Aduon Grym's page

212 posts. Organized Play character for Nimrandir.

Full Name

Aduon Grym




Investigator 7 | HP: 46/46 | Init. +4 | AC 17/T12/F15 | CMD 18 | Fort +4/Ref +8/Will +8 | Perception +19 | Sense Motive +8 | Inspiration 7/7




6'2", 170 lbs.










Common, Dwarven, Elven, Varisian, Shoanti, Kelish, Osiriani, Thassilonian, Vudrani, Azlanti, Draconic, Aklo, Tien



Strength 13
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 14
Charisma 10

About Aduon Grym

Were it not for the clearly pointed ears and striking purple eyes, the figure before you would appear to be a typical, handsome Varisian man. He has an overwhelming tendency to use large words while speaking, and he tends to get annoyed at having to explain them.

"Well met. My name is Aduon Grym, but most people simply call me Grym. Probably due to my effulgent personality."

Grym knows nothing of his biological family; he was a foundling left outside a small Varisian caravan. Growing up, he displayed a startling intellect to match his elven nimbleness. His foster family traveled the countryside, selling alchemical remedies prepared by their clan's adopted son.

Shortly before Grym reached adulthood, his family was accused unjustly of trading pesh on the fringes of Magnimar's jurisdiction, and their possessions were confiscated as part of the investigation. Grym eluded capture and made his way to Magnimar itself, driven to find the true source of the contraband. Tracing the pesh dealings to a group of Sczarni smugglers, Grym dogged his quarry up the Lost Coast, into Riddleport, and from there to the metropolis of Absalom.

Grym finally located the Sczarni in Absalom's Coins district and instigated a clamorous pursuit. Grym eventually tricked the criminals into confessing their crimes in plain view of the city guard, and the young half-elf made plans to return to Magnimar and clear his clan's name.

On his way to the docks, Grym was unexpectedly intercepted by Pathfinder Master of Scrolls Kreighton Shaine. During the chase, he had apparently bowled over Shaine in the street. The preposterous vocabulary of Grym's hurried apology to the loremaster made an impression, and the Master of Scrolls used his resources to find and identify a potential Pathfinder.

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Experience: 18, Prestige: 29, Fame: 34, Money: 5262 gp, 5 sp

HP: 46/46
Initiative: +4
AC: 17/T12/F15
Saves: Fortitude +4 (+9 vs. poison, +5 vs. disease), Reflex +8 (+7 vs. traps), Will +8 (+10 vs. enchantments)
CMD: 18

Mithral Short Sword, +7 (1d6 + 1, 19-20/x2)
+1 Masterwork Composite Shortbow (+1 Str), +9 (1d6 + 2, x3)
Sap, +6 (1d6 + 1 nonlethal)
CMB +6

Acrobatics +9
Craft (Alchemy) +8 (+15 to create items)
Diplomacy +14
Disable Device +20
Escape Artist +7
Heal +6
Knowledge (Arcana) +13
Knowledge (Dungeoneering) +9
Knowledge (Engineering) +4
Knowledge (Geography) +9
Knowledge (History) +12
Knowledge (Local) +14
Knowledge (Nature) +8
Knowledge (Nobility) +4
Knowledge (Planes) +8
Knowledge (Religion) +9
Linguistics +14
Perception +19 (+22 to find traps)
Sense Motive +8
Spellcraft +8
Stealth +7
Use Magic Device +10

Skill Focus (Disable Device)
Point Blank Shot (+1 attack/damage on ranged attacks within 30 feet)
Precise Shot (Can shoot into melee without penalty)
Weapon Focus (Shortbow)
Ranged Study (Can use studied combat with shortbows within 30')

Clever Wordplay (Use Int bonus on Diplomacy checks)
Elven Reflexes (+2 Initiative)

Special Abilities:
Low-Light Vision
Adaptability (bonus Skill Focus)
Elven Immunities (Immune to sleep, +2 to saves vs. enchantments)
Keen Senses (+2 Perception)
Multitalented (2 Favored Classes - Investigator/Wizard)
Alchemy (Identify potions by holding)
Inspiration 7/day (Add d6 to d20 roll)
Trapfinding (+1 Perception to locate Traps, +1 Disable Device)
Poison Lore (Can identify and neutralize poisons)
Poison Resistance (+4 to saves versus poison)
Expanded Inspiration (Can use inspiration for free on Diplomacy, Heal, Perception, and Sense Motive)
Keen Recollection (Can attempt Knowledge checks untrained)
Trap Sense (+2 AC/Reflex vs. traps)
Studied Combat (+3 attack/damage vs. one target for 4 rounds as swift action)
Studied Strike (+2d6 damage to target of studied combat)
Trapspotting (Automatic Perception check to notice traps within 10')

Extracts (5/4/2):

Level 1
Endure Elements
Expeditious Retreat (prepared)
Shield (prepared)
True Strike (prepared)
Enlarge Person
Comprehend Languages
Monkey Fish (prepared)

Level 2
Invisibility (prepared)
Resist Energy (prepared)
See Invisibility (prepared)

Level 3
Haste (prepared twice)

Mithral Shirt
Mithral Short Sword
+1 Masterwork Composite Shortbow (+1 Str)
Headband of Vast Intelligence (+2) (Use Magic Device)
Eyes of the Eagle
Cloak of Resistance +1
Efficient Quiver
Cold Iron Arrows (22)
Blunt Arrows (24)
Adamantine Blanched Arrows (10)
Silver Blanched Arrows (10)
Acid Flask (2)
Handy Haversack
Masterwork Thieves' Tools
Alchemy Crafting Kit
Traveling Formula Book
Wand of Cure Light Wounds (34 charges)
Potion of Cure Light Wounds (2)
Potion of Lesser Restoration (2)
Oil of Magic Weapon
Oil of Daylight
Holy Weapon Balm
Greater Ice Diamond Shard
Ioun Torch
Smoked Goggles
Trail Rations (2)
Silk Rope (50 feet)
Grappling Hook
Flint and Steel
Parchment (3)
Chalk (10)
Weapon Cord