Fey Friend

Grenwold Houtvester's page

1,055 posts. Alias of Litejedi.


Full Name

Grenwold Houtvester

Race

| HP 91/91 | AC 32(35), T 14, FF 24 | CMD 22| F +12 R +12 W +10; +4 poison/disease, +2 Fey/Plant Target/Illusions | Init +2 | Perc +23

Classes/Levels

| Speed 15ft (50 ft while mounted) | Spells 1st 6/6 2nd 5/5 3rd 4/4 4th 3/3 | Animal Focus 7/9 | Active Conditions: G: Owl/Shadow, HA, R: Owl/Shadow Ringo: 114/114

Gender

”Grenwold” | Male NG Small Gnome Hunter 8/ChW 3

Size

S

Age

58

Alignment

NG

Deity

Shelyn

Location

Nirmathas

Languages

Celestial, Common, Draconic, Giant, Gnome, Goblin, Sylvan, Terran

Occupation

Various

Strength 14
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 18
Charisma 10

About Grenwold Houtvester

Owl + Shadow focus are up, giving +11 to stealth.

Grenwold Houtvester
Male gnome chernasardo warden 3/hunter (divine hunter, feykiller) 8 (Pathfinder Adventure Path #116: Fangs of War 68, Pathfinder Player Companion: Legacy of the First World 13, Pathfinder Player Companion: Plane-Hopper's Handbook 26, Pathfinder RPG Advanced Class Guide 26, 95)
NG Small humanoid (gnome)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
Aura aura of protection (30 ft., +1 deflection, energy resistance 5, 9 rounds/day), deflection aura (20 ft.)
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Defense
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AC 26, touch 14, flat-footed 24 (+8 armor, +1 deflection, +2 Dex, +4 shield, +1 size)
hp 91 (11d8+33)
Fort +12 (+4 vs. disease and poison, +2 trait bonus vs. fey, plant, and forest-related diseases and poisons), Ref +12, Will +10 (+2 bonus vs. compulsions and mind-affecting effects.); +2 vs. illusions, +4 vs. fey and plant-targeted effects
Defensive Abilities defensive training
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee +1 keen scimitar +12/+7 (1d4+3/15-20) or
. . mwk cold iron gnome ripsaw glaive +12/+7 (1d8+3/×3) or
. . mwk silver gnome flickmace +12/+7 (1d6+2)
Ranged +1 paueliel composite longbow +12/+7 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron ripsaw glaive, gnome)
Special Attacks hatred, sneak attack +1d6
Spell-Like Abilities (CL 11th; concentration +11)
. . 1/day—mage hand, open/close (DC 12), prestidigitation, unseen servant
Chernasardo Warden Spell-Like Abilities (CL 3rd; concentration +3)
. . 3/day—alarm
. . 1/day—spike growth (DC 17)
Hunter Spell-Like Abilities (CL 11th; concentration +15)
. . At will—raise animal companion (neg level when cast)[UM]
Hunter (Divine Hunter, Feykiller) Spells Known (CL 11th; concentration +15)
. . 4th (3/day)—absorb toxicity[UC], freedom of movement, obsidian flow[UC] (DC 19), summon nature's ally IV
. . 3rd (5/day)—cold iron fetters (DC 17), fickle winds[UM], summon nature's ally III, sylvan hideaway, zephyr's fleetness
. . 2nd (5/day)—ashen path, barkskin[D], burst of radiance (DC 16), reduce animal, shared training, summon nature's ally II, versatile weapon[APG] (DC 17)
. . 1st (6/day)—aspect of the falcon[APG], feather step[APG] (DC 16), hobble (DC 16), nature's paths, resist energy, shield[D], shield companion, summon nature's ally I
. . 0 (at will)—create water, detect magic, grasp, guidance, mending, stabilize
. . Domain Protection (Defense[APG] subdomain)
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Statistics
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Str 14, Dex 14, Con 16, Int 13, Wis 18, Cha 10
Base Atk +8; CMB +9; CMD 22 (26 vs. bull rush, 26 vs. trip)
Feats Boon Companion[UW], Broken Wing Gambit[UC], Combat Expertise, Combat Reflexes, Outflank[APG], Pack Flanking[ACG], Planar Focus, Power Attack
Traits chernasando hopeful, darkblight survivior
Skills Acrobatics +7 (-1 to jump), Bluff +8, Climb +8, Craft (mapmaking) +7, Disable Device +5, Disguise +4, Escape Artist +3, Fly +2, Handle Animal +14 (+20 vs. Ringo), Heal +8, Intimidate +6, Knowledge (geography) +9 (+10 to navigate underground in Fangwood), Knowledge (local) +5, Knowledge (nature) +9, Knowledge (planes) +6, Knowledge (religion) +8, Linguistics +5, Perception +22, Profession (soldier) +10, Ride +17, Sense Motive +9, Stealth +14, Survival +16 (+26 when tracking, +18 to avoid becoming lost when using a Mapmaker's Kit as you travel, +17 to navigate in the wilderness in Fangwood), Swim +3
Languages Celestial, Common, Dwarven, Giant, Gnome, Goblin, Sylvan, Terran
SQ animal companion (celestial megaloceros (elemental) named Ringo), animal focus (11 minutes/day, double), bonus trick (1), domain (defense[APG]), exploit weakness, forest magic (alarm, spike growth), guerrilla tactics, iron talons, nature training, nosophobia, sniping prowess, sprite step, swift tracker, track +5, unchained heart, utilitarian magic, woodland stride
Combat Gear cold iron arrows (50), lesser extend metamagic rod, silver arrows (50), wand of heightened awareness (50 charges), acid (2), alchemical grease[APG] (5), caltrops (5), caltrops, cold iron (5), durable arrow (20), oil (5), reagent, cold iron (5), reagent, dew of lunary (5), reagent, magnesium (10), smokestick (2), tanglefoot bag (2); Other Gear +2 agile breastplate[APG], +2 shield spikes darkwood heavy wooden shield, +1 keen scimitar, +1 paueliel composite longbow (+2 Str), mwk cold iron gnome ripsaw glaive, mwk silver flickmace (gnomes of golarion), belt of physical might +2 (Dex, Con), four-leaf clover[OA], headband of inspired wisdom +4, lenses of detection, ring of protection +1, stagger-proof boots, swarmbane clasp[UE], traveler's any-tool[UE], area map[UE], average lock, bandolier[UE], bear trap[APG], bear trap[APG], bedroll, blanket[APG], camouflage blanket, camouflage netting[UE], canteen[UE], climber's kit, crowbar, hunter's stand (w/ camouflage blind)[UW], ink, inkpen, iron spike[APG] (4), mapmaker's kit[APG], masterwork backpack[APG], masterwork thieves' tools, mwk manacles, parchment (10), piton (5), poncho[UE], saddlebags, signal whistle, silk rope (100 ft.), smoked goggles[APG], spell component pouch, tent, hanging[ARG], waterproof bag[UE], waterproof hooded lantern[UE], wrist sheath, spring loaded, wrist sheath, spring loaded, 66 gp, 1 sp, 4 cp
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Special Abilities
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Animal Companion (animal companion (celestial megaloceros (elemental) named Ringo)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Protection (9 rounds/day) (Su) 30 ft aura grants Energy Resistance 5 and a +1 deflection bonus to AC.
Bonus Trick (Ex) Animal companion gains an extra trick.
Boon Companion (Ringo) Companion or familiar abilities are treated as if you were a higher level.
Broken Wing Gambit Grant opponent bonus to hit you, but opponent's attack provokes attacks of opportunity
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deflection Aura (9 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Exploit Weakness (Ex) Forgo flanking bonus to perform disarm, sunder, or trip maneuver as a swift action.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Hunter (Divine Hunter, Feykiller) Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Iron Talons (Ex) All of your animal companion's natural attacks are treated as cold iron for purposes of overcoming DR.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Nosophobia Gain +4 bonus on Fortitude saves vs. diseases and poisons.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Planar Focus By studying other planes, you've learned to take on aspects of outsiders as well as animals.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Second Animal Focus (11 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Unchained Heart +2 (Ex) Gain +2 bonus on Will saves vs compulsions and mind-affecting effects.
Utilitarian Magic +1 DC for transmutation spells.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Guerrilla Tactics (Ex) A Chernasardo warden is an expert at hit-and-run attacks, sabotage, and subterfuge. At 3rd level, she can use the following tactics in combat. She can gain the bonus of only a single tactic at a time, but can switch between them as a swift action.
Guerrilla Tactics Options
Exploit Weakness (Ex) Forgo flanking bonus to perform disarm, sunder, or trip maneuver as a swift action.
Sneak Attack +1d6 (Ex) A Chernasardo warden gains sneak attack +1d6. This increases to +2d6 at 6th level and +3d6 at 9th level.
Sniping Prowess (Ex) Reduced penalty on Stealth checks to snipe.
Sprite Step (Ex) +4 bonus on Acrobatics and Climb checks. Do not lose Dex bonus to AC while climbing, no penalty for quick climb.

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Animal Focus Options
Air (Su) When assuming this aspect, gain feather fall effect, or levitate at higher levels.
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Cold (5d4 cold) (Su) Creatures that attack you with nat. atks. or melee weaps take cold damage.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Crow +6 (Su) When assuming this aspect, gain listed competence bonus to Knowledge checks.
Earth (Su) Gain burrow speed and +2 enhancement bonus to natural armor.
Fire (2d6 fire) (Su) Your natural attacks and melee weapons deal fire damage.
Goat +4 (Su) When assuming this aspect, gain listed competence bonus saves vs. enchantment effects.
Good (Su) Gain Sacred bonus to AC and saves vs. good outsiders.
Mongoose +4 (Su) When assuming this aspect, gain listed competence bonus on grapple and saves vs. poison.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Shark +6 (Su) When assuming this aspect, gain listed competence bonus on Survival checks to track creatures you or your companion have damaged.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Turtle +4 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Water (Su) You gain a 30-foot swim speed and can breathe water as well as air.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.

Ringo is usually walking around with Shield Companion and Reduce Animal. He also walks around with goat and turtle animal focus (typically switching to bull/turtle or something else, eventually). His stats reflect this.

Ringo (Turtle/Bull Focus Active):

Ringo CR –
Male celestial megaloceros (elemental) (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2 187)
LG Medium animal (air)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +6
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Defense
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AC 36, touch 16, flat-footed 31 (+3 armor, +1 deflection, +5 Dex, +17 natural)
hp 114 (12d8+60)
Fort +14 (+2 trait bonus vs. fey, plant, and forest-related diseases and poisons), Ref +14, Will +7 (+4 morale bonus vs. enchantment effects); +4 morale bonus vs. fear and emotion effects., +4 competence bonus vs. enchantment
DR 10/evil, 4/magic; Resist acid 15, cold 15, electricity 15; SR 16
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Offense
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Speed 50 ft., fly 20 ft. (good)
Melee gore +16 (1d8+7/19-20), 2 hooves +11 (1d3+3)
Special Attacks hunter tricks (8/day; hobbling attack, tangling attack), powerful charge (gore, 2d6+7), smite evil
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Statistics
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Str 24, Dex 21, Con 20, Int 3, Wis 15, Cha 5
Base Atk +9; CMB +16 (+18 bull rush); CMD 32 (34 vs. bull rush, 36 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Improved Bull Rush, Outflank[APG], Pack Flanking[ACG], Power Attack, Valiant Steed
Traits darkblight survivior, world-weary
Tricks Aid, Attack, Attack Any Target, Come, Down, Flank, Heel, Sneak, Stay, Track
Skills Acrobatics +16 (+24 to jump), Fly +14, Linguistics -2, Perception +6, Stealth +9, Survival +8
Languages Celestial, Gnome
SQ aid, animal focus, attack any target, come, devotion, down, flank, heel, lesser elemental manifestation, sneak, stay, track, woodland stride
Other Gear mwk studded leather, belt of mighty constitution +2, horsemaster's saddle[UE], military saddle, training harness[ARG], tusk blades
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Special Abilities
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Aid [Trick] Aids specified creature on command.
Air (Su) When assuming this aspect, gain feather fall effect, or levitate at higher levels.
Attack Any Target [Trick] The animal will attack any creature on command.
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Bull +4 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Cold (6d4 cold) (Su) Creatures that attack you with nat. atks. or melee weaps take cold damage.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come [Trick] The animal will come to you on command.
Crow +6 (Su) When assuming this aspect, gain listed competence bonus to Knowledge checks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (4/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Down [Trick] The animal will break off combat on command.
Earth (Su) Gain burrow speed and +2 enhancement bonus to natural armor.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (15) You have the specified Energy Resistance against Electricity attacks.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Fire (2d6 fire) (Su) Your natural attacks and melee weapons deal fire damage.
Flank [Trick] Attempts to attack and flank indicated enemy.
Fly (20 feet, Good) You can fly!
Goat +4 (Su) When assuming this aspect, gain listed competence bonus saves vs. enchantment effects.
Good (Su) Gain Sacred bonus to AC and saves vs. good outsiders.
Heel [Trick] The animal will follow you.
Hunter Tricks
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Lawful (Su) Automatically succeed at saves vs. polymorph spells or effects.
Lesser Elemental Manifestation (Ex) Ranged attacks vs. you suffer a 20% miss chance.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mongoose +4 (Su) When assuming this aspect, gain listed competence bonus on grapple and saves vs. poison.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Pack Flanking If you and comp are adj or share square and threat same target, you're considered flanking.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 2d6+7) (Ex) Your charge attacks deal additional damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Second Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Shadow (Su) +5 bonus on Stealth and Sleight of Hand checks.
Shark +6 (Su) When assuming this aspect, gain listed competence bonus on Survival checks to track creatures you or your companion have damaged.
Smite Evil (1/day) (Su) +0 to hit, +12 to damage when used.
Sneak [Trick] Creature stays hidden.
Spell Resistance (16) You have Spell Resistance.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Stay [Trick] The animal will stay where it is.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track [Trick] The animal will track a scent.
Turtle +4 (Su) When assuming this aspect, gain listed enhancement bonus to natural armor.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Water (Su) You gain a 30-foot swim speed and can breathe water as well as air.
Wolf (20 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Background:
Gren was born to a happy and prosperous gnome family, deep within the Fangwood. His existence was pleasant and idyllic until his home was overtaken by the darkblight and the corrupted and evil fey, spreading from their homes. He was able to escape with much of his family from the depths of the Fangwood to the outer edges. Many of his gnomish friends and family were killed, or worse, but the survivors made their way to Crystalblight.

Crystalblight could not support the gnomes, and they were forced to relocate again, traveling along the edge of the forest, splitting up into small groups, with some groups refusing to leave the forest. Grenwold and his family were forced to fight their way past tribes of kobolds, goblins, and other creatures that saw the gnomes as easy marks, but his family avoided significant casualties. Grenwold even befriended a small elk with enormous horns that he found, orphaned after the elk's mother was killed by goblins.

The elk had a unique coat of rainbow spots that never faded as it grew up, and Grenwold named him Ringo. Ringo is a loyal and friendly elk that carries Gren from place to place and appreciates sweets whenever he can get them.

The remains of Grenwold's immediate family made their way to Phaendar and settled in town, which was more than happy to take the crafty gnomes into their care. The gnomes ingratiated themselves and sought work as stonemasons and machinists, but Grenwold was drawn to the life of a woodsman and realized his knack with animals would be invaluable in that profession. He especially admired the Chernasardo Rangers for their canny tactics and cunning, but only watched Aubrin train from afar.

Grenwold is a gnome of medium height, with tanned skin, dark green/black hair, black eyes, and delicate features. He carries on his face a few scars from his escape and practices obsessive cleanliness, as a consequence of his experiences in the Fangwood. He typically wears durable mottled green and black clothing, with a mottled green bandana around his head. Ringo carries much of his gear, though Grenwold tries to be as self-sufficient as possible.

Grenwold's family were stonemasons and stoneworkers, and were devoted to Shelyn instead of a gnomish deity or one of the Eldest, which Grenwold has continued to worship. Grenwold especially dislikes how the Darkblight has corrupted and destroyed Fangwood, and hopes that through his devotion and protection of others, he can eventually investigate and clean out the corruption (though he would admit that he does not even know where to start).

Grenwold is slightly dour, after all the difficulties he’s had, though he is helpful and kind, though he seems cold – he is as friendly as much as he can be. He appreciates the company of dwarves and halflings, as well as any outcasts from their homes, and believes in protecting those weaker than him.

Grenwold was a Chernasardo Warden aspirant for some time - with the hope of taking back the Fangwood, and was separated from his family in Phaendar when the attack happened. He and a few other wardens have been acting like commandos, hiding in the woods and striking at the Ironfang Legion - scavenging what he could in terms of weapons and gear. All in the hope of rescuing his family still enslaved in Phaendar.