Dank Grimwolf's page

73 posts. Alias of Nathan Nasif.

Full Name

Dank Grimwolf


Human (Kellid)


Barbarian 1st (Favored Class)







Special Abilities

Fast Movement, Rage




Gorum and Cayden Cailean




Common (Taldane), Hallit



Strength 19
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 12
Charisma 10

About Dank Grimwolf


Hit Dice 1d12 + 2 + 1 (1d12 + 4 + 1)
Hit Points 15 (17)
Rage Points 6
Action Points 4/5
Fort +4 = 2 + 2 (+6 = 2 + 4)
Ref +1 = 0 + 1
Will +1 = 0 + 1 (+3 = 0 + 1 + 2)
+2 bonus vs. Fear effects (see Traits)
Initiative +1
Armor Class13(+1 armor, +1 Dex, +1 dodge), Touch 12, Flat-footed 11
(AC 11, Touch 10, Flat-footed 9)


Base Attack +1 CMB +5 (+7)
Great Axe +5 melee, 1d12 + 6, x3, Slashing (+7 melee, 1d12 + 9)
Great Axe w/ Overhand Chop 1d12 + 8 (1d12 + 12)
Shortbow +2 ranged, 1d6, x3, 60 ft., Piercing



Acrobatics +5 = 3 + 1 +1
Climb +8 = 3 + 1 + 4 (+10 = 3 + 1 + 6)
Intimidate 4 = 3 + 1 + 0
Knowledge/nature +3 = 3 + 1 - 1
Perception +5 = 3 + 1 + 1
Survival +5 = 3 + 1 + 1
Swim +8 = 3 + 1 + 4 (+10 = 3 + 1 + 6)



Overhand Chop
Weapon Finesse


Courageous: Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you’d make it through. You gain a +2 trait bonus on saving throws against fear effects.

Optimistic Gambler
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the "Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit. Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.


+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. (Strength)

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

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.


Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian gains a number of rage points equal to 4 + her Constitution modifier. At each level after 1st, she gains an additional number of rage points equal to 2 + her Constitution modifier. Temporary increases to Constitution, such as those
gained from rage and spells like bear’s endurance, do not increase a barbarian’s total number of rage points. A barbarian must spend one rage point to enter a rage and one additional point at the start of any round spent in rage.
In addition, rage points can be spent to activate rage powers. A barbarian can enter rage as a free action. Rage points are renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rage points spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter rage multiple times during a single encounter or combat.


Great Axe(12lbs.), Shortbow (2lbs.), 20x Arrows (3lbs.), Armored Kilt (10lbs.), Backpack (2 lbs.), Winter Blanket (3lbs.), Belt Pouch (½ lb.), Waterskin (4lbs.), Flint and Steel, Whetstone (1lb.), 3x Torches (3lbs.)
Weight : 40 ½ lbs.
27 GP; 14 SP; 6 CP
Total Weight : ~ 41 ½ lbs.


6'5”, 197 lbs., black hair, green eyes
Dank is a very large young man, with well-developed, rippling thews. His hair is unshorn, and usually hangs loose, although if he knows he is bound for battle, he ties it back by simply taking half of it in each hand, and tying it in a knot. He wears a kilt of hardened hides, a jerkin made from the hide of a silvery-white furred wolf, soft leather boots that stop just short of his knees, and little else. He carries his possessions in a simple pack upon his back, and keeps a quiver of arrows and a pouch on his belt. His large axe rarely leaves his side, and the heads of it are decorated with what seem to be dwarvish runes (actually Skald). He claimed it off the corpse of an Ulfen raider shortly before he left his homeland. He bears many scars, particularly a vicious knot of them atop his shoulder and neck on the left side, where the wolf he now wears savaged him.


From the Realm of the Mammoth Lords, Dank has traveled far seeking word of his sister. She was taken from his tribe during a raid, by Ulfen's who rowed their longboat up the Gullik River, and left by sailing back down it. Originally several other of his tribesmen accompanied him, but the journey through the lands of Irrisen and the Linnorm Kings was brutal, and most of his companions died glorious deaths in battle. He followed word of his sister's captors south to Riddleport, but now he has here for three months, and has not been able to pick up the trail again, much to his chagrin.
While here, he has developed quite a fondness for games of chance, and these soft south-lander women. He berates himself daily for his failures in the search for his sister, but has trouble resisting the temptations so readily available in this city. He rather quickly found himself in debt to one of the city's moneylenders, and has only recently re-assumed his financial freedom.
Not surprisingly, he has a strong dislike for Ulfen's, and often starts fights with any of them nearby, especially after he has tossed back a few beverages. This has led to him being tossed out of quite a few taverns and brothels, and the occasional confrontation with the gendarmes. The last of these led to him breaking the face of gendarme squad leader (he looked to have a more than a fair-share of Ulfen blood), and currently, he has been trying to avoid them and keep a low profile.