Giant Slayer

Kurhat Grimjaw's page

62 posts. Alias of Crayfish Hora.


Classes/Levels

Treasurer, +7 Economy

About Kurhat Grimjaw

Kurhat Grimjaw
Dwarf
LN (NE) Medium humanoid (Dwarf)
1 Cavalier (Gendarme)/ 1 Vigilante (Mounted Fury)/ 1 Ranger (Freebooter)
Init +0; Senses Dark Vision 60ft, Perception +10
--------------------
Defense
--------------------
AC 20, touch 10, flat-footed 20 (+8 armor, +2 shield)
HP (1d8+2d10+6)
Fort +6, Ref +4 , Will +6 (+2 vs spells, poison, spell-like abilities)
--------------------
Offense
--------------------
Melee: Maulaxe +5 (1d6+5)
Lance +5 (1d8+5), +7 (2d8+12) when charging two handed on horseback.

Ranged: Javelin +5 (1d6+3), 30 ft.
Speed 20
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 17 (+2 from belt), Dex 11, Con 14 (+2 from racial), Int 16, Wis 18 (+2 from racial), Cha 9(-2 from racial)
Base Atk +2; CMB +5; CMD 15 (19 vs. Bull Rush, Trip)
Feats: Power Attack, Furious Focus
Bonus Feats: Mounted Combat
Weapon Group Profiency: Simple, Martial, Dwarven
Traits: Calculated Bribe, Fleet of Foot (Chiardmar)
Skills: Diplomacy +8 (+10 vs own country) (4 rank, 3 trained, -1 stat, 2 race), Perception +10 (+3 rank, 3 trained, 4 stat), Appraise +9 (+13 vs. metals/gems) (3 rank, 3 trained, 3 stat), Ride +7 (4 rank, 3 trained), Profession (Merchant) +18 (9 rank, 3 trained, 2 race, +4 stat), Sense Motive +10 (3 rank, 3 trained, 4 stat)
Languages: Common, Dwarven, Giant, Goblin, Orc
Gear: Noble Outfit (100gp), Heavy Steel Shield, Dwarven Maulaxe, Lance, 20 javelins, Scale Mail Barding, Stone Coat, Parade Armor (Home Country), Military Saddle, Merchant's Scale, Abacus, Light Wagon, Cavalier's Kit, Loaded Dice (superior), Explorer's Outfit, 43 gold pieces
--------------------
Special Abilities
--------------------

Spoiler:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

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

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

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.

Stoic Negotiator
Source Inner Sea Races pg. 210
Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.

Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Renown (Ex) (Ultimate Intrigue pg. 12): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges on page 203 of the Pathfinder RPG GameMastery Guide). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description on pages 93– 94 of the Pathfinder RPG Core Rulebook for more information). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that’s one category worse, rather than one category better.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Class Skills: A mounted fury adds Handle Animal to his list of class skills, instead of Swim and Use Magic Device.

This alters the vigilante’s class skills.

Thorough Change: A mounted fury must take care when changing from one identity to another, including making any changes necessary to ensure that his mount is not associated with his social identity and vice versa (although if anyone suspects him of being anything other than what he appears to be while in his social identity, he need not make a separate Disguise check for his mount). The mounted fury always requires 1 minute to change identities, regardless of other effects that reduce the time required, and he cannot choose the immediate change or quick change social talents.

This alters dual identity.

Mount (Ex): A mounted fury gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the mounted fury’s vigilante level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium mounted fury can select a camel or a horse. A Small mounted fury can select a pony or a wolf, but can also select a boar or a riding dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A mounted fury can exchange or replace his mount the same way that a druid exchanges or replaces her animal companion.

Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.

The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Bonus Feats: A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Edicts: The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.

Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.

Glorious Challenge: A glorious challenge does not count against the cavalier’s number of challenges per day, but otherwise acts like a cavalier’s challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier’s challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).

Skills: A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier’s current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Mount:

Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. *This is a secondary natural attack.

HP:3d8, AC: 19, +5 attack
Feats: Light Armor Profieciency, Medium Armor, and Heavy Armor.

Important NPCS:

Krom Grimjaw: Fat dwarf, thick eyebrows, likes making money safely.
Kamrad Grimjaw: Red beard, Economy is his only concern.
Khermet Grimjaw: Trimmed goatee, crooked nose, doesn't like the other races.
Krak Grimjaw: Cheery, rosy-cheeked, likes everyone and good times.
Khor Grimjaw: Eye-patch, quiet, believes greatly in cooperation.
Kresen Grimjaw: Bald, very large beard. Drinks and sleeps a lot, but is a damn fine accountant.