Dwarf Spell

Brother Grimdoc's page

1,438 posts. Organized Play character for GM Aarvid.


Full Name

Brother Grimdoc Clanhammer

Race

DEAD Dwarf

Classes/Levels

Inquisitor 8 / Fighter 1

Gender

Male

Size

Med

Age

70

Alignment

LG

Deity

Erastil

Location

Homeland: Maheto, Taldan (Kravenkus)

Occupation

Lorendal, Ruprecht, Eadie, Calistan, Samuel, Snow Adder, Marcel, Ali, Joesef, Vlad, Ennoia

Strength 20
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

About Brother Grimdoc

Grimdoc Clanhammer
Male dwarf fighter 1/inquisitor of Erastil 8 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +16
Aura enlarge

Defense:

AC 26, touch 12, flat-footed 25 (+11 armor, +1 deflection, +1 Dex, +3 shield)
hp 84 (9 HD; 8d8+1d10+35)
Fort +14, Ref +7, Will +12; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities bramble armor (1d6+4, 8 rounds/day), defensive training

Offense:

Speed 20 ft.
Melee +1 lucerne hammer +12/+7 (1d12+8) or
. . adamantine nodachi +13/+8 (1d10+7/18-20) or
. . cestus +12/+7 (1d4+5/19-20) or
. . mwk cold iron dwarven waraxe +13/+8 (1d10+5/×3)
Ranged darkwood composite longbow +10/+5 (1d8+3/×3)
Special Attacks greater bane (13 rounds/day), hatred, judgment 3/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect alignment, discern lies (8 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—x-dispel magic, x-heroism, x-magic circle against evil
. . 2nd (5/day)—x-cure moderate wounds, knock, resist energy, x-see invisibility
. . 1st (5/day)—cure light wounds, xx-divine favor, x-expeditious retreat, protection from evil, true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, guidance, light, stabilize
. . Domain Plant (Growth subdomain)


[dice=+1 Lucern Hammer, Large PA/FF]1d20+12-1+1[/dice]
for [dice=dmg, PA]3d6+9+1+6[/dice]
[dice=+1 Lucern Hammer, Large DivF, PA/FF]1d20+5-2-1+1[/dice]
for [dice=dmg, PA]3d6+9+1+6[/dice]
[dice=Adamantine Nodachi, heroism PA/FF]1d20+12+2[/dice]
for [dice=dmg, PA]1d10+7+6[/dice]
[dice=CI dwarf axe, PA/FF]1d20+13[/dice]
for [dice=dmg, PA]1d10+4+4[/dice]
[dice=cestus, bane, grappled, PA/FF]1d20+12+2-2[/dice]
for [dice=dmg, PA]1d4+4+4+2d6+2[/dice]
[dice=bane dmg]4d6+2[/dice]
[dice=+1 Lucern Hammer, heroism, bane, PA/FF]1d20+12+2+2[/dice]
for [dice=dmg, PA]1d12+8+6+4d6+2[/dice]

Statistics:

Str 20, Dex 14, Con 16, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +12; CMD 25 (29 vs. bull rush, 29 vs. trip)
Feats Combat Reflexes, Furious Focus[APG], Judgment Surge[UM], Paired Opportunists[APG], Power Attack, Quick Draw, Shake It Off[UC], Warrior Priest[UM]
Traits observant, tunnel fighter
Skills Acrobatics -2 (-6 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Bluff +3, Climb +6, Heal +8, Intimidate +8, Knowledge (dungeoneering) +7, Knowledge (local) +4, Knowledge (religion) +10, Perception +16 (+18 to notice unusual stonework), Profession (miner) +11, Sense Motive +14, Spellcraft +7, Survival +10 (+12 to avoid becoming lost), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ monster lore +3, solo tactics, stern gaze +4, track +4

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Current Purchases:
Next Purchases: +2 wpn?
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Equipment:

cold iron arrows (50), extend metamagic rod (lesser), oil of bless weapon (2), potion of fly, scroll of lesser restoration, lesser restoration, scroll of magic weapon, protection from evil, silver arrows (50), wand of cure light wounds (46 charges), acid, air crystal, alchemist's fire, antitoxin, weapon blanch (silver)[APG] (3); Other Gear +2 comfort full plate, +2 buckler, +1 lucerne hammer[APG], adamantine nodachi[UC], cestus[APG], darkwood composite longbow (+3 Str), mwk cold iron dwarven waraxe, clear spindle ioun stone, bane baldric[UE], belt of physical might +2 (Str, Con), boots of the cat[UE], cloak of resistance +3, efficient quiver, headband of inspired wisdom +2, ring of protection +1, wayfinder[ISWG], belt pouch, blanket[APG], candle, chalk, crowbar, flask, flint and steel, mug/tankard (2), paper, pathfinder's kit[UE], shovel, silk rope (50 ft.), sunrod, tindertwig, torch, wooden holy symbol of Erastil, 21 pp

cure light wounds (38)-5-5-9

Special Abilities:

Bramble Armor (8 rounds/day) (Su) Foes striking you with non-reach weapons take 1d6+4 dam.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Bane (+2 / 4d6, 13 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inquisitor Domain (Growth)
Judgment Surge (1/day) Gain improved versions of your judgments
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Shake It Off Gain +1 to all saving throws per adjacent ally
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +4 Add the listed bonus to survival checks made to track.
Warrior Priest +2 on concentration checks when casting defensively or grappling.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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.

Brother Grimdoc is a typical dwarf of his race and was one of the few remaining denizens of the dwarf hold of Kravenkus which stands in the World's Edge Mountains, in Taldor. He is overly fond of ale at times, but credits it with his jolly sense of humor, and wide girth.

Background:

Unfortunately, due to many attacks, Kravenkus is something of a ghost town, consisting of around 2500 dwarves.

Grim is one of a few stubborn souls that sough a living in the empty halls and corridors. The mines that once provided the wealth of the Kravenkus have long since been played out, resulting in the departure of most his Clan departing to the Five Kings Mountains.

Grimdoc approached the cities of Taldor hoping to solicit aid to restore the once powerful mountainf fortress to its former glory. However, he was quickly brutalized for wearing a beard in Taldor (forbidden by ruling class) and fled persecution. He decided to brave the seas and reached the city of Absolom, where he joined like minded dwarves in the Pathfinder Society.

His first missions were spent escorting or befriending goblins...which proved very challenging, since he HATES goblins.

Finding more goblins in Thornkeep did not help. His last mission was aboard a ship on the Glass River...which he liked almost as much as he likes goblins.

Adventures:

Personality:

Modeled After: Fat Bombur dwarf + Mater from Cars
Speech Pattern: Lots double negatives. Calls people Bub/buddy. Makes jokes with bad/no ending...laughs anyway
Actions: Always hungry. Loves ale. Thinks of himself as a fit ninja. Hi metabolism requires feeding.