Duergar

Balgrym One Hand's page

72 posts. Organized Play character for Wrong John Silver.


Full Name

Balgrym

Race

Dwarf

Classes/Levels

Bloodrager 1 [HP 13/13 | AC/ff/t 17/15/12 | F+5/R+2/W-1 (+2 v. poison, spells) | CMB +3 CMD 15 (+4 vs bull rush +6 vs trip +10 vs disarm) | Spd 20' Init+2 Per+4 | Rage 7/7 Hellfire 3/3 |

Gender

Male

Size

Medium (4' 3", 192 lbs)

Age

62

Alignment

LN

Location

Absalom

Languages

Common, Dwarf, Terran, Undercommon, Giant

Strength 14
Dexterity 14
Constitution 16
Intelligence 17
Wisdom 9
Charisma 5

About Balgrym One Hand

Combat Stats:

Init +2 (+2 Dex)
Fort +5 (+2 base, +3 Con)
Ref +2 (+0 base, +2 Dex)
Will -1 (+0 base, -1 Wis)
HP 13 (10 +3 Con)
AC 17/ff 15/touch 12 (+5 armor, +2 Dex)
BAB +1
CMB +3 (+1 BAB, +2 Str)
CMD 15 (10 +3 CMB +2 Dex)
Move 20'

Attacks:
Touch attack +3 (touch)
Dwarven War Axe +4 (1d10+2, 20/x3)
Chakram +3 (1d8+2, 20/x2, 30')

Dwarf Racial Features:

Medium Size, 20' move, never reduced by encumbrance
Darkvision 60'
Lorekeeper: +2 Knowledge(history) for dwarf items
Defensive Training: +4 dodge bonus to AC vs. giants
Hatred: +1 attack vs. orcs and goblinoids
Hardy: +2 save vs. poison, spells, spell-like abilities
Stability: +4 CMD vs. bull rush or trip while on the ground
Stonesinger: Cast earth spells at +1 CL
Weapon Familiarity: Battleaxe, Heavy Pick, Warhammer proficiency. Dwarven weapons are martial.
Favored Class: Arcanist

Blood Conduit Bloodrager Class Features:

Infernal Bloodline
- Hellfire Strike: As a swift action, melee strikes gain the flaming property for 1 round, 3/day.
Bloodrage: As a free action, gain +4 Str, +4 Con, +2 Will, -2 AC for 7 rounds/day. Cannot use concentration or Cha, Dex, Int skills (except Acrobatics, Fly, Intimidate, Ride) while raging. Can end bloodrage as a free action, and becomes fatigued for 2x rounds of rage.
Contact Specialist: Gain Improved Trip

Feats:

Improved Trip (free)
Weapon Focus: Dwarven War Axe

Skills:

Climb +6 (1 rank, +3 class, +2 Str)
Craft(Weapons) +7 (1 rank, +3 class, +3 Int)
Knowledge(Arcana) +7 (1 rank, +3 class, +3 Int)
Knowledge(History) +4 (1 rank, +3 Int)
Knowledge(Planes) +4 (1 rank, +3 Int)
Perception +4 (1 rank, +3 class, -1 Wis, +1 trait)
Spellcraft +7 (1 rank, +3 class, +3 Int)

Traits:

Magical Knack (Magic): +2 caster level for Arcanist, up to HD
Militant Merchant (Race): +1 Perception, Perception is a class skill

Equipment:

Dwarven War Axe (30gp, 8lb)
Locked Gauntlet (8gp, 5lb)
Kikko Armor (30gp, 25lb)
3 Chakrams (3gp, 3lb)
Alchemist's Fire (20gp, 1lb)
100' Rope (2gp, 20lb)
Grappling Hook (1gp, 4lb)
Barbarian's Kit (7.92gp, 8lb)
- Backpack
- Belt Pouch
- Blanket
- Flint & Steel
- 2 torches
- Iron Pot
- Soap
- 5 days Trail Rations
- Waterskin
Whetstone (2cp, 1lb)
Hooded Lantern (7gp, 2lb)
4 pints oil (4sp, 4lb)
Light Hammer (1gp, 2lb)
2 Pitons (2sp, 1lb)

Wayfinder (1PP, --)

473 gp 7 sp 6 cp

Total Encumbrance: 94 lb

Light: 0-66 Medium 67-133 Heavy 134-200

Spells:

XP: 1
Prestige: 1
Fame: 2

Adventure Log:

The Confirmation: 1xp, 2PP, 2 Fame, 435 gp
Purchase Wayfinder for 1 PP

Advancement Plan:

Favored Class: Arcanist
2: Arc1 Blade Adept
3: Arc2 Arcane Armor Training
4: Arc3 black blade
5: Arc4 Power Attack
6: Arc5 Eldritch Blade exploit
7: Arc6 Extra Exploit: Weapon Specialization
8: Arc7 Bloodline Development
9: EK1 Arcane Armor Mastery, Extra Exploit: Arcane Accuracy, Diverse Training
10: EK2
11: EK3
12: EK4

Balgrym started life as a Pahmet weaponsmith, but was captured early in his career by Sargavan pirates on the Inner Sea and sold to Cheliax as a slave. He suffered under the yoke of Chelaxian domination, but eventually had the chance to make a deal with a devil to secure his freedom. He managed to keep his soul, but he lost his hand.

Despite this, he does not regret his diabolical patron, and is prepared to continue his development under his distant tutelage. Somehow, he knows his knowledge will manifest in greater ways.

He has affixed a waraxe to the end of his missing hand, and has learned to use this to his best ability.