Initiate of Flame

Morgrim Ironbeard's page

100 posts. Alias of nate lange (RPG Superstar 2012 Top 32).


Race

Dwarf

Classes/Levels

Fighter [mutation warrior]/Investigator 1

Alignment

Neutral

Languages

Common, Dwarven

Strength 18
Dexterity 15
Constitution 19
Intelligence 18
Wisdom 17
Charisma 12

About Morgrim Ironbeard

description:

Morgrim has a ruddy complexion with perpetually flushed cheeks and the kind of bulbous red nose that in humans is associated with drunks and lushes. His hair is a coppery blonde mop worn in a score of thick heavy braids with a huge, curly, orangeish beard.

backstory:

Deep beneath the Icerime Mountains are dwarven cities and kingdoms that surface dwellers have never even heard of. For generations the Ironbeard clan served as the royal master brewers and distillers for one of these hidden kingdoms. A hundred years ago Morgrim's father, Tolgrin, started experimenting with more esoteric concoctions- brews that caused magical effects or enhanced the imbiber's abilities at a cost. His uncle, the chief master brewer, disapproved and, after many heated arguments, stripped him of his position and banned him from brewing in the kingdom. Tolgrin took his family and relocated to the surface world, eventually setting in Brunderton. There he continued his work and instructed his son.

Morgrim was an excellent student and quickly learned to be a skilled brewer. He made his living producing dwarven ales and hard liquors but after having relocated to the surface as a young child he had an inexcapable wonderlust. In his down time he could often be found tinkering and exploring and when the call came to tame new lands he was quick to answer.


racial abilities:

*added* Ironhide +1 natural armor [2rp]
*added* Toughness gains toughness as a bonus feat [2rp]
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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.
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.
Darkvision Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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.
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.

class abilities:

Trapfinding- as rogue
Inspiration- +1d6 to skill check 4/day; add to attack roll or save for double cost.

traits, feats, and skills:

trait: glory of old

feats:
Bonus- toughness
1- steel soul
F1- power attack

Skills:
Acrobatics +6 (1 rank +3 class +2 Dex)
Climb +8 (1 rank +3 class +4 Str)
Craft [alchemy] +9 (1 rank +3 class +4 Int +1 comp)
Disable Device +8 (1 rank +3 class +4 Int)
Knowledge [arcana] +8* (1 rank +3 class +4 Int)
Knowledge [nature] +8* (1 rank +3 class +4 Int)
Linguistics +8* (1 rank +3 class +4 Int)
Perception +7 (1 rank +3 class +3 Wis)
Survival +7 (1 rank +3 class +3 Wis)
Swim +8 (1 rank +3 class +4 Str)
* +1d6 inspiration

Background Skills:
Craft [alcohols] +8 (1 rank +3 class +4 Int)
Profession [brewer/distiller] +7 (1 rank +3 class +3 Wis)


gear:

breastplate (200g);
longhammer (70g), waraxe (30g), maulaxe x4 (100g);
backpack (2g): alchemy crafting kit (25g), portable alchemist's lab (75g), thieves tools (30g), formulae book (0g), alchemist fire x2 (40g), flask of acid (10g); 18g

extracts:
Formulae Book: Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Long Arm, Shield

prepared: cure light wounds, shield


combat stats:

Hp: 18 (1d10 +4 Con +3 toughness +1 FCB)
AC: 19 (10 +6 armor +2 Dex +1 natural); touch 12, flat footed 17

Fort +6*; Ref +4*; Will +5*
* +3 vs poisons; +5 vs spells and SLAs