Stronfeur Uherer

Grimwold Starforge's page

75 posts. Alias of Kip84.


Race

Status:
HP: 27/[27] | AC: 16 | T: 16 | FF: 10 | CMD: 15 | F +5 | R +3 | W +7 | Init +2 | Per +10 | Pistol Ammo 5/10 | Carbine Ammo 0/25

About Grimwold Starforge

Grimwold Starforge
Dwarven Medical Officer
Divine Hero Lvl 4
Hero Points: 3
Perception: +9, Initiative: +2

Stats:
STR 10 (0)
DEX 14 (5)
CON 12 (0) (+2 Racial)
INT 14 (5)
WIS 17 (5) (+2 Racial)(+1 4th)
CHA 8 (0)

Offence:
BAB: +3
MAB: +3
RAB: +5

Pistol(Railgun): +5 | 2D8 | x3 | Range 150 | Piercing |
Blaster Carbine: +5 | 4D8 | x2 | Range 150 | Elec |

Attack Options:
Point Blank Shot: +1 Atk & Dmg within 30ft
Precise Shot
CMB: 13
Defences:
HP: 27 (8+5+5+5[+4 Con]=27)
AC: 16 (Def Bonus +4, Dex +2)
Touch: 16
Flat Footed: 10
CMD: 15
DR: 5/- (Balistic Armour)
Saves:
Fort: +5 (Class 4, Con 1)
Ref: +3 (Class 1, Dex 2)
Will: +7 (Class 4, Wis 3)

Feats:
Domain: Healing (1st lvl bonus)
Channel energy x2 (2nd/3rd lvl bonus)
Extra Channel (4th lvl Bonus feat)
Point blank shot (1st lvl)
Precise Shot (3rd lvl)

Class Skills:
Acrobatics: +6 (Ranks 1, Class 3, Dex 2)
Diplomacy: +6 (Ranks 4, Class 3, Cha -1)
Heal: +11 (Ranks 4, Class 3, Wis 3, Trait 1)
Intimidate: +4 (Ranks 2, Class 3, Cha -1)
Kn History: +7 (Ranks 2, Class 3, Int 2)
Kn Religion: +6 (Ranks 1, Class 3, Int 2)
Perception: +10 (Ranks 4, Class 3, Wis 3)
Profession [Dr of Medicine]: +9 (Ranks 3, Class 3, Wis 3)
Sense Motive: +10 (Ranks 4, Class 3, Wis 3)
Spellcraft: +8 (Ranks 3, Class 3, Int 2)
Use technology: +7 (Ranks 2, Class 3, Int 2)
 
Spells:
Orisons: 4/day, Save DC: 13
1st: 4/day, Save DC: 14
2nd: 3/day, Save DC: 15
Domain Spells: 1st: Cure Light Wounds 
2nd: Cure Moderate Wounds 
Prepared Spells:

Orisons: Detect Magic
Detect Poison
Light
Read Magic

1st: Bless , Bless , Divine Favour , Doom .

2nd: Hold Person , Silence , Sound Burst .

 
Channel Energy: 4/day
Channel positive energy (2d6) 30ft radius. Creatures damaged by channel energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.
Domain Powers:
Healing Domain
Rebuke Death (Sp):
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 

Healer's Blessing (Su): 
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

 
Gear:
Light Balistic Armour
Pistol (Railgun)
Magazine 10 x3
Blaster Carbine
Minicell (25) x2
Healers Kit 
Wand of CLW 1 Used

180 Credits


Traits:
-Caretaker

As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.

Benefit: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

-Zest for Battle (Dwarf Racial Trait)
Your greatest joy is being in the thick of battle, and smiting your enemies for a righteous or even dastardly cause.

Benefit: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.


Racial Traits:
-Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
-Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
-Type: Dwarves are humanoids with the dwarf subtype.
-Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

-Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
-Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

-Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
-Dwarven Engineering: Dwarves gain a +2 bonus on Perception checks to notice unusual engineering, such as traps and hidden doors located in 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.

-Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

-Hatred: Dwarves 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.
-Weapon Familiarity: Dwarves are proficient with all Blasters.

Backstory:Grimwold grew up on the 'Roryn Mining Station' in the Mraglar System. The large space station was used to trawl the asteroid belt, it's millions of Dwarven citizens mining the asteroids one by one for Arcanicite, steel and other precious metals. His Father Ebesar worked in the stations law enforcement, his mother Aglaya was a priestess of Medicine in the stations multilevel hospital. Dwarfs had been born, grown old and passed on in that station without ever leaving or walking on the surface of a planet (apart from asteroids).

Grimwolds school holidays we're spent by his mothers side assisting her in tending sick and injured miners and citizens. When school was done and he had served his compulsory five years of mining he ended up studying Medicine under his mother mostly out of habit. Before he could complete his training the Ravage invaded the system of Mraglar. The Roryn was evacuated millions of dwarfs fleeing for there lives all at once Grimwold and his parents went to the Dagron system (the nearest dwarven system) and he and his father signed up in their military. Grimwold served as medic in the same unit as his father. The following two years were filled with horror. Grimwold lost his father and many of his friends to the Ravage. Retreating from system to system, many was the time that after retreating he would face in the next battle the walking corpse of a comrade he had failed to save in the last. His father was grievously wounded in the battle over Vega and Grimwold accompanied Ebesar planetside. That's where he was when the war was finally won, when the Vega Accords were signed, by his dying fathers side, out of contact with his mother and not even sure where she was. 

Grimwold joined the rebuilding efforts but plagued by night terrors of the walking dead, long lost friends come to haunt him, always the people that had died under his care he never stayed long in one place or community and he was kicked out of more than one. He turned to strong drink to blot out the terrors and many years of his life blurred together as he ran from his own madness. Eventually he hit the bottom of the barrel. Hitching a ride to a backwater dust ball called Cygnuss IV. He worked the mines for a while till after a few accidents his foreman noticed his medical skills and transferred him to what passed for the hospital. Strangely patching up miners all day long began to heal his horrors and he has finally begun to let go of the Ravage war.