Kostchtchie

Grengar don Dangnor's page

127 posts. Alias of Nathanael Love.


Full Name

Grengar don Dangnor

Race

HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7

Classes/Levels

Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

Gender

M

Size

Large

Strength 22
Dexterity 10
Constitution 16
Intelligence 13
Wisdom 16
Charisma 6

About Grengar don Dangnor

Basics:

Name: Grengar don Dangnor
Race: Oread
Crime: Mass Murder
Alignment: NE
Race: Oread (mostly human alternate)
Template: Giant
Class 1: Goliath Druid
Class 2: Titan Fighter/Armored Hulk Barbarian

Defense:

AC: 11 (+2 Natural Armor, -1 Size)
Touch: 9, Flat Footed: 11

Fort: +6 Ref: +0 Will: +6

Statistics:

Size: Large
Str 22, Dex 10, Con 16, Int 13, Wis 16, Cha 6

Base Saves Fort +3, Ref +0, Will +3

BaB: +2
CMB: +9 (+2 BaB, +1 Size, +6 STR)
CMD:19

Offense:

Speed: 20 ft.

Melee:
Size Huge Butchering Axe +3 (+2 BaB, -1 Size, -4 oversize penalty, +6 STR)
Damage: 6d6+9/x3 (3d6 medium= 4d6 lage= 6d6 huge, will grow to 8d6 when enlarged)
Space/Reach: 10 ft. - 10 ft.

Destructive Smite: 6/day +1 damage
Rage: 7 rounds/day, +4 STR/CON, +8 HP

Enlarge Person: +2 STR, -1 Dex, -1 Attack, weapon size increase

Spellcasting:

Caster level: 2 Concentration: +5
Bonus Spells through 3rd level, DC 13+spell level
0th level: Detect Poison, Detect Magic, Light, Purify Food and Drink
1st Level: Cure Light Wounds, Cure Light Wounds, True Strike*
*Domain Spell
Spontaneous Casting: Can lose prepared spell to cast Summon Nature's Ally or Enlarge Person

Skills:

Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Local), Knowledge (Nature), Perception, Profession, Ride, Survival, Swim
Favored Class: Druid used at levels 1-2
Languages: Common, Giant

Acrobatics +5 (2 rank, 3 CS)
Intimidate +12 (2 ranks, 1 INT, 6 STR 3 CS)
Knowledge (Dungeoneering) +5 (1 rank, 1 INT, 3 CS)
Knowledge (Local) +5 (1 rank, 1 INT, 3 CS)
Knowledge (Nature) +5 (1 rank, 1 INT, 3 CS)
Perception +8 (2 ranks, 3 WIS, 3 CS)
Survival +8 (2 ranks, 3 WIS, 3 CS)
Swim +11 (2 rank, 6 STR, 3 CS)

Background Skills: Craft (Weaponsmithing) +6 (2 ranks, 1 INT, 3 CS)
Knowledge (Engineering) +5 (1 rank, 1 INT, 3 CS)
Progession (Miner) +7 (1 rank, 3 WIS, 3 CS)

Traits and Feats:

Earthsense: (race) You were inexplicably transformed in the womb by elemental forces, making your connection to the earth exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Broken, Not Beaten: (combat) You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
Bruising Intellect: (Social) Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Murder (Campaign) You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Punishment Death by beheading
Benefit You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Hedonistic:You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or suff icient entertainment or pleasure.

Weapon Proficiency (Axes)
Intimidating Prowess (STR to Intimidate in addition)

Druid Class Features:

Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense.

Primal Bond (Ex): Rage Subdomain

Primal Empathy (Ex): A goliath druid’s wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy.

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

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Rage Subdomain:

Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rage (Su): At 8th level, you can enter a fearsome rage, like a barbarian, for a number of rounds per day equal to your cleric level. At 12th and 16th level, you can select one rage power. You cannot select any rage power that possesses a level requirement, but otherwise your barbarian level is equal to 1/2 your cleric level. These rounds of rage stack with any rounds of rage you might have from levels of barbarian.

Domain Spells: 1st—true strike, 2nd—bull's strength, 3rd—rage, 4th—inflict critical wounds, 5th—shout, 6th—moonstruck, 7th—disintegrate, 8th—earthquake, 9th—implosion.

Equipment: 50 ft. metal chain, large kitchen knife, long sword, long bow, quiver w/ arrows, size large butchering axe

Fighter Class Features:

Giant Weapon Wielder (Ex): At 1st level, a titan fighter can wield two-handed melee weapons intended for creatures one size category larger than himself, treating them as two-handed weapons. He takes an additional –2 penalty on attack rolls when using an oversized two-handed weapon. This ability replaces the fighter’s 1st level bonus feat.

Barbarian Class Features:

Indomitable Stance (Ex): An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale 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 rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Oread Racial Traits:

Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Ferrous Growth: Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.
[bCrystalline Form:[/b] Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Backstory:

All his life, Grengar was big for his age. The son of an aristocratic, but impoverished family, Grengar worked the mines and liked to drink hard whenever he had coin. But there was something savage lurking inside him, and as he began to grow even larger, the full rage of his patron the Giant god Urazra let loose. There were no survivors of the bar after Grengar was finished, butchering them man, woman, and child with his butchering axe in a fury one night. When the authorities arrived the next day and arrested him with overwhelming force, Grengar vowed that he would one day kill them all. Since then, he has done his best to get into a prison brawl as often as possible, trying to prove his own strength and brutality in battle, and earning himself progressively more punishment, which will surely end with him on the gallows before long.