Mindcrime Posted March 24 Clone Share Posted March 24 Daergrim Map Token Character Generation Ability Scores: 20 point buy Strength: 16 Dexterity: 12 Constitution: 13 (+2 Racial) = 15 Intelligence: 10 Wisdom: 14 (+2 Racial) = 16 Charisma: 10 (-2 Racial) = 8 Race: Dwarf Alternate Racial Traits: None Gender: Male Age: 58 Height: 3'-10" Weight: 185 lbs Class: Warpriest Favored Class: Warpriest Favored Class Bonus: HP × 1 Traits: Reactionary; Rich Parents; Campaign Trait: Stolen Fury Drawbacks: Foul Brand Skill Ranks: 2 + Int mod+0 = 2 Skills Trained: Heal [1 Rank], Spellcraft [1 Rank]. Background Skill Ranks: 2 Skills Trained: Appraise [1 Rank], Craft (armorer) [1 Rank]. Feats: Toughness, Weapon Focus (Axes). Bonus Languages: Abyssal, Celestial and Infernal. Hit Points: Max (d8) + Con mod+2 + Favoured Class Bonus+1 + Toughness Feat+3 = 14 Starting Wealth: 900gp Equipment Starting Items Cost Source Explorer's outfit 10 gp Core p159 Holy symbol (Angradd, silver) 25 gp Core p158 Weapons Cost Source Dwarven Waraxe (cold iron, masterwork) 360gp Core p143, p149, p154 Warhammer (cold iron) 24gp Core p142, p154 Short Sword (silver) 30gp Core p142, p155 Armour Cost Source Banded Mail 250gp Core p151 Heavy Shield (steel) 20gp Core p151 Adventuring Gear Cost Source Cleric's kit 16gp UE p62 Healer's Kit 50gp UE p77 Funds Remaining: 9pp | 32gp | 20sp Name xDiceName xDiceResult xDiceString xDiceRolls Starting Wealth 160 5d6*10 4,4,3,4,1 Link to comment Share on other sites More sharing options...
Mindcrime Posted March 24 Author Clone Share Posted March 24 Daergrim Daergrim Thurdain Male, Dwarf Class: Warpriest of Angradd | Level: 1 Str: 16 | Dex: 12 | Con: 15 | Int: 10 | Wis: 16 | Cha: 8 HP: 14/14 | Speed: 20 | Init: +3 AC: 20 | Touch: 11 | Flat-footed: 19 CMD: 14 | FCMD: 13 Fort: 4 | Ref: 1 | Will: 5 Weapons Dwarven Waraxe (masterwork, cold-iron): +5 (1d10+3, x3) Warhammer (cold-iron): +3 (1d8+3, x3) Short Sword (silver): +3 (1d6+2, 19-20/x2) Situational Modifiers Defensive TrainingDwarves gain a +4 dodge bonus to AC against monsters of the giant subtype. | GreedDwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. | HardyDwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. | HatredDwarves 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. | StabilityDwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. | Stolen FuryYou were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety. Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver (CMB) checks against demons. | StonecunningDwarves 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. Bonus Types The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. Bonuses without a type always stack, unless they are from the same source. Alchemical:An alchemical bonus is granted by the use of a non-magical, alchemical substance such as antitoxin. --- | Armor:An armor bonus applies to armor class and is granted by armor or by a spell or magical effect that mimics armor. Armor bonuses stack with all other bonuses to armor class (even with natural armor bonuses) except other armor bonuses. An armor bonus doesn’t apply against touch attacks, except for armor bonuses granted by force effects (such as the mage armor spell) which apply against incorporeal touch attacks, such as that of a shadow. +7Banded Mail Armor | BAB:This number is a modifier added to your attack rolls. A higher number means you’re better at combat. +0 | Circumstance:A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. --- | Competence:A competence bonus (or penalty) affects a character’s performance of a particular task, as in the case of the bardic ability to inspire competence. Multiple competence bonuses don’t stack; only the highest bonus applies. --- Deflection:A deflection bonus affects armor class and is granted by a spell or magic effect that makes attacks veer off harmlessly. Deflection bonuses stack with all other bonuses to AC except other deflection bonuses. A deflection bonus applies against touch attacks. --- | Dodge:A dodge bonus improves armor class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never 1 usually not granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with all other bonuses to AC, even other dodge bonuses. Dodge bonuses apply against touch attacks. --- | Enhancement:An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor’s bonus to AC, they don’t apply against touch attacks. --- | Inherent:Content... --- | Insight:An insight bonus improves performance of a given activity by granting the character an almost precognitive knowledge of what might occur. Multiple insight bonuses on the same character or object do not stack. Only the highest insight bonus applies. --- Luck:A luck bonus represents good (or bad) fortune. Multiple luck bonuses on the same character or object do not stack. Only the highest luck bonus applies. --- | Morale:A morale bonus represents the effects of greater hope, courage, and determination (or hopelessness, cowardice, and despair in the case of a morale penalty). Multiple morale bonuses on the same character do not stack. Only the highest morale bonus applies. Non-intelligent creatures (creatures with an Intelligence of 0 or no Intelligence at all) cannot benefit from morale bonuses. --- | Natural Armor:A natural armor bonus improves armor class resulting from a creature’s naturally tough hide. Natural armor bonuses stack with all other bonuses to armor class (even with armor bonuses) except other natural armor bonuses. Some magical effects (such as the barkskin spell) grant an enhancement bonus to the creature’s existing natural armor bonus, which has the effect of increasing the natural armor’s overall bonus to armor class. A natural armor bonus doesn’t apply against touch attacks. --- | Profane:A profane bonus (or penalty) stems from the power of evil. Multiple profane bonuses on the same character or object do not stack. Only the highest profane bonus applies. --- | Racial:A racial bonus comes from the culture a particular creature was brought up in or because of innate characteristics of that type of creature. If a creature’s race changes (for instance, if it dies and is reincarnated), it loses all racial bonuses it had in its previous form. VariousSee Situational Modifiers Resistance:A resistance bonus affects saving throws, providing extra protection against harm. Multiple resistance bonuses on the same character or object do not stack. Only the highest resistance bonus applies. --- | Sacred:A sacred bonus (or penalty) stems from the power of good. Multiple sacred bonuses on the same character or object do not stack. Only the highest sacred bonus applies. --- | Shield:A shield bonus improves armor class and is granted by a shield or by a spell or magic effect that mimics a shield. Shield bonuses stack with all other bonuses to AC except other shield bonuses. A magic shield typically grants an enhancement bonus to the shield’s shield bonus, which has the effect of increasing the shield’s overall bonus to AC. A shield bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force that protects the recipient. A shield bonus doesn’t apply against touch attacks. +2Heavy Steel Shield | Size:A size bonus or penalty is derived from a creature’s size category. Size modifiers of different kinds apply to armor class, attack rolls, Stealth checks, combat maneuver checks, and various other checks. --- | Trait:A trait bonus is a bonus granted via a character trait. Character traits are an optional additional character defining feature like feats but less powerful (typically about half as strong as a feat.) As with other named bonuses, trait bonuses do not “stack” with other trait bonuses. VariousSee Situational Modifiers Condition(s): None Post Insert post here..... OOC & Mechanics .... Features | Prepared Spells Warpriest Blessings: 4/4 [DC: 14] Holy Strike (Good)At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability. | War Mind (War)At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round. Sacred Weapon:At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest’s possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest’s turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon. Axes [Base Damage] Spells Prepared (CL: 1) Orisons [DC: 13] 1st Level [DC: 14] 2nd Level [DC: 15] 3rd Level [DC: 16] 4th Level [DC: 17] 5th Level [DC: 18] 6th level [DC: 19] Detect Magic Bless X X X X X Guidance Shield of Faith X X X X X Resistance X X X X X X Spontaneous CastingThe warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted March 24 Clone Share Posted March 24 (edited) Description Daergrim stands a bit under four feet tall, has red hair and a full beard. He wears a well cared for suit of banded mail armor, and normally carries a magnificent waraxe in his right hand. He wears a pair of black leather breeches and upon his feet are a pair of rugged yet sturdy boots. Around his waist is a thick, broad belt and draped around his shoulders and tied about his neck is a thick cloak that falls to his mid-shin. He wears a pair of sturdy leather gloves upon his hands. A silver chain can be seen around his neck, but whatever it holds is kept tucked hidden behind his armor. Upon his face is a blood red brand of the Archstar, the symbol of Asmodeus. Personality While on the outside he is gruff, snarling, and dangerous, his soul goes much deeper than that simple facade. Although he would never admit it, Daergrim is a caring, sensitive dwarf who genuinely loves his friends and allies. While he is usually snarling at someone or complaining about this or that, Daergrim is a truly happy dwarf who wants others to feel as he does. Sometimes abrasive, always opinionated, Daergrim is, above all else, direct and honest. First impressions are important to him. Those who get off on the wrong foot with him will have much work to do to get back into his good graces. Daergrim is never petty, and he is a loyal comrade. In fact, he will stand with anyone he considers a friend in a battle against impossible odds with a shrug, a grin, and a crude insult directed toward his onrushing foes. Background Daergrim was born of Gwion and Dorna Thurdain who reside in Larrad, the large dwarven city located in the northern reaches of the Five Kings Mountains that border Kyonin, the homeland of the elves, and the Kalistocracy of Druma. The city is built up around a cluster of temple-caverns carved out by the dwarves in ancient times during the first period after the completion of their Quest for Sky. The temple-caverns served as a place of worship their gods and as a necropolis for their honored dead. Not quite nobility, Gwion and Dorna were still more better off than a lot of the other dwarves. As with most dwarves, Daergrim spent the early years of his life inside the family hearth, learning how to speak the language of the dwarves as well as their traditions and the history of the Five Kings Mountains. It was during these formative years that he was allowed to socialize with other dwarven children and was taught the rudiments of armor making, his family's craft. At the ripe age of ten, Daergrim left the confines of the hearth and began more formal training. For the next fifteen years, he was trained constantly in the basic techniques and skills of armor making as well as how to read and write dwarven runes. Upon his twentieth birthday, Daergrim marked his coming of age and the whole clan assembled to witness the event and join in on the great celebrations. At the height of the celebrations, both Gwion and Dorna delivered Daergrim to Larz Rankin, the head of the armorer's guild, to begin his arduous apprenticeship that was supposed to last the next twenty-five years. During his apprenticeship, Daergrim learned the advanced techniques of armor making as well as how to speak the common trade language, of which Larz drilled into him the great importance of. "How can ye be a sellin' em' yer armor if'n ye can't be a speakin' der language." he would always say. Larz was also heavily into being able to know how much things were worth. "If'n ye don't be a knowin' wut it be worth, den ye could end up be'n robbed blind." he would say as he taught Daergrim the monetary value of things. For five years, Larz and Daergrim cultivated, not just a mutual admiration between master and apprentice, but a strong friendship as well. That is when tragedy struck. Larz had led a caravan to the nearby city of Kerse, the capital of Druma. He had been to the opulent city many times to trade in tools, weapon and mostly armor. This time, young Daergrim joined him. The journey went as it always had, until the caravan was about halfway back to Larrad when they were waylaid by bandits, along with some lesser and minor demons led by a priest of Deskari. The dwarven caravan didn't stand a chance and were quickly cut down, all but Daergrim. Having been knocked unconscious just after witnessing Larz being torn apart, the young Thurdain awoke in some underground chamber, chained to some sort of altar. Before him stood the priest of Asmodeus who identified himself as Dominin. The priest, in the beginning throes of some vile ritual, revealed a dagger and began carving the symbol of Asmodeus, a pentagram otherwise known as the Archstar, into the face of his dwarven captive. Fully wanting to sacrifice Daergrim, Dominin continued with the long ritual for what seemed like an eternity. That is until he was interrupted by the arrival of one Professor Petros Lorrimore, but not before the vile ritual had been completed. The Professor had been tracking Dominin's movements for some time and had finally followed him back to his stronghold. Having hired a small army, they arrived just in time to save young Daergrim's life, though Dominin escaped. Half dead and terribly weak, some of the priests in the group tended to Daergrim, though no matter what healing magic they used, they were unable to remove the foul brand that had been carved into the flesh of the young dwarf's face. The young dwarf might have survived the ritual, but not completely as he was haunted by strange nightmares and the feeling that something within him had changed. Nearly a month passed before Daergrim returned to his home in Larrad, but that is only when his troubles began. Daergrim returned home to very little fanfare. The news of Larz's demise strongly affected the dwarves of Larrad, and the mark upon Daergrim's face gave them an easy target for their ire. For the next twenty years he endured their bullying, harassment and utter vile hatred of him. His parents also felt the backlash, but remained strong by their son’s side. The abuse did have a positive affect though, it made Daergrim tougher and he became adept at anticipating and reacting to danger. Although the nightmares had not subsided, it was also during this time that Daergrim actually found a place of solice, a sanctuary that would help protect him from the onslaught. He heard the calling from Angradd, the Forge-Fire, and he answered. The counterpart to his older brother Torag’s defensive perspective, Angradd is the god of aggressive tactics and warfare, which fit with Daergrim’s anger and growing resentment. He began his training to becoming a Warpriest and started learning how to serve as a capable healer, calling upon the power of Angradd from the very center of the fight, where his armor and martial skills were put to the test. He discovered his love of the dwarves waraxe, and trained with it exclusively to the point that it became sacred to him. Only then did he even learn basic proficiency with other weapons. Daergrim was also taught how best to tend to various wounds and ailments as well as becoming skilled in the art of casting spells, identifying and crafting magical items and identifying spells as they were being cast. During this time, Professor Lorrimore would visit him on occasion. The two now had a strong bond and a determination to hunt down and find Dominin. The two would disappear, sometimes for a couple of months at a time as the Professor was finally able to help Daergrim come to terms with the aftereffects of the ritual that had occurred those many years ago. They were unable to learn more about what exactly the ritual was for, but it all came to a screeching halt when news of the professor’s death reached the Thurdain’s. Daergrim was devastated and knew without a doubt that Dominin had caught up to the Professor. Without hesitation, Daergrim packed his things, though his parents would not allow him to leave without adequate weapons and gear, and headed to Ravengro in Canterwall to attend the funeral of one of his only friends. After the funeral was over, the dwarf was given a sealed letter from the Professor. Inside, it detailed a lead that the Professor had been working on in order to finally track Dominin down once and for all. The lead turned into several leads actually as just as soon as Daergrim would get to one location, it was always just a tad too late. And after over a year of following every lead he could find, the dwarf found himself at the Honeyed Blackmoor Cafe in New Kenabres. Edited March 24 by iantruesilver Transcribed from Character Sheet (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted March 24 Clone Share Posted March 24 So, I see this background was doctored from a Carrion Crown character, as you've mentioned. I'm fine with everything as is if you want to build that Dominin backpiece in somewhere, except the connection with Lorrimar. While canonically there's no real "timeline" as to when each of the AP's happen, it's general convention to go by the year of publishing, add 2700 for a generalized conversion between Earth calendar years CE to Golarion years AR. I've seen very few AP's where the background material kind of lend reason for me to modify this, the only one I've made a point to do so was Jade Regent. So, CC1 was published Mar 2011, which would depict spring of 4711. WotR1 released Aug 2013, which means for our purposes campaign would start in the fall of 4713. I offer 2 options: Keep the connection with Lorrimar and extend the amount of time Daergrim spent chasing frustrating leads, or replace Lorrimar with any other NPC we could make up. No preference, either is good for my purposes. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted March 24 Author Clone Share Posted March 24 I'll keep the connection with Lorrimar and extend the amount of time chasing leads. Was that the only issue with the character? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted March 24 Clone Share Posted March 24 Story-wise that's the only thing. I'll comb over mechanics later on. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
iantruesilver Posted March 29 Clone Share Posted March 29 (edited) hero points are in play Other than that, mechanics looks good, no further questions. Edited March 29 by iantruesilver (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Mindcrime Posted March 29 Author Clone Share Posted March 29 Hero point added. Daergrim is complete! Thank you. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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