Worshipper of Torag

Dolgrym Giantfoe's page

306 posts. Alias of trawets71.


Full Name

Dolgrym Giantfoe

Race

Dwarf

Classes/Levels

Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Gender

Male

Size

Medium

Age

50

Alignment

Neutral Good

Deity

Torag

Occupation

Scout

Strength 16
Dexterity 13
Constitution 15
Intelligence 12
Wisdom 14
Charisma 8

About Dolgrym Giantfoe

Character Sheet:

Size Medium
Init +1; Senses darkvision 60; Perception +6

DEFENSE

AC 18, touch 11, flat-footed 17 (+5 armor, +1 dex, +2 shield)
hp 13 (1d10+2+1)
Fort +4, Ref +3, Will +2; +2 vs. poison, spells, and spell-like abilities

OFFENSE
Speed 20 ft.
Ranged: Sling +2 (1d4+3) range 50'
Melee: Dwarven Maulaxe +5 (1d6+3/X3), Dwarven Longhammer +4 (2d6+4/X3), Dagger +4 (1d4+3/19-20/X2)

Statistics

Str 16, Dex 13, Con 15, Int 12, Wis 14, Cha 8
Languages: Common, Dwarven, Giant
Base Atk +1; CMB +4; CMD 15 (19 vs. Bullrush or Trip)

Skills
Acrobatics +2 (1), Climb +3 (1), Kn: Geography +5 (B1), Kn: local +2 (1), Kn: Nature +5 (1), Perception +6 (1), Profession: Trapper +6 (B1), Stealth +1 (1), Survival +6 (1) Total: 7 Background: 2

Favored Class: Ranger +1 HP per level.

Ranger Abilities:

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

Favored Enemy (Ex): 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.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Humanoid (giant) +2

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

Favored Weapon: At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity’s favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat. This ability replaces wild empathy.

Feats and Traits:

FEATS
1-Weapon Focus (Dwarven Maulaxe)

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 receive 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 gain a +4 dodge bonus to AC against monsters of the giant subtype.

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

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

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

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

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

TRAITS

Zest for Battle: Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Blooded (Mindspin Mountains): Desperate battles have honed your fighting skills against the ancient enemies of the dwarves. You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.

Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

Gear:

Dwarven Maulaxe 25 gp (5#), Dwarven Maulaxe 25 gp (5#), Dwarven Longhammer 70gp (20#), Dagger 2gp (1#), Scale Mail 50gp (30#), Heavy Wooden Shield 7gp (10#), Sling, 10 Bullets 0.1gp (5#), Backpack 2gp (2#), Blanket .5gp (3#), 5 Trail Rations 2.5gp (5#), Waterskin 1gp (4#), Belt Pouch 1gp (.5#), 4 Sacks 0.4sp (2#), 10 Candle 0.1gp, 10 Chalk 0.1gp, 5 Pitons .5gp (2.5#), Iron Holy Symbol of Torag 5gp (1#)

7 gp 8 sp

96# 76/153/230

Backstory:

Dolgrym grew up in the Skycitadel of Janderhoff. He was the son of Wolfgrym the master smith. His first memories were of hearing the stories of his ancestors fighting the giants. He trained hard and upon maturing joined the scouts hunting the giants and checking on the dwarven settlements in the Mindspin mountains. His route for the past year has been to Trunau and then back to Janderhoff. Reporting any intelligence gathered to the militia in Trunau as well as his own people.

Dolgrym is a rough looking dwarf, used to sleeping out in the wilderness rather than a bed as that is where he spends most of his nights. His gear and armor are worn but in good shape and show signs of much use. He has seen 50 summers and is still young and spry. Being on the short side of average for a dwarf, 4 foot even, he feels this is a blessing as the giants have to reach a little lower to get him. His red hair and beard are a bit scraggly as one unconcerned with looking all spit and polish as no one in the wilderness cares.

Dolgrym HATES giants. It seems to be in the blood of the Giantfoe clan. Though his hatred is more than most in his clan. Dolgrym's not really sure why. His one aim in life is to make sure the giants can't hurt his people and the best way for that is to make sure they are dead. He doesn't put himself in the forefront but is sure to speak his mind when he has something to add to the conversation. He hasn't started any marital pursuits yet, but knows one day he will for the good of the clan, if for no other reason.

Daily Resources:

Dice:

[dice=Dwarven Maulaxe]1d20+5[/dice] [dice=Damage]1d6+3[/dice]
[dice=Dwarven Longhammer]1d20+4[/dice] [dice=Damage]2d6+4[/dice]
[dice=Dagger]1d20+4[/dice] [dice=Damage]1d4+3[/dice]
[dice=Sling]1d20+2[/dice] [dice=Damage]1d4+3[/dice]
[dice=Perception]1d20+6[/dice]
[dice=Acrobatics]1d20+2[/dice]
[dice=Climb]1d20+3[/dice]
[dice=Kn: Local]1d20+2[/dice]
[dice=Kn: Nature]1d20+5[/dice]
[dice=Stealth]1d20+1[/dice]
[dice=Survival]1d20+6[/dice]
[dice=Track]1d20+7[/dice]
[dice=Fort Save]1d20+5[/dice]
[dice=Reflex Save]1d20+3[/dice]
[dice=Will Save]1d20+2[/dice]