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Morgrym Dolgringrun's page

236 posts. Alias of Harakani.

Full Name

Morgrym "Grym" Dolgringrun


Forgemaster of Torag 2


HP 17/17 AC 19


BLANK, BLANK, Lead Blades(C), domain (animate rope), Shield (SLA)

Special Abilities

Resistance, Guidance, Create Water, BLANK

About Morgrym Dolgringrun

Morgrym Dolgringrun
LG Male Dwarf Cleric (Forgemaster) of Torag 2
Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 6
Feat: Steel Soul (+4 on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.)
Traits: Touched by Divinity (Torag, Protection, Shield 1/day), Glory of Old (Regional):+1 trait bonus on saving throws vs spells, spell-like abilities, and poison.
Skills: 3 points
Knowledge:religion x1
Heal x1
Craft armoursmith x1

Dwarf Traits: Craftsman Deep Delver (lose Darkvision, greed, defensive training, stonecunning) gain Minesght, Craftsman, Deep Warrior, stonesinger, Stability.

Level 2: +1 BAB, +1 F, +1 W, +3 skills (Sense Motive, Spellcraft, Craft: Weaponsmith), +d8+2 HP, +1 0th, +1 1st. +1 rune (Forgemaster’s Blessing), favored: +½ rune

Gruff, and dismissive of humans, elves, halflings... well everyone not a dwarf. This does not include his (adopted) brother Andlat. The two have a complicated but loving relationship, with Morgrym providing the voice of wisdom and Andlat the charismatic front-man.
Morgrym does not make friends easily, and Andlat is pretty much his only friend.
Andlat and Morgrym's parents were in the same party, and Morgrym's parents looked after Andlat while Morgrym's parents went on their fateful mission.

Role in the party
Restoration abilities, item crafter, great AC, crazy good resistances.

Equipment (140gp)
battleaxe 10
Healer’s Kit 50
Artisan’s tools 5
heavy wooden shield(+2/-/-2) 7
Cleric’s Kit 16

Crusader's Chain Mail (+6/+2/-5) 40lbs - picked up
Hemp Rope, 50ft 1
change 1

Morgrym Dolgringrun
LG Medium Humanoid(Dwarf)
Init +1; Senses Darkvision 90ft,; Perception +3
Aura LG
----- Defense -----
AC 19, touch 11, flat-footed 18 (+6 armour, +2 shield, +1 dex)
hp 17 (2d8+4(con))8+5+4;
Fort +5, Ref +1, Will +6
+5 vs spells, +5 vs spell-like abilities, +3 vs poison, -2 vs light based
Weaknesses Minesight (Light Blindness)
----- Offense -----
Melee Battleaxe +3 (1d8+2 20/x3)
Space 5 ft.; Reach 5 ft.
Spells (CL 2nd; concentration +5)
4 0th/3+d 1st
Spell like 1/day—Shield
At will—guidance, resistance, Create Water BLANK
1/day—Lead Blades[b], [b]blank, blank, domain: animate rope
----- Statistics -----
Str 14, Dex 13, Con 14, Int 12, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 14 (+4 vs. Bull rush or trip if Stability applies)
Feats Steel Soul
Skills Knowledge: Religion+5, Sense Motive: +7, Spellcraft: +5, Heal +7, Craft:armoursmith +5, Craft:weaponsmith +5; Racial Modifiers +2 craft and profession
Languages Taldan, Dwarven, Elven
----- Special Abilities -----
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and constructcreatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount ofdamage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura (Ex): A cleric of a good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Spontaneous Casting:A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Steel Spells:A forgemaster adds the following spells to her spell list:
1st—crafter's curse, crafter's fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.
Divine Smith (Su):Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).
Runeforger (Su) 5/day:A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. 5, because of favoured These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time.
Rune: Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.
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.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.

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