Duergar Hammer

Grev Duergar's page

2 posts. Alias of VoodooMonkey.


Full Name

Grev Duergar

Race

| HP:17/17 | AC: 16 T: 12 FF: 14 | CMB:+3 CMD:15 | F: +6 R: +2 W: +1 | Init: +2 | Perc: +1 SM: +1 | Darkvision 60"

Classes/Levels

| Speed 20' | Active Conditions: NONE | Panache (Derring-Do): 1/1

Gender

Male Dwarf Fighter

Size

Medium

Special Abilities

+2 trait bonus on saving throws against curses and curse effects (including mummy rot/spells with the curse descriptor and a +2 trait bonus on saving throws against a mummy’s aura of despair.

Alignment

Neutral

Languages

Dwarven, Common

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

About Grev Duergar

Neutral Male Dwarf Fighter
Archetypes: Steelbound Fighter-Replaces: 1st level Bonus Feat; Weapon Training 1-4

Init +2 (DEX +2)
Senses Perc +1 (+0 Wis +1 Rank:0), SM +1, Darkvision (60')

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Defense (*+1 dodge bonus to AC vs undead)
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AC: 16 , touch:12 , flat-footed:14 (Lamellar (leather) Armor +4/DEX +2
HP : 17 (10+ 3(Con) +3(Toughness Feat) +1 (FC: Fighter)
Fort +6 (2 base, +3 Con +1 Trait)
Ref +2 (0 base, +2 Dex)
Will +1 (0 base, +1 Wis)
+2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
CMD: 15 (+1 BAB +2 STR +2 DEX)
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Offense (*+1 Trait bonus on attack rolls/weapon DMG vs Undead)
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BAB: +1
CMB: +4 (+1 BAB +3 STR)
Speed 20 ft.
Melee : Dwarven Dorn-Dergar: +5 (+1 BAB +1 WF +3 STR) 1d10 +4 (+3 STR x1.5) x2
Ranged:

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Str: 16 +3
Dex: 14 +2
Con: 16 +3 (+2 Racial)
Int: 10
Wis: 12 +1 (+2 Racial)
Cha: 8 -1 (-2 Racial)
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TRAITS:
Base Racial:+2 Constitution, +2 Wisdom, –2 Charisma
Size:Medium
Speed: Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance
Vision: Darkvision: Dwarves can see in the dark up to 60 feet
Weapon Familiarity: 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
Alternate Racial Traits
Barrow Warden: (Replaces Defensive Training, Hatred) +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead
Fey Magic (Replaces Greed, Stone-cunning)
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
Favored Terrain: Underground (caves and dungeons)
Spells: 0-Level: Create Water, Grasp, Read Magic 1-Level: Burning Sands
Unstoppable (Replaces Hardy) Gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.
Starting traits
Campaign : Mummy-Cursed gain a +2 trait bonus on saving throws against curses and curse effects (including mummy rot and spells with the curse descriptor) and a +2 trait bonus on saving throws against a mummy’s aura of despair.
Undead Slayer: (Religion)(Pharasma) +1 trait bonus on weapon DMG vs Undead)
[b] Adopted
Basic (Social) Gain Race Trait from adopted parents
Suicidal: (Tiefling) Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Drawback: Tainted SpiritSource Quests and Campaigns pg. 23
When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter.

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Feats:

Trait:(Unstoppable) Toughness (+3 hit points, +1 per Hit Die beyond 3)
Archetype (Steelbound Warrior: Weapon Focus (+1 Attack rolls: Dwarven Dorn-Derger)
Level 1: Amateur Swashbuckler (Choose 1st level Swash deed-Derring-Do, gain 1 Panache point)

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Summarized Special Abilities:
Fey Magic (Trait)(CL=HD) Cast as Spell-Like Ability in Favored terrain- Underground(Caves/Dungeons)
Level 0 Spells: Create Water, Grasp, Read Magic
Level 1 Spells:Burning Sands
Suicidal (Trait) Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square
Amateur Swashbuckler (Feat)You gain a small amount of panache (1)and the ability to perform a single 1st-level swashbuckler deed (derring-do)-a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (2)
Equipment:
Carrying Capacity:76/153/230 Current:69 lbs
Lamellar (leather)
Dwarven Dorn-dergar 50 gp
Fighter's kit 9 gp
Holly and Mistletoe 0 gp
: 56 gp sp

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Character concept, background, and motivation:
Grev was born in an outlining Pahmet Dwarf community in the desert area of Oe-Tet. His mother. Though also of Pahmet descent, his mother Srijib was an outsider-a seasoned adventurer from one of the more urban communities of Osiron-running from her past. She mostly kept to herself, choosing to construct an abode on the outskirts-quite near to the Barrow Tunnels were the community's dead were buried and house in tombs, depending on status. She made a living training the locals in wielding her preferred weapon of the Dwarven Dorn-Duerger-but she mostly kept to herself and was pretty much otherwise left alone.
Grev was the product of a tryst between Srijib and a local wandering Dwarven desert druid. Her apparent curse seemed to manifest at Grev's birth as he came out with skin so ashen grey, it was said he would have been the pride of any Duergar clan. From the moment of his birth, ominous events surrounding the walking dead began occurring around the Barrow Tunnels-Sriijib was subsequently shunned for the most part, only interacting with the locals for necessity purposes. After the morning of his third birthday, Grev was found on the fringes of town, swaddled in a blanket an guarded by a large coyote that ran off once the child was discovered.
Upon investigation of the mother's abode, a macabre scene was discovered. Her mutilated corpse laid among the remains of undead attackers along with the corpse of the mostly absentee father-the body of which was found to have been bludgeoned to death, apparently by the mothers Dorn-Dergar. Since that night, incidents involving the walking dead seem to erupt in the area of the home and the Barrow tunnels to the point of them being shunned as forbidden.
Having no one to claim the cursed child, the responsibility of Grev's life was "bequeathed" to a band of Div-spawned Tieflings-serving imprisonment for a past attempt to infiltrate and defile the formerly hallowed burial grounds.
Grev was reared by the prisoners, now indentured to construct a new burial site of tombs and grave plots. Grev grew into the life of the Tieflings who seemed to accept him as their own. Although more or less allowed to come and go as he pleased, Grev never seemed to find true acceptance among the dwarven population as he grew into manhood, as such, he spent most of his time toiling with the Div-spawned prisoners. They seemed to accept him with a certain modicum of respect-more so as Grev would bring back small luxuries he could afford from the pittance he earned as a sub second-class citizen.
Drawn to nature and local flora. Grev soon found, that with a bunch of holly and mistletoe, he could start manifesting small powers-the ability to create water out of thin air, read magical writings, as well as being able to magically catch himself from falling from the structures they built-that he would swing often fearlessly upon. His knack for creating water became a favorite among the tieflings when they constructed a mini-brewery, put together from parts Grev would buy in town. As time passed, the diligence of keeping tabs on the activities of the prisoners waned and was, for a good part taken for granted.
As he matured though, a calling grew inside him drawing him to the forbidden areas-specifically so, to the former abode of his mother.
Once the main tomb structures were completed, he and the tieflings finally found themselves with a good amount of downtime. One night, when the calling within Grev came to its pinnacle, and the tieflings full of idle restlessness, they all planned a small break out to investigate his former home.
Although somewhat dilapidated by neglect, they found the house had been sanitized of the original carnage years ago and in relative good order. Among the basics left around, Grev also found his mother's dorn-dergar and a set of Lamellar leather-most likely that of his father.
About twenty minutes into their investigation the front door was bashed in as a bunch of the walking dead burst though the battered portal and open seems. Grev, having already donned his father's armor and armed with his mother's weapon-found a moment of serenity. Concentrating on the Divine Focus he carried with him, he conjured a mystical area of burning sands which slowed the advancement of the walking dead and searing their undead skin.
He ordered the rest of his party to retreat out of some of the backroom gaps. As they retreated, one of the undead slashed at one of his "brothers." It was then the Dwarf found a burst of suicidal energy within himself-he pushed his Fiendish brethren out of the way and took the hit upon himself. The group hightailed it back to the community and raised alarm with the night watch. The guard was mobilized to the house and the small undead mob was dispatched.
The next day, Grev and the tieflings were brought before the local jurisdiction. For their transgression, the tieflings, along with Grev this time were convicted and sentenced to a new punishment-to explore and clean out the cursed Barrow Tunnels. As a further insult to injury, the ownership of the parent's equipment was taken by the state. As no one would ever dare take such things considered cursed-he was allowed to use and work off the value of the equipment within the context of his sentence.
Soon, once a week, the sentenced would trudge into the Barrow Tunnels to scout and clear out sections of the overrun tombs. Although, it was more expected a death sentence, the group seemed to always return after a few days-with news of more and more areas of the tombs scouted and cleared. More often than not the group would return with the tieflings carrying the fatigued body of Grev in their arms, as he found the ensuing combat exhausting. The group's success became notorious, and soon swaths of the area's dwellers would gather on the outskirts of town to see the "Suicide Crew" off to their weekly adventure. As Grev's brewing skill perfected, the Crew would ceremoniously slam a mug of "Suicide Brew" before yelling their sarcastic motto-"We're all gonna die!" to the escalating cheers of the gathered spectators.
Grev found, that in areas of underground caves and dungeons he could manifest his fey abilities without components or focus-but alson often found himself in a condition of utter fatigue after combat situations. Eventually the tomb areas were scouted and cleansed. It was then Grev and his brethren found themselves pardoned in a grand ceremony, It was about that time the news of the opening of the Osiron tombs was released. Grev was uncontrollably pulled to join in the exploration-a yearning which seemed to originate from deep within his mother's weapon.
A ceremony was planned to grant Grev and the tieflings full citizenship to the settlement. Grev watched as one by one his adopted family was given their legalization, one by one signing the charter. Then the it came the dwarf's turn. The official offered Grev a pen to sign his name, a wry smile came over Grev's face. The dwarf simply put up his hands in refusal, said "Nah, I'm good." He then gathered his things and left.

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Acrobatics*: +0 (0 rank, +2 Dex, -2 AP)
Bluff: -1 (0 rank, -1 CHA)
Diplomacy: -1 (0 rank, -1 CHA)
Climb*: +0 (0 rank, +2 Dex, -2 AP)
Escape Artist*: +0 (0 rank, +2 Dex, -2 AP)
Fly*: +0 (0 rank, +2 Dex, -2 AP)
Heal: +1 (0 Rank, +1 Wis)
Intimidate +3 (1 Rank, -1 Cha, +3 Class)
Knowledge: Dungeoneering: +4 (1 rank, +0 Int, +3 class)
Knowledge: Engineering: +4 (1 rank(BS) , +0 Int, +3 class)
Perception +1 (0 rank, +1 Wis)
Profession (Brewer):+4 (1 Rank (BS), +0 Int. +3 Class)
Ride*: +0 (0 rank, +2 Dex, -2 AP, +0 class)
Sense Motive: +1 (0 rank, +1 Wis)
Sleight of Hand: N/A
Stealth: +0 (0 Rank, +2 Dex, -2 AP,)
Survival : +5 (1 rank, +1 Wis, +3 class)
Swim*: +0 (0 rank, +2 Str, -2 AP, +0 class)
AC penalty {noted as AP) is -2
Total Ranks: 4= 1x(2 +0 (Int) +2 Background Skills(BS))
* Subject to Derring-Do Deed from Amateur Swashbuckler feat