About Morgrym Dolgringrun
Morgrym Grym Dolgringrun
Male Dwarven Fighter (Unbreakable) 1
LN Medium humanoid (dwarf)
Init+1; Senses Darkvision 60ft; Percpetion +2
Defence 13 flat-footed 10 (+1 dex +2 shield)
DR 9/magic or Large (6 breastplate,1 banded leg, 1 banded arm, 1 full suit)
HP 13 (10+3 con)
Fort: +5 (+2 base +3 con), Ref: +1 (+0 base +1 dex), Will: +2 (+0 base +2 wis)
note: +3 vs spells, spell-like abilities and poison
Speed 20ft (x3 run)
Melee Waraxe +3 (d10+3)
Space 5ft; reach 5ft
Str 14; Dex 12; Con 16; Wis 15; Int 14; Cha 6
Base Atk +1; CMB +3; CMD 14
Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
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.
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.
Defensive Strategist (Torag): You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle.
Glory of Old (Regional):+1 trait bonus on saving throws vs spells, spell-like abilities, and poison.
Hedge Magician (Magic): Magic items cost 5% less to make.
Brigand (Campaign): You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.
Base Speed: (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.
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.
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.
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 battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Craft (Armor) +6 (+3 trained, +1 rank, +2 int) (+2 if metal/stone)
Craft (Blacksmith/Tools) +6 (+3 trained, +1 rank, +2 int) (+2 if metal/stone)
Craft (Weapons) +6 (+3 trained, +1 rank, +2 int) (+2 if metal/stone)
Knowledge Arcana +4 (+2 int +2 feat)
Knowledge Dungeoneering +4 (+2 int +2 feat)
Knowledge Engineering +4 (+2 int +2 feat)
Knowledge Geography +4 (+2 int +2 feat)
Knowledge History +4 (+2 int +2 feat)
Knowledge Local +4 (+2 int +2 feat)
Knowledge Nature +4 (+2 int +2 feat)
Knowledge Nobility +4 (+2 int +2 feat)
Knowledge Planes +4 (+2 int +2 feat)
Knowledge Religion +5 (+1 rank, +2 int +2 feat)
Profession: non-stone/metal +3 (+1 wis +2 feat)
Profession: stone/metal +5 (+1 wis +2 feat)
Languages: Dwarven, Common, Terran, Undercommon
Proficient with all simple and martial weapons, and any weapon with “dwarven” in the name.
Proficient with all armor and tower shields.
Gear: = 280 (180 rolled, +100 brigand)
Artisan's tools, masterwork, armourer and weaponsmith.
Breastplate, Large steel shield, Banded armour, Banded leg armour.
Dwarven war axe
Holy Symbol, iron
spell component pouch
When Morgrym was a child he felt the call to defend his homeland. When he was a young dwarf he felt the call of the forge. When those around him started looking for a wife, he felt the call of Torag. For years he toiled, first as a soldier, then as an apprentice smith, then as a journeyman smith, and finally as a cleric of Torag. On the night he was to become a full member of the clergy of Torag he felt another call - a call to take the wisdom and power of the Dwarves into the outside world. Hearing the voice of his god, he left immediately.
He headed out of the mountain and into Brevoy. He sought to join with an expedition into the Stolen Lands, but was rejected at every turn for some reason, much to his confusion - or as Grym put it ”What’s wrong with you stupid morons, can’t you see you need me?”.
Finally he headed off into the wilds of the Stolen lands by himself. Here he met a merry bunch of freedom fighters who welcomed his tool laden (if dour) self. Nicknaming him Grym they assured him the most useful thing he could do was help arm, armour and train them against the evil and oppressive government of the Brevoy. Victory followed victory, until finally the group captured a prisoner.
Grym was curious enough to talk to the prisoner privately, and was chagrined to discover that the “captured prisoner” was in fact a kidnapped eight year old granchild of house Surtova, and his freedom fighter friends were in fact bandits and had (again in Grym’s words) ”Played me like a bloody stupid sucker”.
Resolving to do the right thing Grym re-captured the girl and took her back to Surtova, where he walked straight into the Surtova hall and handed her back. The grateful Surtovan lord quickly found Grym grating, and learning that he was still seeking to subdue the stolen lands pulled some strings and had Grym attached to the fateful expedition.
Grym is loyal, forthright, brave, courageous, intelligent, a true friend and quite possibly one of the most irritating individuals ever born. He believes brutal honesty to be a virtue, politeness to be lying and that the mark of a real friends is that they can call each other friendly insults. Combined with his slight racial bias and recently acquired suspiciousness Grym can be a difficult dwarf to spend a lot of time with