Harsk

Belgrim Thunderheart's page

63 posts. Organized Play character for Gilthanis.


Full Name

Belgrim Thunderheart

Race

(Core) Dwarf | HP 11/11 | AC 17 | FF 15 | TCH 12 | CMD 15 | F/R/W: +5/+5/+2 | Init: +2 | Per: +6

Alignment

CN

Occupation

63386-27

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 15
Charisma 8

About Belgrim Thunderheart

HD: D8 (8+3)

HP: 11

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OFFENSE:
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BAB: +1
CMB: +3

[dice=Guisarme]1d20+3; 2d4+3[/dice]
[dice=Handaxe]1d20+3; 1d6+2[/dice]
[dice=Morningstar]1d20+3; 1d8+2[/dice]
[dice=Dagger]1d20+3; 1d4+2[/dice]
[dice=Sling]1d20+3; 1d4+2[/dice]

[dice=Wild Empathy]1d20+1-1[/dice]

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DEFENSE:
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AC: 17 (19 w/ shield)
FF: 15 (17 w/ shield)
Touch: 12
CMD: 15
Fort/Ref/Will: +5/+5/+2

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SKILLS: (ranger 6+int)
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Climb (Str)
Craft (Int)
Handle Animal (Cha)
Heal (Wis) 1+2+3=+6
Intimidate (Cha)
Knowledge (dungeoneering) (Int) 1+1+3=+5
Knowledge (geography) (Int) 1+1+3+1=+6
Knowledge (nature) (Int) 1+1+3+1=+6
Perception (Wis) 1+2+3=+6
Profession Guide (Wis) 1+2+3=+6
Ride (Dex)
Spellcraft (Int)
Stealth (Dex) 1+2+3-5=+1
Survival (Wis) 1+2+3+1=+7
Swim (Str)

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FEATS & TRAITS:
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FEATS:

1) Quick Draw

TRAITS:

Deft Dodger: +1 reflex save
Devotee of the Green: +1 knowledge nature & geography

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CLASS ABILITIES:
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Favored Enemy: Demons (At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.)

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly

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RACIAL ABILITIES:
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Racial Traits:

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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GEAR:
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Backpack

* Rope, Hemp (50 feet)
* Whetstone
* Waterskin

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BACKSTORY:
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Belgrim is your typical Dwarf. He is stocky, and built like an ox. He has a earthen colored head of matted hair with a full beard to match. He doesn't shave or trim his beard, it is as free flowing as the nature he loves so much. He is hardy, as most of his kin, with an attitude some might view as rude or mean. He says what he means, without a filter between mouth and brain. The good news is, he is able to fight should his mouth get him into trouble. He protects his friends like they were a part of his clan...to the death.

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Belgrim and his small clan live within the Tusk Mountains within the Realm of the Mammoth Lords. His father and grandfather were both guides for Hillcross. They would help travelers and adventurers alike through Hillcross, skirting the diabolically dangerous lands of The Worldwound. His grandfather died while battling a trio of lesser demons. His grandfather, Vinhinan took out two before the third finished him off. This is told by a single surviving Tian woman who escaped the demon's clutches thank to Vinhinan's bravery.

Belgrim's father, Dorak, was a guide who was lucky to escape death and did his best to dissuade Belgrim from being a guide like him and Vinhinan. Belgrim stated "he wished to be a guide and follow in their heavy footsteps to be a great provider like them. Work was hard to come by, much like the harsh weather of the Mammoth Lords.

When Belgrim became a man, he traveled to Hillcross, and as fate would have it met a man named Rillich who was a member of the Pathfinder Society. The two talked over a pint (or three), and Belgrim felt it was a perfect solution. After telling his parents of his intentions, who were reluctant at first, but finally agreed to it.

Belgrim and Vinhinan took one final trip together, and traveled along the edge of The Worldwound, and parted ways in Starfall in Numeria. They almost died while skirting Ustlav, but some quick cover and quicker thinking allowed them to dodge the fight with the trolls and make it to their destination. He met with Rillich, whom managed to get Belgrim into the Society, albeit on the ground floor. After meeting with Master Farabellus, Belgrim was handed over to a local ranger who trained with Belgrim to learn the basics of tracking in various environments and conditions. After a few years of training, Master Farabellus felt he was ready to test to be a full fledged Society member. So Belgrim gathered his belongings and headed to the main office to receive his orders.

He hoped to pass whatever test was given him so he could start sends no money back to his clan as was his original plan.

I plan on sending 5% back to the clan after every mission for fluff purposes

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PFS:

Devil We Know: Shipyard Rats / 1 xp / 2 pp / 538 gp

Access to:

Bought: Clan happiness (25gp),