Gambler

Grimdahl Tharnhammer's page

161 posts. Alias of Darkness Rising.


Race

AC 16 [T 12 FF 14] | CMB +4 | CMD 16 (20) | HP 17/17 | Fort +4 (6) | Ref +2 | Will +7 (9) | Init +2 | Percep +9, Darkvision 90 ft

Classes/Levels

Abilities:
| Acid Dart 7/day | Ancient Enmity | Deep Warrior | Foeslayer | Greed | Oathbound | Rock Stepper | Wild Empathy | Woodland Stride

Gender

Male Dwarf Druid 2

About Grimdahl Tharnhammer

Crunch:

Male Dwarf Druid (Earth Domain, Caves subdomain)
LN Medium humanoid (dwarf)
Age 95; Height 4 ft. 2 in. Weight 220 lbs.
Languages: Common, Druidic, Dwarven
Deity
Init +2; Senses Perception +9, Darkvision (90 ft), Dazzled in bright light

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DEFENCE
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AC 16, touch 12, flat-footed 12, shield 2
hp 17
Fort +4 (6 vs poison/spells), Ref +2, Will +7 (9 vs spells/SLAs)

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OFFENCE
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Speed 20 ft.
Melee M/work Scimitar +5 18-20 (d6+3)
Ranged Acid dart +3 (d6+1)

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STATISTICS
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Str 16, Dex 14, Con 12, Int 10, Wis 18, Cha 8
BAB +1; CMB +4; CMD 16(20)
SQ Spellcasting (see below); Nature Bond (Earth domain, Caves subdomain)

Acid Dart 7/day 30 ft D6+1

Nature Sense: +2 on Knowledge (nature) and Survival

Wild Empathy: +2 to influence animals

Deep Warrior: +2 AC and +2 on Grapple checks vs Aberrations

Ancient Enmity: +1 to attack rolls vs Humanoid (elf)

Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.

Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

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FEATS
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Spell Focus - conjuration

Foeslayer (Story Feat)

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TRAITS
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Relic of the Dwarven Smithy - You possess a weapon forged in the foundries of old Dammerhall. You begin the campaign with a free masterwork melee weapon of dwarven construction. Scimitar
It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical

Underworld explorer - You gain a +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you.

Oathbound - Once per day, you may reroll a saving throw against a charm or compulsion effect. You must take the second result even if it is worse.

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SKILLS - 6 pts/lvl (12)
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Handle Animal 1 (3)

Heal 1 (8)

Knowledge (dungeoneering) 2 (7)

Knowledge (nature) 1 (6)

Perception 2 (9)

Spellcraft 1 (4)

Survival 2 (12)

Stealth 2 (7)

PREPARED SPELLS
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Orisons - 4

Create Water

Detect Poison

Know Direction

Purify Food and Drink

First Level – 3/day +1

Cure Light Wounds

Entangle

Entangle

Magic Stone (D)

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GEAR
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Scimitar (masterwork, free)
2 Daggers
Sling

Leather armour
Large wooden shield
Backpack
Belt pouch
Blanket
Flint and steel
Holly
Holy symbol
Mistletoe
Iron pot
Mess kit
Soap
Spell component pouch
Trail rations (5 days)
2 waterskins

Background:

“From Earth we come and to Earth we return. In Earth we should live.” Born and raised in Summermount, Grimdahl never knew the life he idealises: the dwarf holds of the Underdark. Nevertheless, from an early age he cherished the stories of the old ways, taking any excuse to sneak away from work and listen to his elders.

The stories of life below ground fired his blood, leading him to explore perhaps further than was wiser. His comfort below ground - and his improved darkvision - made him more confident than he should have been, and his encounters with the denizens of the Underdark were not always resolved in his favour. The drow race is tricky, and their indirect ambush tactics were unfamiliar to the more blunt, straightforward dwarf youngster. Badly beaten in one such encounter, he fled, vowing revenge on all of that race. All would perish.

Thereafter, Grimdahl was more cautious in his wanderings below ground, but he still felt the rock and stone speak to him. Not particularly interested in the deities most dwarves follow (he feels they haven't exactly led the dwarves to glory), Grimdahl took a different path – that of the world itself – and specifically the earth and caves. Dwarf druids are comparatively rare, so he was compelled to seek teaching from humans; this he at first regarded as a monstrous hardship, but their ease and welcome was enough to force him to re-consider his “dwarves first” xenophobia. Perhaps the younger races do have something to teach, after all; a thought he tended not to voice out loud.

By this time, Grimdahl had been gone for quite some time from Summermount and his family, although he was only ever a minor member of the Tharnhammer clan. Aware that he was at risk of being regarded as an outsider, he returned and swore a might oath of loyalty to the head of his family, Magnar Tharnhammer: “I swear that as a true dwarf I will uphold your values. I will make you proud of me. I will use my knowledge of earth and caves and guide our clan – our race – back to Dammerhall.” A foolish oath, perhaps, but a true and proud one. It was enough to move Magnar to present him with a true relic of Dammerhall – a scimitar forged in the lost foundries of that great stronghold. Grimdahl cherishes this weapon and longs to see it restored to its true glory, with all its gems replaced and hilt re-bound. His dearest wish is to use it to spill drow blood - and the ichor of anything that tries to stop him in his quest.

No one since that time has – at least to his face – questioned his loyalties, even if he does spend a lot of time learning from humans...

Personality/Appearance:

An odd mix of conservative traditionalist (“We belong under ground, not under the sun!”) and yet open to other races and other thoughts (no dwarf could teach him the way of the druid), Grimdahl can be something of an enigma even to his closest family. His time away has left him slow of speech, and he can come across as surly when instead he is simply seeking the right words. He considers matters carefully before speaking and has - somewhat to his surprise - developed a reputation for wisdom and true thought, even if he isn't the quickest-witted or most sociable.

His druidic faith means that he wears toughened leathers rather than chain mail, making him quieter (some would say sneaky) than the average dwarf; he has also adopted some human habits, such as wearing a hat (the sunlight gives him a headache) and smoking cigars rather than the traditional dwarven pipe. He also doesn't braid his auburn beard, which he keeps close-cropped instead of just letting it grow naturally. His skin is bronzed from his time outdoors, despite his best efforts to avoid the sun. He much prefers to be out of doors either after dark, or underground.

Having forsworn metal armour, Grimdahl can be touchy about accusations that he is not a true dwarf. His oath still stands and he means – at some point soon – to mount an expedition to reclaim Dammerhall, or die in the attempt.