Daa Smith

Half-giant inventor that never shuts up...


Author: Albert

Str: 18
Dex: 15
Con: 10
Int: 14
Wis: 7
Cha: 12
HP: 11
AC: 18 (+6 armour, +2 Dex), +1 Shield when using Meteor Hammer in Fortress Mode
Fort: +2
Ref: +2
Will: -2
BAB: +1
CMB: +6
CMD: 18
Melee: Large Meteor Hammer (2d8; 19-20/2X)
Large Dagger (1d6; 19-20/2X)


“Greetings, fellow Guard, may I ask a few questions?”

At this post-selection mixer of recent recruits, you’ve been approached by a very large, human looking individual in full chainmail. At his waist are two large metal disks connected to each other by a long metal chain.

“My Name is Daa, Daa Smith, and I couldn’t avoid noticing your proud bearing and martial disposition. I was interested in knowing your views on Defensive maneuvers in the field of honor…”

As he keeps talking, you learn that Daa is a smith of no renown, inventor and maker of exotic weapons, who recently joined the Mithral Guard to spread the word of his latest innovation. “After all, no one would buy an unproven weapon, would they?” he says.

Misinterpreting your silence as interest, he starts telling you about his past. Found and adopted by the Smith caravan somewhere in the Tolston Collective, and spending his formative years traveling all around Eqtis, he was exposed to multitudes of cultures, and found multitude of teachers in the form of fellow travelers. Excitedly, he tells you about sales tactics of different orc tribes; the time he spent learning from a dwarven smith, and different cultural quirks from the hill countries.

You find no way of dissuading him from continuing, when you turn away from him, and he keeps in step to remain in front of you. Soon enough, you’re both dancing a strange 5-foot-step ballet of avoidance and politeness, as he keeps blathering about the Atrean priest who directed him toward Baltis. You are awed at how insensitive he is to other people’s motives, and wonder how someone so well traveled could be so dim witted. But then again, he is trying to sell you shield chucks. Looks like it’s going to be a long evening…

1st lvl: (EX) 4 on all knowledge religion, planes and history checks and can make them untrained, as Daa has access to some of the entity’s vast knowledge.
Eyes are now solid white.
5th lvl: (SU) As a full round action Daa can sacrifice 1 hp/level to let loose a rush of blood from his eyes, nose, mouth and ears. All creatures other then Daa that start their turn in or more then half speed through the area must make a reflex save(dc 10
1/2 lvl+con modifier) or fall prone. The blood lasts for 1 round/two levels(rounded down).
8th lvl: (SU) Each Daa’s piercing or slashing attacks deals +1d4 bleed damage to any living creature hit. This bleed damage does not stack with bleed damage of any kind. Any magical healing or a dc 20 heal check as a standard action can stop the bleeding. Daa’s weapons all have a sticky gore oozing from them.
12th lvl: (EX) His blood becomes a potent poison. Ingestion, save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Str damage; cure 2 consecutive saves. The save DC is Constitution-based. He can create 1 dose by bleeding himself(causing 1d6 damage). Any creature biting him will be affected as well.
16th lvl: Daa gains the blood knight template.

Daa Smith

Redcap's Corner Pathfinder redcapscorner