Member of the Ninth Battalion

Arvind "The Hammer" Grunwald's page

79 posts. Alias of Deevor.


Full Name

Arvind Grunwald

Race

Dwarf

Classes/Levels

Cleric/1 HPs 10/10

Gender

Male

Deity

Cayden Cailen (Chaos, Travel)

Languages

Common, Dwarf, Celestial

Strength 14
Dexterity 10
Constitution 15
Intelligence 12
Wisdom 18
Charisma 12

About Arvind "The Hammer" Grunwald

DM Corvus Carrion Crown PBP - Paladin entry:

Arvind 'The Hammer' Grunwald
Male Dwarf Paladin (Undead Scourge) 2
LG Medium Humanoid (dwarf)
Init +1; Senses Darkvision; Perception +1
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, +2 shield, -1 Dex)
hp 21 (2d10+5)
Fort +7, Ref +2, Will +7
Defensive Abilities Defensive Training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +4 (1d4+2/x2) and
Warhammer +4 (1d8+2/x3)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Undead Scourge) Spells Prepared (CL 0, 4 melee touch, 1 ranged touch):
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 12, Int 10, Wis 12, Cha 16
Base Atk +2; CMB +4; CMD 13
Feats Toughness +3
Traits Chance Savior, Tunnel Fighter
Skills Acrobatics -7, Climb -4, Diplomacy +8, Escape Artist -7, Fly -7, Heal +5, Ride -7, Sense Motive +5, Stealth -7, Swim -4
Languages Common, Dwarven
SQ Aura of Good, Greed, Hardy +2, Hatred +1, Lay on Hands (1d6) (4/day), Slow and Steady, Stability +4, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools (Craft [weapons])
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Slow and Steady Your base speed is never modified by encumbrance.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.

20pt build:

ARVIND 'THE HAMMER' GRUNWALD CR 1/2
Male Dwarf Cleric 1
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6
Defensive Abilities Defensive Training; SR 6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
Gauntlet (from Armor) +2 (1d3+2/20/x2) and
Unarmed Strike +2 (1d3+2/20/x2) and
Warhammer +2 (1d8+2/20/x3)
Special Attacks Agile Feet (7/day), Touch of Chaos (7/day)
Spell-Like Abilities Touch of Chaos (7/day)
Cleric Spells Known (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 15), Longstrider (DC 15), Bless
0 (at will) Purify Food and Drink (DC 14), Create Water, Light
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 14, Int 12, Wis 18, Cha 9
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Focused Mind, Rostlander
Skills Acrobatics -6, Climb -4, Craft (Blacksmith) -1, Craft (Weapons) +5, Escape Artist -6, Fly -6, Knowledge (Religion) +5, Ride -6, Sense Motive +8, Spellcraft +5, Stealth -6, Swim -4 Modifiers Craftsmanship
Languages Celestial, Common, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su), Cleric Domain: Chaos, Cleric Domain: Travel, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools: Craft (Weapons)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 9) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
--------------------

Background
Even now Arvind was at a loss to understand quite why he had agreed to take on the bet, the was of course the ale, but there was always ale. As he scratches the odd nit out of his

The Golushkin Mountains had been the home of Graywald clan for as long as the Arvind's grandfather could remember in the songs and ballads that he sang at the family gatherings. It was in the warm and hardworking Grunwald family that arvind was born, yet from the begining something wasn't quite right, maybe it was the

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25pt Build:

ARVIND 'THE HAMMER' GRUNWALD CR 1/2
Male Dwarf Cleric 1
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6
Defensive Abilities Defensive Training; SR 6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
Gauntlet (from Armor) +2 (1d3+2/20/x2) and
Unarmed Strike +2 (1d3+2/20/x2) and
Warhammer +2 (1d8+2/20/x3)
Special Attacks Agile Feet (7/day), Touch of Chaos (7/day)
Spell-Like Abilities Touch of Chaos (7/day)
Cleric Spells Known (CL 1, 2 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 15), Longstrider (DC 15), Bless
0 (at will) Purify Food and Drink (DC 14), Create Water, Light
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 15, Int 12, Wis 18, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Extra Channel
Traits Focused Mind, Rostlander
Skills Acrobatics -6, Climb -4, Craft (Blacksmith) -1, Craft (Weapons) +5, Escape Artist -6, Fly -6, Knowledge (Religion) +5, Ride -6, Sense Motive +8, Spellcraft +5, Stealth -6, Swim -4 Modifiers Craftsmanship
Languages Celestial, Common, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Chaos, Cleric Domain: Travel, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools: Craft (Weapons)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
--------------------
Background
Even now Arvind was at a loss to understand quite why he had agreed to take on the bet, there was of course the ale, but there was always ale. As he scratches the odd nit out of his beard, he looks down at the charter. "Well if Cayden sees fit for me to take his teachings into the wild, that's what I'll do! To set up a Kingdom of good in those untamed and wild parts, whilst retaining the freedom we yearn. I shall make my best endeavors to that end until such a time as Cayden calls me to a new path". With that he takes one more gulp from his tankard, gets up and starts off, the 'Stolen Lands' adventure awaits.

Brunderton had been the home of Grunwald clan for as long as Arvind's grandfather could remember, not only in his memory but in the songs and ballads sang at the clan gatherings.

The hardworking Grunwald family in which Arvind was born, from the begining something wasn't quite right, maybe it was the claustrophobic atmosphere of a large family. He was just one of 6 siblings, all learning the way of the forge, the mine and rough physical work. It wasn't that Arvind wasn't good at it, it wasn't that he didn't enjoy it, it was just well, the same. As dwarfs go Arvind was a bit of a rebel, he enjoyed his ale just that bit more, he tried to do things differentlly, to see if they worked. He didn't follow the tried and tested manuals of work, that laid down the procedures and practices to make the best iron or stone work. The methods that dwarven artisan's had used sucessfully for hundreds of year and passed down with Torag's blessing. No for Arvind, there was more to life, he wasn't satified by the continual hammering in the forge, day after day. There were the merchants that came from foreign climes, dressed in strange and wonderous clothes. Now the rest of his family hoped he'd get ovet this facination in a decade or two, 'it was just a phase'. It just didn't happen, until eventually, a passing traveller convinced his family to let him ceed to his wanderlust. Now no one normally trusts Varasians like that, but this one carried with him a silver tankard inscribed with 'The Placard of Wisdom', holy words from Cayden Cailean.

And so Arvind left his clansfolk and family to journey with Jacksi, a holy travelling man of goodness. They travelled together for several months, wandering the length and breadth of Brevoy, until at length Jacksi bought Arvind to Restov where Jacksi offered Arvind to drink from his sacred tankard as a parting gift. It was then that Arvind felt the warm glow of Cayden's holy ale course though his body and claim Arvind as holy follower, capable of great things through prayer to the new diety. With his new found virtue, Arvind celebrated this, first in returning to a forge and beating out a new warhammer to take with him on his journeys and then with the drinking session later with the forge's owner Larwen, and well you know the rest.

30pt build:

ARVIND 'THE HAMMER' GRUNWALD CR 1/2
Male Dwarf Cleric 1
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +4
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +5, Ref +0, Will +6
Defensive Abilities Defensive Training; SR 6
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Shield Bash -1 (1d4+3/20/x2) and
Gauntlet (from Armor) +3 (1d3+3/20/x2) and
Unarmed Strike +3 (1d3+3/20/x2) and
Warhammer +3 (1d8+3/20/x3)
Special Attacks Agile Feet (7/day), Touch of Chaos (7/day)
Spell-Like Abilities Touch of Chaos (7/day)
Cleric Spells Known (CL 1, 3 melee touch, 0 ranged touch):
1 (2/day) Shield of Faith (DC 15), Longstrider (DC 15), Bless
0 (at will) Purify Food and Drink (DC 14), Create Water, Light
--------------------
STATISTICS
--------------------
Str 16, Dex 10, Con 15, Int 12, Wis 18, Cha 12
Base Atk +0; CMB +3; CMD 13
Feats Extra Channel
Traits Focused Mind, Rostlander
Skills Acrobatics -6, Climb -3, Craft (Blacksmith) -1, Craft (Weapons) +5, Escape Artist -6, Fly -6, Knowledge (Religion) +5, Ride -6, Sense Motive +8, Spellcraft +5, Stealth -6, Swim -3 Modifiers Craftsmanship
Languages Celestial, Common, Dwarven
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su), Cleric Domain: Chaos, Cleric Domain: Travel, Hatred, Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2
Combat Gear Scale Mail, Shield, Heavy Steel, Warhammer; Other Gear Artisan's tools: Craft (Weapons)
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 11) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Focused Mind +2 to Concentration checks
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Touch of Chaos (7/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.

notes:
Even now Arvind was at a loss to understand quite why he had agreed to take on the bet, there was of course the ale, but there was always ale. As he scratches the odd nit out of his beard, he looks down at the charter. "Well if Cayden sees fit for me to take his teachings into the wild, that's what I'll do! To set up a Kingdom of good in those untamed and wild parts, whilst retaining the freedom we yearn. I shall make my best endeavors to that end until such a time as Cayden calls me to a new path". With that he takes one more gulp from his tankard, gets up and starts off, the 'Stolen Lands' adventure awaits.

Brunderton had been the home of Grunwald clan for as long as Arvind's grandfather could remember, not only in his memory but in the songs and ballads sang at the clan gatherings.

The hardworking Grunwald family in which Arvind was born, from the begining something wasn't quite right, maybe it was the claustrophobic atmosphere of a large family. He was just one of 6 siblings, all learning the way of the forge, the mine and rough physical work. It wasn't that Arvind wasn't good at it, it wasn't that he didn't enjoy it, it was just well, the same. As dwarfs go Arvind was a bit of a rebel, he enjoyed his ale just that bit more, he tried to do things differentlly, to see if they worked. He didn't follow the tried and tested manuals of work, that laid down the procedures and practices to make the best iron or stone work. The methods that dwarven artisan's had used sucessfully for hundreds of year and passed down with Torag's blessing. No for Arvind, there was more to life, he wasn't satified by the continual hammering in the forge, day after day. There were the merchants that came from foreign climes, dressed in strange and wonderous clothes. Now the rest of his family hoped he'd get ovet this facination in a decade or two, 'it was just a phase'. It just didn't happen, until eventually, a passing traveller convinced his family to let him ceed to his wanderlust. Now no one normally trusts Varasians like that, but this one carried with him a silver tankard inscribed with 'The Placard of Wisdom', holy words from Cayden Cailean.

And so Arvind left his clansfolk and family to journey with Jacksi, a holy travelling man of goodness. They travelled together for several months, wandering the length and breadth of Brevoy, until at length Jacksi bought Arvind to Restov where Jacksi offered Arvind to drink from his sacred tankard as a parting gift. It was then that Arvind felt the warm glow of Cayden's holy ale course though his body and claim Arvind as holy follower, capable of great things through prayer to the new diety. With his new found virtue, Arvind celebrated this, first in returning to a forge and beating out a new warhammer to take with him on his journeys and then with the drinking session later with the forge's owner Larwen, and well you know the rest.