Fighter

Grabthar the Elder's page

No posts. Organized Play character for AdAstraGames.


Full Name

Grabthar the Elder

Race

Human

Classes/Levels

Barbarian 8

Gender

Male

Age

Old. Claims to remember opening of the Worldwound.

Special Abilities

Endure Elements from 0F to 140F, DR 4/--, Resist Fire 1. Doesn't eat or drink.

Alignment

NG Neutral (Cranky)

Deity

Desna

Languages

Common, Abyssal

Occupation

Grumpy Old Berserker

Strength 18
Dexterity 12
Constitution 22
Intelligence 12
Wisdom 11
Charisma 8

About Grabthar the Elder

Build Info:
Stats: STR: 15+2+1 [7] DEX 12 [2] CON 16+2+2+1+1 [10] INT 12 [2] WIS 11 [1] CHA 8 [-2]

Traits:
Scholar of the Great Beyond: +1 Trait bonus on Know (history) and Know (planes), Know (history) is class skill.
Accelerated Drinker: Can drink a potion (or other substance) as a Move action if it's already in hand.
Feats:

Rage: May go into a rage, taking -2 to AC, but adding +4 Morale bonuses to STR and CON, and a +2 Morale bonus to Will saves. Rage rounds are 4+CON Mod (before raging) +2 per level past first, for 4+4+8=16 rounds of rage.

1st: Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

1st: Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

3rd: Fast Healer: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1, currently +2).

3rd: Permanent effect of Endure Elements (for hot weather) as Archetype ability. No effect from climate until temperature exceeds 140 degrees.

4th: Permanent effect of Endure Elements (for cold weather) from PFS boon for scenario 2-19, Keep of the Huscarl King. You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.

5th: Power Attack: May trade -2 to hit for +4 damage (+6 damage if using a 2H/weapon)

6th: Renewed Vigor: 1/day, standard action within rage, get 1d8+1.5x CON Modifier in hit points back.
+1 CMD versus a combat maneuver of choice, from the Mutani Manual of Martial Mastery.

7th: Lunge: May extend reach by 5' when he attacks at -2 to AC. 10' reach when Medium, 15' reach when Large.

8th: Extra DR when raging - DR 5/--

Favored Class
1st: HP (12+3+1=16)
2nd: HP (16+7+3+1=27)
Rage Power: Reckless Abandon: May take -2 to AC for +2 untyped bonus to hit while raging.
3rd: HP (27+7+3+1=38)
4th: HP (38+7+3+1+4=53)
Rage Power: Auspicious Mark: May spend 2 rounds of rage to retroactively add 1d6 to any d20 roll made while raging.
5th: HP (53+7+4+1=65)
6th: HP (65+7+4+1=77)
Rage Power: Raging Vitality: May get 1d8+1.5x CON Mod of hit points back, once per day.
7th: HP (77+7+4+1+7=96)
8th: HP (96+7+5+1+8=117)
Rage Power: +1 DR while raging.

PFS Info - 15 XP, 24/28 PA:

First Steps - Part I: 1 XP, 2 PA
First Steps - Part II: 1 XP, 2 PA
First Steps - Part III: 1 XP, 2 PA
Wand of Cure Light Wounds: -2 PA
Crypt of the Everflame: 3 XP, 4 PA
The Blakros Matrimony (Tier 3-4): 1 XP, 2 PA
Shades of Ice - Part I: Written in Blood (Tier 4-5) (GM Credit): 1 XP, 2 PA)
Shades of Ice - Part II: Exiles of Winter (Tier 4-5) (GM Credit): 1 XP, 2 PA
Shades of Ice - Part III: Hall of the Huscarl King (Tier 4-5) (GM Credit): 1 XP, 2 PA
Unexpected Inheritance: 400 GP [Winter War Boon]
PFS Boon: Keep of the Huscarl King: Endure Elements (Cold) to 0 F.
Hunting Lodge Vanity (Survival as Job Roll) -2 PA
The Disappeared (Tier 4-5): 1 XP, 2 PA
Slave Pits of Absalom (Tier 4-5): 1 XP, 2 PA
You Only Die Twice (Tier 8-9): 1 XP, 2 PA
Night March of Kalkamedes (Tier 4-5): 1 XP, 2 PA
Ghennett Manor Gauntlet (Tier 8-9, GM): 1 XP, 2 PA
Rivalry's End (Tier 6-7): 1 XP, 2 PA

Stat Block:

Grabthar the Elder, NG Barbarian 2 (Invuln. Rager)
AC: 10+6+1=17, HP: 77/89, Init +1
BAB +6
Melee: +11, 1d10+7+2d6 20/x2 || +6 1d10+7+2d6 20/x2 (+1 Vicious Adamantine Greatclub)
Melee, Raging, Power Attack, Reckless Abandon: +13, 1d10+16+2d6, 20/x2 || +8, 1d10+16+2d6, 20/x2 (+1 Vicious Adamantine Greatclub)
Melee, Enlarged, Raging, Reckless Abandon: +13, 2d8+17+2d6, 20/x2 || +8, 2d8+17+2d6, 20/x2 (+1 Vicious Adamantine Greatclub)
CMB: +10/+12/+13, CMD: 20/22/24 when Enlarged. +1 vs Disarm.
Saves: Fort: +10/+12, Ref: +4, Will: +3/+5
Senses: Perception +8
Defenses: DR 3/--, Energy Resistance 1 (Fire).
Endure Elements from 0F to 140F.

Skills, 36 of 36 ranks spent:

Acrobatics: +3 (3 rank, 3 class, 1 DEX, -4 ACP)
Survival: +9 (6 ranks, 3 class, 0 WIS)
Intimidate: +5 (3 rank, 3 class, -1 CHA)
Perception: +9 (6 rank, 3 class, 0 WIS)
Climb: +4 (1 rank, 3 class, 4 STR, -4 ACP)
Knowledge (nature): +10 (6 rank, 3 class, 1 INT)
Knowledge (history): +11 (6 rank, 3 class, 1 INT, 1 Trait)
Knowledge (planes): +5 (3 rank, 0 class, 1 INT, 1 Trait)
Sense Motive: +0/+2 (0 ranks, 0 class, 0 WIS, +2 boon)
Swim: +4 (1 rank, 3 class, 4 STR, -4 ACP)
Ride: +1 (1 rank, 3 class, 1 DEX, -4 ACP)

Equipment, 150 Initial
First Steps Part I = 417 GP
First Steps Part II = 419 GP
First Steps Part III = 401 GP
Crypt of the Everflame = 1,398 GP
Blakros Matrimony (Tier 3-4) = 1,257+10 GP
Shades of Ice I: Written in Blood (Tier 4-5) = 1844 GP
Shades of Ice II: Exiles of Winter (Tier 4-5) = 1,872 GP
Shades of Ice III: Hall of the Huscarl King (Tier 4-5) = 1,906 GP
Unexpected Inheritance, Winter War Boon = 400 GP
The Disappeared (Tier 4-5) = 1,850+20 GP
Slave Pits of Absalom (Tier 4-5) = 1,500+10 GP
You Only Die Twice (Tier 8-9) = 5474+50 GP
Night March of Kalkamedes (Tier 4-5) = 1882+20 GP
Ghennett Manor Gauntlet (Tier 8-9) = 5503 GP
Rivalry's End (Tier 6-7) = 3321+20 GP
Total: 29,724, 2,919 unspent:

Equipment Consumed:

7 Potions of Enlarge Person used (-350)
1 Oil of Bless Weapon used (-50 GP)
1 Scroll of Silence used (The Disappeared) (-150 GP)

Equipment Used: 350 GP
Chainmail Shirt: 150 GP
Blood Reservoir of Physical Prowess: 2,000 GP
2 potions of Enlarge Person: 150 GP
2 potions of Cure Light Wounds: 100 GP
Wayfinder: 250 GP
Adamantine Greatclub: 3,005 GP
+1 Enchantment on Adamantine Greatclub (2,000 GP)
Vicious Enchantment on Adamantine Greatclub (6,000 GP)
2 flasks of alchemist's fire: 40 GP
100' silk rope: 20 GP
Grappling Hook: 4 GP
+1 Enchantment on Adamantine Greatclub (2,000 GP)
Wand of Cure Light Wounds (2 PA) (38/50)
Cracked Pearlescent Ioun Stone: 3,400 GP. With Fast Healer, heals 1 HP every 20 minutes. Worn under eyepatch in eye socket.
Belt of Mighty STR +2: 4,000 GP
Cloak of Resistance +1: 1,000 GP
Clear Spindle Ioun Stone: 4,000 GP. Target can subsist without eating or drinking. Grants permanent Protection from Evil defense against Mind Control.

2,919 GP unspent.

Appearance:

Grabthar the Elder, when not raging, is a man who's old, lean and rangey, with gray hair that's semi-kempt. He wears an eyepatch over his left eye socket. He walks hunched over, leaning on a five foot long metal walking stick, carved with bas-relief faces of creatures in torment. Looking at the stick, and glancing away and looking back, the faces appear to change expressions subtly.

His being hunched over doesn't seem to slow him down terribly. He still makes better speed in armor than many do without.

He wears a loose fitting Mithral breastplate. His skin is papery and bloodshot, and covered with scars. He has a Holy Symbol of Desna, and is an old man who's lived a hard life, and largely lived to talk about it. Which he does. A lot.

When he rages, he stands to his full height of nearly seven feet tall, and swings his walking stick two-handed with terrifying power and viciousness.

Background:

There are bold raiders, and old raiders, and very very few old, bold raiders. Grabthar Eygolfsson was a raider who rose among the ranks, and whose father and uncle fought against the rise of the WorldWound before he was born, having many adventures. Grabthar himself fought in the resistance around Gundrun, then got too old to fight effectively, settled down, married, had kids, and would have had grandchildren had his own children not been horribly blighted by the conflict. His early adventures took a crippling toll on his body...but his constant exposure to the Abyssal eruptions have slowed down his aging, and made him incredibly difficult to kill. By his own accounts, and those of his clan, he appears to age at about half the normal rate, while healing at a substantially faster rate, than normal - this process began sometime in his early 40s and became noticeable in his 50s and 60s.

He has been seeking information on solutions to the Worldwound that isn't filtered through the stick-up-their-asses Mendevian Crusade, and been drifting ever further southwards. He was invited to the Pathfinder's Grand Lodge in Absalom to give his own personal accounts of what's happened in the former kingdom of Sarkoris, and though his fighting skills are rusty, the chance to gain allies to liberate and rehabilitate the land of his forefathers is a motive of his.

His items:

His "walking stick" is a piece of adamantine "interior art" that's roughly balanced as a greatclub. It shows the faces of souls being tormented in the Abyss by the minions of its former owner. It has been "awakened" to +1, and "Vicious." If there's money for it, it will eventually gain Impact. The grip is wrapped in sharkskin and, slid into the mouths of one of the faces, a small crystal vial of his blood.

In his eye socket, he has the Ioun stone that his wife from nearly 40 years ago had; when demons were pulling her down off of a cliff, he tried to grab her to keep her alive...and only kept the Ioun stone around her head, cracking it in the process. The Ioun stone regenerates him at 4 HP per hour, or 1 per 15 minutes, due to his Fast Healer feat. He has, through the advice of the Society, placed a clear spindle Ioun stone in his Wayfinder. This keeps him from needing to eat or drink, and gives him the Protection From Evil benefit against mind controlling effects.