second cousin in Lhapan wrote to her to tell her about their cousin Hrayla marrying into some bastard line of the old Ironstorm mountain royals it suddenly all clicked. She'd join the next expedition and grab whatever treasure she could find, and perhaps even hand over the dusty cave to Hrayla as a marriage gift. She never liked her anyways.

Adun has a reputation as one of the finest guides and trade explorers in her clan, as well as a nasty reputation as a dirty fighter. Adun is above denial, merely proclaiming that she'll win any fight as she can. If fighting fair were her lot in life she'd have been born with stones for senses and a beard.

Red, Animal Companion
[sblock]
Red
Night Fisherman
Tiny Animal
Hit Dice: 5d8 (20 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 21 (+2 size, +3 Dex, +6 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/–8
Attack: Talons +10 melee (1d4–2)
Full Attack: Talons +10 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, Link, Share Spells, Evasion, Devotion
Saves: Fort +4, Ref +8, Will +3
Abilities: Str 6, Dex 18, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +16, Move Silently +21, Spot +8*
Feats: Alertness, Weapon FinesseB, Diving Charge

Red is any atypical example of a Night Fisherman, a variety of nocturnal hawks that normally feed on fish and small beach game. Normally such animals are either pure black or pure white, but Red was born with a deformity that turned his cowl red and earned him his name. The rest of the bird is white with a variety of spots. Red has a wingspan of approximately 5 feet.

Combat

Night Fishermen swoop quietly down onto prey in the water, attacking with their powerful talons.

Skills: Night Fishermen have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Bonus Tricks:
Attack,Seek, Fetch
[/sblock]
[sblock=Advancement]
L1>Druid 1 HP: 11 SP: 20
Abilities
STR 2 pts DEX 6 pts CON 6pts INT 4pts WIS 10pts CHA 4pts
Skill (ranks)
Concentration (4 ranks), Handle Animal (4 ranks), Knowledge (Nature) (4 ranks), Spot (4 ranks), Survival (4 ranks)
1st Feat: Martial Study: Burning Blade
Languages: Common, Druidic, Dwarf, Giant

L2>Druid 2 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)

L3>Druid 3 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
3rd Feat: Fiery Burst

L4>Druid 4 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
4th Level Stat Increase: Wis

L5>Druid 5 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)

L6>Druid 6 HP: 11 SP: 5
Skill (ranks)
Concentration (1 ranks), Handle Animal (1 ranks), Knowledge (Nature) (1 ranks), Spot (1 ranks), Survival (1 ranks)
6th Feat: Natural Spell
[/sblock]

[sblock=Special Abilities]
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
[/sblock]

[sblock=Equipment Worksheet]
Starting Gold = 13,000GP

0000.00 traveler's outfit (one free outfit to hide naked adventurers)
0301.00 masterwork shortspear 3lb.
0300.00 masterwork sling
0000.10 sling bullets (10) 5lb.
0001.00 sling bullets (100) 50lb.*
0015.00 tricorn hat 1lb.
0004.00 (w/ inside pocket (fine), DC 25 Search to discover)
0750.00 potion of gaseous form (inside pocket of tricorn)
0160.00 masterwork oilskin suit (Sea-Coat) 10lb.
0001.00 (w/ inside pocket (tiny))
0336.00 masterwork silver sleeve blade (as dagger, -2 to hit, DC 25 Search to discover) 1lb.
0020.00 knee blade (as shortsword, -2 to hit, DC 15 Search to discover) 2lb.
0000.10 bedroll 5lb.*
0001.00 flint & steel*
0005.00 signet ring
0001.00 belt pouch .5lb.
0000.00 holly & mistletoe
0005.00 spell component pouch 2lb.
0700.00 White Dragonhide Breastplate 30lb.
2500.00 Boots of the Winterlands 1lb.
3500.00 Finned Gauntlets 1lb.
2000.00 Heward's Handy Haversack 5lb.
2000.00 Ring of the Darkhidden
----
399GP 8SP, 61.5lb. medium load
* Objects In Haversack
[/sblock]
 
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Nice work, JH, a very fruity concept - should net some interesting roleplaying indeed. I like it.

EVERYONE KEEP AN EYE ON THE ORIGINAL POST (#1), I'LL BE ADDING RULES AND OTHER INFO AT THE BOTTOM, SO CHECK REGULARLY.
 



[sblock=Darmon, sheet, history and appearance]
Name: Darmon
Race: Gold Dwarf
Class/Level: Sorcerer 6
Gender: Male
Exp: 15,000

Strength (STR) 10
Dexterity (DEX) 10
Constitution (CON) 18
Intelligence (INT) 12
Wisdom (WIS) 10
Charisma (CHA) 19

Alignment: NG
AC: 17 (+5 armor + 2 shield)
Hit Points: 50
Movement: 20'

Init: +0
Base Attack Bonus: +3
Melee Attack: +3 Morningstar 1d8
Ranged Attack: +3 Light crossbow 1d8, 19-20x2 80’
Fort: +7
Reflex: +3
Will: +6

Race Abilities

+2 Con, -2 dex
Darkvision 60’
Stonecunning
Weapon familiarity (urgroshes and waraxes)
+4 on str checks to oppose overruns and trips
+2 on saves vs poison, spells and SLA
+4 dodge to AC vs. foes of the giant type
+2 on craft and appraise checks when dealing with stone and metal
+1 on attack rolls vs. abberations


Class Abilities:
Spells
Power of Stone: As long as both he and his target are touching the ground, the range of any spell he casts is increased by 50%. The DC of the spell is also increased by 1. If the spell affects multiple targets, all targets must be touching the ground for this ability to work. This replaces the second level spell known gained at level 5.
Divine Companion: During the day you can store spells into your divine companion. These stored spells can be used in two ways. First as a standard action you can heal yourself 1d6 damage for each spell level you expend from your divine companion. Second as a swift action you can convert spell levels into a deflection bonus to AC and a resistance bonus on saves equal to the amount of stored spell levels that you expend. These bonuses last for one round per CL.

Skills: 27
Concentration +13 (9 ranks + 4 con)
Knowledge arcana +7 (6 ranks +1 int)
Knowledge dungeoneering +5 ( 4 ranks +1 int)
Spellcraft +8 (7 ranks +1 int)

Feats
Earth Sense
Heighten Spell
Earth Spell

Languages - Common, Dwarven, Giant


Mithral Twilight Chain shirt +1 (10lb)
Mithral Buckler +1(2lb)
Morningstar (6lb)
Light crossbow (4lb)
Cloak of Resistance+1 augmented with Charisma+2(1lb)
Arcanist’s Gloves
2 potions of CLW
Scroll of See invisibility
Scroll of Shield
Scroll of obscuring mist
Spell Component Pouch(2lb)
Backpack(2lb)
Waterskin(4lb)
Belt pouches(2)
Bolts(20)(2lb)
80gp(1lb)

Spells Known: 7/3/2/1

0: Acid Splash, read magic, detect magic, mage hand, prestidigitation, open/close, disrupt undead
1st: magic missile, grease, Orb of Lesser Acid
2nd: Kelgore’s Grave mist, Rebuke
3rd: Sound Lance

Spells per day: 6/7/6/4

DC: 14+spell level*

*+1 if target and Darmon are both touching the ground









Darmon woke in a cold sweat. Light from their campfire glittered off his mithral armor. The vision of his ancestor still were fresh in his mind. He stood and dusted himself off. The forest was alive at this time of night. Not like the silent caves of his home. Dorn stood nearby, his ancestor kept watch over him as he slept, always here protecting him.
It was time, Dorn said. The kin of those long lost gather. It was his destiny to join them. There he would recover Dorn’s body, the King’s own advisor, when they had long ago left to reclaim the mines that surely belonged to them. From there they would go on to claim the treasure’s of the land for themselves. They would set up a kingdom, and rule it for all eternity. That was what Dorn said.
Darmon had yet to see the kin of those lost. For all he knew, they could be nothing but farmers, inspired by old stories to venture into the dark. Darmon prayed that Dorn was right. He left his companions then. He quickly scrawled a note on a sheet of paper. The human warrior had fallen asleep on watch again, getting away would be easy. His light armor never made a rustle as he crept away. He looked back once, he felt bad leaving them alone in the forest. They knew his predicament, as he had told them of Dorn’s speeches to him, they knew he would be leaving soon. He needed no light to walk through the forest, his keen dwarven eyes were all he needed.
Darmon soon came to a river…how he hated water. He began looking for a shallow place to cross. He heard noise from up ahead, splashing in the water. A trio of humanoids were attacking an elk that had wandered to close to the water. They were Skum, Darmon had studied many creatures that were almost alien to this world, creatures so hideous and malformed their only way of life was one of an evil predator. Not wanted to see the Skum win the battle with the elk, one had ahold of the creature’s antlers, trying to force it’s head underwater. The other two dodged kicks from the elk’s hind legs as they raked sharp claws down it’s sides.
Darmon chanted the words of a spell, and invisible darts of force struck the skum holding onto the elk’s head. It groaned and slipped into the water. The elk raised it’s head from the water, spraying water from it’s nostrils as it gasped for breath. The skum abandoned it’s prey and swam upriver towards Darmon. Darmon chanted once more and a cold mist clung to the water where the skum swam. They were instantly tired and the mist chilled them to the bone. As they emerged from the mist covered water, one slashed at Darmon, but the blow was weak, and scraped off his buckler. Darmon stepped back and activated the magic of his gloves while weaving his hands in another spell. More force missiles struck the remaining skum, and they howled as they fell back into the water, dead.
Seeing the aberrations dead, Darmon walked along the river once more. Before long he found a suitable place to cross. The way was short and he didn’t get wet, a log had fallen over a narrow place in the river. A day later, Darmon emerged from the forest. He could see the mountains in the distance, there he would find his companions and his destiny.

Appearance: Darmon doesn’t look a like a worker of magic at first glance. He wears a chain shirt of mithral. A buckler of the same material is attached to his arm. He carries a morningstar in his left hand. The only sign of magic about him, is his spell component pouch. The subtle aroma of musty dirt clings to him. He is handsome as far as dwarves go. His black beard is well-groomed and his square jaw is unmarked by scarring. His black hair is neatly combed and tied into a ponytail that reaches his lower back. Bright blue eyes look from behind a helm that covers the crown of his head.[/sblock]

I took the 5th level sorcerer level substitution from Races of Stone(sacrificing a 2nd level spell known) as well as the divine companion ability from Dungeonscape(sacrificing my familiar) The sub level provides me a d6 hit die for that level as well as knowledge dungeoneering for that level.
 
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Zerul Demonsbane, Eldritch Disciple

Here he is! My eldritch disciple!

[sblock=stats]
Zerul Demonsbane
CN Human Cleric 2/Warlock 1/Mystic Theurge 2/Eldritch Disciple 1
Deity: Philosophy (Chaos)

Str 8
Dex 14
Con 12
Int 10
Wis 18 (used level increase) (20 with periapt)
Cha 16

Init+2
HP: 44
AC: 18
Saves:
Fort +7
Ref +3
Will +16
BAB: +2
XP: 15,000

Attack: Eldritch Blast +4 (2d6)
+1 morningstar +2 (1d8)

Skills: Concentration +10, Knowledge (arcana) +6, Knowledge (religion) +8 , Knowledge (the planes) +4,
Feats: Heighten Spell, Divine Metamagic (Heighten Spell), Southern Magician, Practiced Spellcaster (cleric)

Special: Cure spell conversion, Turn Undead (as 3rd-level cleric) 6/day, Domains(Chaos), Divine Magician (1: ray of enfeeblement, 2: false life), Gift of the Divine (Wild Frenzy, +2 to melee attack and damage, eldritch blast attack and damage for 6 rounds)

Cleric Spells: (Caster Level 6 but choose spells as CL 4, +1 CL for chaos spells, DC 15+level, 5/5+1/3+1 per day)

Warlock Invocations (Caster Level 4, DC 13+spell level)
Least- Eldritch Blast, See the Unseen, Eldritch Spear, Baleful Utterance (DC 15)

Languages: Common

Wealth & Equipment (total value 13,000). Light load
+1 chain shirt (1, 250 gp)
standard adventurer's kit (15 gp)
Heward's handy haversack (2,000 gp)
+1 morningstar (2,308 gp)
Periapt of Wisdom +2 (4,000 gp)
Vest of resistance +1 (1,000 gp)
Ring of protection +1 (2,000 gp)
Silver symbol of Chaos around neck (25 gp)
402 gp
Vestments of a Chaos Priest
[/sblock]

[sblock=Spells Prepared at the beginning of the adventure]
Spells Prepared:
0- light (2), detect magic (2), read magic,
1- bless (2), ray of enfeeblement, sign, updraft (protection from law)
2- hold person, bull's strength, false life (shatter)
[/sblock]

Background:
Zerul (Demonsbane's his family name, as his father slew a balor. His father did not go into much detail, as it's a painful memory) was raised by the priests of Chaos from a young age, but also discovered strange arcane power. As these were valued by the priests of Chaos, Zerul was trained as an eldritch disciple.

His charisma and good lucks got him into trouble when he was discovered in an affair with the daughter of the duke. He was then packed off to be a missionary to the dwarves. Dwarves, mainly following Moradin, were not generally interested in the worship of chaos. So Zerul has been seeking a heroic adventure he could go on to impress the dwarves and convert them to the worship of chaos. This looks like a golden opportunity to do so.


Appearance/Personality: Zerul is a 5'6" human, with short straight blond hair and nothing in the way of facial hair. He is 26, and well read, though not great at puzzles. He wears a chain shirt and the vestments of a middling rank priest of Chaos, though with the spiral emblem marking him as an eldritch disciple (of which he is proud). He is well traveled, but is given occasionally to boring rambling.
 
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Capt. Catherfina Ingen of Clan Krigdon and the Imperial Guard
LG Gold Dwarf Paladin 4 / Marshal 2
I picked Motivate Dex for the Initative bonuses (+5) & Motivate Attack for the attack bonus(+2)[sblock=Stat Block]
Code:
Name: Catherfina Ingen
Class: Paladin 4/Marshal 2  Age: 65
Race: Dwarf (Gold)          Height: 4' 6"
Size: Medium  	            Weight: 140 lbs
Gender: Female              Eyes: Bright Blue
Alignment: Lawful Good      Hair: Blond
Deity:                      Skin: Tan 

Class & Racial Traits:
Dwarf                             Paladin
+1 Attack vs Orcs & Goblinoids    Aura of Good
+2 Appraise & Craft               Divine Grace (+4)
+2 vs Poison                      Lay on Hands (16hp)
+2 vs Spells & spell-like effects Smite Evil (x1 +4 Att & +4 damage)
+4 Dodge vs Giants                Aura of Curage
Stablilty                         Divine Health
Stonecutting                      Turn Undead x7

Marshal
Minor Aura +4: Motivate Dexterity
Major Aura +1: Motivate Attack

Str: 16 (+3)  Level: 6     XP: 
Dex: 12 (+1)  BAB: +5      HP: 70 (4d10+2d6+18)
Con: 16 (+3)  Grapple: +8  Dmg Red: -/-
Int: 10 (+0)  Speed: 20'   Spell Res: -
Wis: 08 (-1)  Init: +1     Spell Save: - 
Cha: 18 (+4)  ACP: -6      Spell Fail: 50%				

       Base Armor Shld Dex Size Nat Misc Total
Armor:  10   +6    +2   +1  +0   +0  +0   19 (23)
Touch:  11   Flat-Footed: 18

      Base Mod Misc Total
Fort:  7    +3  +4   +14
Ref:   1    +1  +4   +6
Will:  4    +4  +4   +12

Armor              Bonus Dex ACP ASF  Weight Cost
H. St. Shield (MW)   +2   -  -1  15%  15lbs  170sp
Banded Mail (MW)     +6   +1 -5  35%  35lbs  800sp
   (Gold Dragon Armor)

Weapon           Attack Damage  Critical  Range  Weight Cost 
D. Axe (MW)       +10   1d10+3    X3       -     15lbs  330gp
L. Crossbow (MW)  +7    1d8    19-20/x2    -      8lbs  335gp

Equipment Cost / Weight
Explorers outfit           (10gp / 0 lbs)
Bolts (60)                 (3gp / 9 lbs)             
Flint & Steel              (1gp / 0 lbs)
Belt Pouch                 (1gp / .5 lbs)
Cloak of Charisma +2       (4000gp / 0 lbs)
Helm of Tactics            (2000gp / 0 lbs) *Give +1 Minor Aura 3/day
Horn of Resilience         (5000gp / 0 lbs) *Give +1 Major Aura 3/day
Potion, Cure Mod x3        (300gp / 0 lbs)
Rations x6                 (3gp / 6 lbs)
Sunrods x5                 (10gp / 5 lbs)
Waterskin x3               (3gp / 12 lbs)

Total Gold Spent: 12993
Total Gold Remaining: 7 

Helcar: 
Current Capacity: Med (95)
Carry Capacity: Light: 0-76 Med.: 77-153 Heavy: 154-230 
Lift: 460 Drag: 1150

Languages: Common, Dwarven, Goblinoid, Giant

Feats: (5)
Force of Personality, Divine Shield, Divine Vigor 
skill Focus: Diplomacy

Skill Points: 28   Max Ranks: 9/4
Skills                Abil Ranks Mod Misc Total
Appraise              Int    0    +0  0     0
Balance               Dex    0    +1  -6    -5
Bluff*                Cha    0    +4        4
Climb                 Str    0    +3  -6    -3
Concentration+        Con    0    +3        3
Craft+                Int    0    +0        0
Decipher Script       Int    0    +0        0 
Diplomacy*+           Cha    9    +4  +5    18 [Synegry: Kn Nobility}
Disable Device        Dex    0    +1  -6    -5
Disguise              Cha    0    +4        4
Escape Artist         Dex    0    +1  -6    -5
Forgery               Int    0    +0        0
Gather Information    Cha    0    +4        4
Handle Animal*+       Cha    3    +4        7
Heal+                 Wis    0    -1        -1
Hide                  Dex    0    +1  -6    -5
Intimidate*           Cha    0    +4        4
Jump                  Str    0    +3  -6    -4
Knowledge*+ (Nobility)Int    5    +0        5
Listen*               Wis    0    -1        -1
Move Silently         Dex    0    +1  -6    -5
Open Lock             Dex    0    +1  -6    -5
Perform*              Cha    0    +4        4
Profession+           Wis    0    -1        -1 
Ride*+                Dex    2    +1        3
Search                Int    0    +0        0
Sense Motive*+        Wis    2    -1        1
Sleight of Hand       Dex    0    +1        1
Speak Language*       N/A    2     -        2
Spellcraft            Int    0     0        0
Spot*                 Wis    5    -1        4
Survival*             Wis    0    -1        -1
Swim*                 Str    0    +3  -12   -9
Tumble                Dex    0    +1  -6    -5
Use Magic Device      Cha    0    +4        4
Use Rope              Dex    0    +1        1
* Class Skills for Marshall
+ Class Skills for Paladin[/sblock]
[sblock=Appearance] Catherfina is a striking figure. If you can catch her without
her helmet on, you'd know she is beautiful, with soft features, an
ever-present smile, and an infectious laugh. Her eyes are a deep and
beautiful blue. They sometimes betray her mood, frequently becoming a
steely grey when she angers. Her hair is a luxurious golden blonde, but
being normally bound in leather before being stuffed under her helmet, it
is easy to forget sometimes how good it looks when it is let down for a
court function, or diplomatic meeting. Catherfina is tall for a dwarf, and though
her weight is average for her height, she is obviously strong. It isn't hard
to tell she has spent the last 10 years serving in the Imperial Guard. She is muscled, sinewy, and
wiry. She is iconically wearing her clan’s armor, with its
multiple filigrees and etchings, her grandfather’s shield, with its crest of arms
and intricate runework, and her axe, a beautifully etched war axe
of the finest craftsmanship, shining with a holy light.[/sblock][sblock=Personality/History] Catherfina speaks with clear confidence. When morale is
low, it is Catherfina that you can expect to hear speaking. She is bold.
Courageous. Reliable. She is at the forefront of every charge, crashing
axe-first into whatever is most dangerous on the battlefield. Catherfina
has a wry sense of humor, and is willing to talk with the troops, and be
one of the guys. Though she has been known to "preach" she tries hard to
minister to the troops, and others, without being preachy. The times have been
hard, and the toll great on the land and its people. For her enemies there
will be no mercy, only retribution, meted out at the business end of her axe.[/sblock] ALL DONE!! :D Though I would like some kind of feed back.

-Blood
 
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