Ragnolin Dourstone

Glorgrim Aeft's page

32 posts. Alias of Torolf.


Full Name

Glorgrim Aeft

Race

Dwarf

Classes/Levels

Monk of Empty Hand/1

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Deity

Marthammor Duin

Languages

Dwarven, Common

Strength 14
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 16
Charisma 8

About Glorgrim Aeft

AC: 16 (Dex +2, Wis +3, +1 Dodge)
Touch: 15 (Dex +2, Wis +3, +1 Dodge)
Flat-footed: 13 (Wis +3)
Base attack bonus: +2 (+2 Str)
CMB: 2 (+2 Str)
CMD: 15 (+2 Str, +3 Wis) {19 vs. bull rush or trip while on ground}
Spell Resistance: 6 (from trait)

Hit Points: 1d8+3
Initiative: +8 (+2 Dex, +4 Improved Init, +2 Trait)
Movement: 20'

Fort: +6 (+2 Base, +3 Con, +1 Trait)
Ref: +5 (+2 Base, +2 Dex, +1 Trait)
Will: +6 (+2 base, +3 Wis, +1 Trait)

Weapons:
Unarmed Strike +2 to hit (1d6+2 damage)
Flurry of Blows +1/+1 to hit

Feat & Traits:

Feats:
Improved Initiative: +4 to Initiative
Dodge: +1 AC when not flat-footed (bonus monk feat)

Traits:
Reactionary: +2 Initiative
Born of Steel: +1 to all saves (Your life in mines, captivity by the Orcs and training by the brothers of Ilmater have sharpened your body, mind, and soul. Gain a permanent +1 to all three saves.)

Class Abilities & racial traits:

Proficient with Shuriken
Improved Unarmed Strike
AC Bonus: Add Wisdom mod to AC and +1 AC per 4 monk levels
Flurry of Blows: Fight with monk weapons or unarmed as if with Two Weapon Fighting feat
A monk of the empty hand treats normal weapons as improvised weapons
with the following equivalencies (substituting all of their
statistics for the listed weapon): a light weapon functions as
a light hammer, a one-handed weapon functions as a club,
and a two-handed weapon functions as a quarterstaff. This
replaces the normal monk weapon proficiencies.

Darkvision 60'
Defensive Training: +4 Dodge bonus to AC against giant type monsters
Lorekeeper: +2 racial Knowledge:History bonus concerning history of dwarves or their enemies, and may make checks untrained. (Replaces Greed)
Hatred: +1 attack bonus vs. orcs and goblins
Magic Resistant: Gain spell resistance of 5 + character level (replaces hardy)
Stability: +4 CMD vs. bull rush or trip while on ground.
Stonecunning: +2 Perception vs. unusual stonework. May receive check even when not looking.
Weapon Familiarity: Battleaxe, Heavy Pick, Warhammer; Any weapon with 'dwarven' is martial weapon.

Skills:

Class skills
Acrobatics +6 (+1 rank, +2 Dex, +3 trained)
Perception +7 (+1 rank, +3 Wis, +3 trained)
Profession: Miner +7 (+1 rank, +3 Wis, +3 trained)
Profession: Merchant +7 (+1 rank, +3 Wis, +3 trained)
Sense Motive +7 (+1 rank, +3 Wis, +3 trained)

Background:
Glorgrim was born to a clan of miners in Daggerdale. Though he was always very careful with his mining, as was proper, mining never captured his heart or imagination the way he thought it should. So, Glorgrim began to serve his clan in other areas, trying to capture that spark. He sparred with the soldiers, served in the temples, and finally traveled with the few merchants of his clan. In traveling, he discovered that he also had a knack (by dwarven standards) for the merchant trade, and was happy for a time. Then he realized that traveling the same routes, trading the same wares to the same people was beginning to pall.

One day, Glorgrim was attacked, overpowered and captured by orcs. They treated him cruelly until he was rescued by Brothers of Ilmater. The skinny, unarmed or armored monks quickly dispatched his captors took Glogrim back to their abbey for healing. Glorgrim was deeply impressed by their discipline and effectiveness, and spent some time learning their ways.

Glorgrim asked to represent his clan at the Anniversary of the Blue Flame. Though somewhat dubious at the thought of having Glorgrim 'represent' any body of dwarves, they eventually agreed.