Warden Rogard Hammerfell

Gimrund Anvilmar's page

16 posts. Alias of Daleyn Levanthus.


Full Name

Gimrund Anvilmar

Race

Dwarf

Classes/Levels

Iron Priest 1

Gender

Male

Size

4'3

Age

101

Alignment

Chaotic Good

Deity

Gorum

Languages

Dwarf, Common

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 6

About Gimrund Anvilmar

Background:

Gimrund found always felt at peace in the temple of Gorum – The battlefield. As he stood side by side with his battle-brethren everything made sense. He was able to see the simplicity of life and able to fight for what he felt was right.

Gimrund was born into the Ashren clan. An amalgamated group of ‘savages’ that lived in the outskirts of Numeria, spending much of their in and around the city of Torch. The Ashren would battle in Gorum’s name many of the wandering beasts, and rogue mechanica. Occasionally some of the clan would spend time in Torch, as it was the city that the Ashren were on the best relationship with.

He always felt that in the heat of battle his world became clear. Gimrund felt he was praying with every swing of his weapon, every deflected attack from his shield. He knew Gorum would protect him. His last battle he believed he had a vision of Gorum directing him to Torch. There he would face his next moment of enlightenment.


Personality:

Gimrund can be very mistrusting of new people but once you’ve earned that trust he’s incredibly loyal and protective of those he considers friends. His resolve is unparalleled. He feels most at home when he's in battle.

Statistics Block:

Dwarf Iron Priest 1
CG Medium Humanoid
Init+1, Senses Darkvision 60ft, Pereception+3

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Defence
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AC 18 (+5 Armor, +2 Shield, +1 Dex)
HP 11
Fort +4, Ref +1, Will +6

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Offence
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Speed 20ft
Melee
-Warhammer +3 (1d8+3/x3)
-Greatsword +3 (2d6+4/19-20x2)
Ranged
-Throwing Axe +3 (1d6+3/x2)
Special attacks
Channel positive energy 2/Day (DC 13,1d6)
Strength Surge (Sp): As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Cleric Spells - Domains: Strength, War
Level 1 – Enlarge Person (Domain Spell), Magic Weapon (Domain Spell), Shield of Faith
Orison – Guidance, Resistance, Virtue

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Statistics
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STR 16, DEX 12, CON 14, INT 10, WIS 16, CHA 9
Base Atk +0, CMB +3, CMD 14 (18 vs Bull Rush, Trip)
Feats Armor Proficiency (Heavy)
Skills Heal +7, Knowledge (Religion) +4
Background Skills Appraise +4, Knowledge (History) +4
Languages Dwarf, Common

Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
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.

Iron Priest
Channel Energy (Su): When an iron priest channels energy to heal or harm living creatures, she heals or harms constructs with the clockwork or robot subtypes as well. Constructs without those subtypes are also affected, but gain only half the normal amount of healing or take only half the normal amount of damage, as appropriate. An iron priest cannot harm or heal undead with channel energy.
Spontaneous Casting:An iron priest can spontaneously cast make whole and greater make whole in place of cure/inflict moderate wounds and cure/inflict critical wounds, regardless of whether she channels positive or negative energy.

Campaign Traits
Robot Slayer: You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Indomitable Faith: You gain a +1 trait bonus on Will saves.

Gear
-Greatsword
-Warhammer
-Throwing Axe(4)
-Scale Mail
-Large Wooden Shield
-Iron Holy Symbol of Gorum
-Spell Component Pouch
-Backpack
-Bedroll
-Blanket
-Dwarven Trail Rations (2)
-Waterskin (2 – Water)
-Waterskin (1 – Dwarven Stout)
-Traveler’s outfit
-Tabbard of Gorum
-12gp, 3sp