About Grima SkuldafnAPPEARANCE:
Grima looks like an average dwarf. He’s of average height, 4-feet 2inches, and average weight. His beard his thick and black as soot. His eyes are pale blue, the color of fine steel. His head is severely balding above his forehead but shaved bald for fashion.
If he was not a Skuldafn, he would be unremarkable. As a Skuldafn, he is dull, weak, and nothing more than a disappointing dwarf compared to his father and older brother Vigar. Everyone knows it especially Grima. Lawful Neutral Male Dwarf
Alternate Racial Trait:
Craftsman (Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.) Class Gunslinger (gun tank) 1 / Inquisitor (infiltrator) 1
GAME MECHANICS:
Initiative +1; Senses Perception +10, Darkvision, 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.)
==DEFENSE==
==OFFENSE==
==STATISTICS==
Feats
Traits
Skills 4+6 = 10 ranks
Languages Common, Dwarven ABILITIES:
Deeds & Grit 5 Grit points per day Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Gun Tank’s Resolve (Ex): At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank’s resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage. Conversion Inquisition Charm of Wisdom (Ex) (You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks) Misdirection Always set to Neutral. At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). Guileful Lore At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. Forbidden Lore While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). Necessary Lies An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. Judgment 1 per day, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
SPELLS:
Spell-casting Caster level check to overcome spell resistance +1 Concentration check +6 Spell DC = 15 + spell level Spells reset at dawn to honor the Oath-Keeper Spells Known
EQUIPMENT:
Gear
Worn 96 lb. (100 gp) Signet ring (free) Explorer’s outfit – 8 lb. (1,500 gp) Full Plate Armor – 50 lb. (70 gp) Dwarven Longhammer – 20 lb. (20 gp) Dwarven Boulder Helmet – 10 lb. (12 gp) Cold iron boarding axe – 3 lb. (free) Musket – 3 lb. (0.2 gp) loaded shot (0.5 gp) bandolier (1 gp) signal horn – 2 lb. backpack
(15 gp) medium treasure chest – 50 lb.
Currency 5 sp Carrying Capacity 117 – 175 lb.= Heavy load
BACKGROUND:
Vigar Skuldafn casts a long shadow. Before Grima apprenticed, the consensus of the community was that he would always pale beside his older brother and never measure up to his father. Grima never enjoyed learning in school, probably because he always stewed in the terrible treatment of his peers. They tormented him, because they were jealous of the Skuldafn family and because Grima let them. Grima accepted the community’s assessment of disappointment in him and trudged on. For his apprenticeship, the Skuldafn family could afford anything but the low expectations inhibited almost everything. His father sent him to the battle-masters to train him to be a soldier, so at least he could bring glory to Skuldafn in a worthy death. Grima accepted the judgment and persevered. He learned the power of command, orders, and discipline. He did not graduate at the top of his class, but he wasn’t at the bottom either. It was there that his ambition grew; he was a Skuldafn, too. Not everyone could be dazzling diamond like his brother, Vigar. Maybe there were other tunnels to the mother lode. Grima prayed for inspiration. In his childhood, he accepted the divine patron of Kols, because leadership and nobility was what the community judged that he lacked. He prayed for guidance. His praying increased in frequency and fervor the older he got. The night that his father died, his prayers were answered. The morning after he pledged his soul for the abilities to lead and persuade, he awoke marked on his hand and blessed with a proverbial silver tongue. The mark (birthmark) that he would show his fellow dwarves looks like a hammer, but he doesn’t told anyone that it changes shapes. The effects of his silver tongue started to change his life slowly. He had decades of reputation to overcome. Eventually, the elders began to take notice; even his brother recognized the transformation. He became a key supporter and fixer for his brother and angled himself to lead the soldiers and be chief spymaster on the mission. PERSONALITY:
His life of social torment made a Grima an introvert, comfortable alone and socially isolated. His mind is calculating and ambitious in the use of his parsimonious talents. However, the gods have now granted him a proverbial silver tongue with the power of almost, mind control. His current project has been to successful launch his family’s Skuldafn Expeditionary League. ADVANCEMENT:
3rd level: Inquisitor - Cornugon Smash Cunning Initiative At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time. 4th level: Inquisitor
Teamwork Feat As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
POSTING HABITS:
During the weekday, I usually can post frequently between 9am to 4pm and 8pm to 10pm. During the weekend, I usually can only post at the very beginning of the day and at the end of the day. All times Eastern time zone. |