Golem-Breaker

Grimma Fireforge's page

243 posts. Alias of Ilmakis.


Full Name

Grimma Fireforge

Race

AC 17 (16FF)

Classes/Levels

(Darvision 60ft. ; +1 Init; Fort +4, Ref +1, Will +5)

Remaining Ressources:
Spells level 1 : 1/2 | Judgment 0/1

Gender

Hp 10/10

Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Grimma Fireforge

Story of Grimma Fireforge:

Before becomming an Inquisitor of Ylimancha, Grimma was an young adventurous dwarf according to the criteria of his people. She went with other member of his clan in a expedition for prospecting new mining opportunity in the mwangi expense.
They land in Sargava and had all the papers needed from the Grand Custodian.
At first all went well. They found with ease and the help of locals a some promising metal at the surface. So as good dwarf they begin digging with new dwarf method.

Succes came faster than expected and dimmed by their succes the dwarf's prospectors began to dig deeper. Then problems arise...

Some members, dwarf or local help, disappeared one at one. Patrols were organised but few experimented against such dangers they had difficulties to handle it. Fortunately, their leader, Prince Tulgrim Ironfist was a veteran of the deep wars and organized and taught them how to fight such monstrosities. Then, they began to fight back.
But it will be only for a few times...

After three years of efforts and sacrifices, the first shipment was ready to be sent to Eleder. A dozen dwarfs were chosen to take care of the shipment, weakening the mine defenses.

The camp was attacked by some underground creatures. The attack was well planed and even if each dwarf fight with all his heart they were outnumbered and they fall one at one...

Understanding that defeat and death was inevitable, Tulgrim decided to try to save some of the younger dwarfs. He appointed the two younger dwarfs still alive to a last mission : Trying to find help in Sargava.

The Prince and the few remaining dwarfs gave time to the two youngers to escape by making a last diversion.

Grimma run, run as fast as she can hoping to escape her pursuers and find help. But the jungle decided otherwise... Unaccustomed to the latter, she was lost in meanders and its dangers. Completely lost, she wandered several days without knowing where to go. On the surface, alone, she didn't know to which God pray.

After a several days, or weeks of wandering alone in the jungle she see a strange seeghul. A gold seegull with blue circles on each wing. She decided that it was a sign. She follow the strange bird during days and days until she find some sort of civilization and collapse...

She waked up in a tiny village populated by humans with dark skin and tribal scars. The shaman tell her that in his dreams a giant golden seegull will help him to find salvation for his village. And when, two days ago he see a strange golden bird he knowned that his dream came true.

After a few days, the strong constitution of Grimma help her to come back with all her strength. But shaken by the revelation of the shaman and her own experience she ask herself what to day...

After a few days of introspection she decided to stay in the village for a time. She followed the shaman who saved her and alongside him she learned the basics of the local language. She begin to speak with the other villagers. Then all his world view changed. She begin to love the nature, fresh air or fishing as much as mining or making new tools in the forge !
She stayed two month in the village before feeling strong enough to go back to civilisation.

But the day of his departure colons came to attack the village. The villagers surprised weren't prepare to fight back. But Grimma was.
She prayed the golden seegull she sees in her dreams and charge the man who seemed in charge and something happend, she heard a response ! His wrath was divine...
The attack was so sudden than the colons won't react immediately, giving time to the mwangi to organise.
With the help of Grimma they fight back with spears, stones, and fire. None of the attackers survived this day.

After that, Grimma understood that his mission was to protect this village and decided to stay. But she knew that she needed new tools, new weapons to help her new family.

She maked numerous round-trips between the village and the Sargava to trade and to buy. During one of those, she crossed a dwarf from the lost expedition ! He was one of the few who be sent with the first shipment. After a few beers he explained that none of the dwarf in the colony survived the figth and the remaining dwarf abandonned the site soon after. He tell her that his parents was still hoping she was alive and was even prepared to pay for some information on her well being !
Albadar, said that her young brother Garid will be maried in six month !
Outled of nostalgia, she decided to go back in the Five King Mountain for a last trip before going back to his beloved village.
She makes arrangements to be assured of the safety of her village and goes to see her dwarf family.

---

After one year, she's back to Sargava with new tools from her parents and she counts each day before her arrival.


Inquisitor 1 of Ylimancha
NG medium dwarf
Init : +1 Senses : Dark vision (60ft.), Perception +8
== DEFENSE ==
AC 17*, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
*+2 dodge bonus against abberation.
HP : 10 (1d8+2)
Fort +4 Ref +1 Will +5
+2 racial bonus on saves against spell and poison.
== OFFENSE ==
Speed : 20ft. (20ft. in armor)
Melee : battleaxe +3 (1d8+3/x3) or spear +3 (1d8+4 + reach) or morningstar +3 (1d8+3)
Ranged : Sling +1 (1d4+3)
== STATISTICS ==
Str 16, Dex 13, Con 14, Int 10, Wis 16, Cha 8
Base Atk +0; CMB +3*; CMD 14
*+2 racial bonus for bullrush or overrun.

Feats :
- Power Attack (-1/+2)

Trait : Boarded in the Mwangi Expanse, Zest for Battle

Skills :
Knowledge Nature : +4*
Knowledge dungeoneering: +4*
Diplomacy : +3
Intimidate : +4
Heal : +3
Perception : +8
Profession (mining) : +5
Sense Motive : +4
Survival : +7
Swim : +7
*+3 against creature
+1 for any matter relative to jungle

Racial traits :

  • Slow and Steady
  • Darkvision
  • Deepwarior
  • Craftsman (mining)
  • Hardy
  • Hatred
  • Relentless
  • Weapon familiarity

Knowned Spells (domain : Animal (Feather)):

  • SPELL0 (DD13)
  • Spell 0 : Create Water
  • Spell 0 : detect poison
  • Spell 0 : Stabilize
  • Spell 0 : Disrupt Undead
  • SPELL1 (2/day DD14)
  • Spell1 : Shield Of Faith
  • Spell1 : Bless
  • Spell1 : Cure light wounds

Judgment (1/1) :

Judgments:
  • Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
  • Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
  • Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
  • Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
  • Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
  • Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
  • Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
  • Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
  • Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.

Equipment :
Defense
Scale mail, leather armor, wood buckler
Offense
battleaxe, morgenstern, spear, sling (10/10 bullets), dagger
Other
a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. (22,9 gold)

1087/2000 XP:

waking up on the beach with tingling scorpion 102XP
Freeing Jacks 100XP
Killing Sea Scorpion 100XP
A flying dinosaur 100XP
Another flying dinosaur (Sasha's egg) ! 135XP
Giving rest to the ghost 200XP
Killing zapping lizards 150XP
Canibal's fight ! 200XP