Full Name |
Grimoin Al'Thorrak |
Race |
Dwarf |
Classes/Levels |
Paladin L5 | AC20(T11FF19) | hp 52/66 | Save F11R6W9 | Init +2 | Perc. +2 | Smite 1/1 | Channel 6/6 | Lay 6/6 |Status: Power of Faith, 30' +1; Studying Cha tome; Heroism +2 |
Gender |
M |
Size |
M |
Age |
55 |
Special Abilities |
As Paladin (Hospitaler and Warrior of the Holy Light) |
Alignment |
LG |
Deity |
Abadar |
Location |
Katapesh |
Languages |
Common, Dwarven, Gnome, Undercommon |
Strength |
18 |
Dexterity |
14 |
Constitution |
18 |
Intelligence |
14 |
Wisdom |
15 |
Charisma |
16 |
About Grimoin Al'Thorrak
Grimoin Al'Thorrak L5
Male dwarf paladin (warrior of the holy light, hospitaler) 5 (Pathfinder RPG Advanced Player's Guide 116, 118)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +2 (+4 to notice unusual stonework)
Aura courage (10 ft.), power of faith
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 66 (5d10+30)
Fort +11, Ref +6, Will +9; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training;
Immune disease, fear
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Offense
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Speed 20 ft.
Melee crossaxe (axe blade) +9 (1d6+6/×3) or
. . gauntlet (from armor) +9 (1d3+4) or
. . gavel of abadar +10 (2d6+7/×3) or
. . mwk cold iron light hammer +10 (1d4+4) or
. . unarmed strike +9 (1d3+4 nonlethal) or
. . zephyr guard dagger +10 (1d4+4/19-20)
Ranged crossaxe +7 (1d10/19-20)
Special Attacks channel positive energy 6/day (DC 14, 1d6), hatred, smite evil 1/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
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Statistics
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Str 18, Dex 14, Con 18, Int 14, Wis 15, Cha 16
Base Atk +5; CMB +9; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats
Cleave, -- If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Exotic Weapon Proficiency (earthmaul),
Power Attack, ] --You can subtract from your attack roll to add to your damage.
Shield Of Swings[APG], -- During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Toughness
Traits
duskwalker agent (katapesh),
easy way or the hard way,
reclaiming your roots
Skills
Acrobatics -3 (-7 to jump),
Appraise +3 (+5 to assess nonmagical metals or gemstones),
Diplomacy +10 (+8 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Heal +9,
Intimidate +6,
Knowledge (dungeoneering) +4,
Knowledge (engineering) +4,
Knowledge (geography) +3,
Knowledge (history) +4,
Knowledge (nobility) +7,
Knowledge (religion) +8,
Perception +2 (+4 to notice unusual stonework),
Profession: Barrister +7,
Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized),
Survival +4,
Use Magic Device +4;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Gnome, Undercommon
SQ
divine bond (weapon +1, 1/day),
lay on hands 6/day (2d6),
mercy (sickened), -- lay on hands ability, it also removes the sickened condition.
pride---2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Combat Gear
acid (2),
alchemist's fire (2),
antiplague[APG] (2),
antitoxin (2),
holy water (4),
powder[APG] (5),
smokestick (5),
thunderstone (2);
Other Gear
zephyr guard armor[UE],
barbed bolt (20),
crossaxe,
crossbow bolts (10),
gavel of abadar[UE],
incendiary bolt (10),
mwk cold iron light hammer,
zephyr guard dagger,
belt of giant strength +2,
adventurer's sash,
bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (The Order of Numbers)[UE], masterwork backpack[APG], mess kit[UE], pot, soap, tindertwig (10), torch (10), trail rations (5), waterskin, wooden holy symbol of Abadar,
mysterious electrum coin, inherited from parents (worth 350 gp),
2,053 gp, 9 sp, 5 cp
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Tracked Resources
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Acid - 0/2
Alchemist's fire - 0/2
Antiplague - 0/2
Antitoxin - 0/2
Barbed bolt - 0/20
Crossbow bolts - 0/10
Detect Evil (At will) (Sp) - 0/0
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) - 0/1
Holy water - 0/4
Incendiary bolt - 0/10
Lay on Hands (2d6 hit points, 6/day) (Su) - 0/6
Masterwork cold iron light hammer - 0/1
Paladin Channel Positive Energy 1d6 (6/day, DC 14) (Su) - 0/6
Powder –0/5
Smite Evil (1/day) (Su) - 0/1
Smokestick - 0/5
Thunderstone - 0/2
Tindertwig - 0/10
Torch - 0/10
Trail rations - 0/5
Zephyr Guard dagger - 0/1
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
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.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (2d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 1d6 (6/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
>At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Shield of Swings During a full-round attack with a 2-handed weapon, you may halve your damage to gain +4 AC and CMD until the beginning of your next turn.
Smite Evil (1/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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APPEARANCE:
Grimoin on first sight presents an intimidating sight, with his polished basalt stoneplate armor and ginormous earthbreaker maul. He takes care of his appearance, keeping his hair and beard clean and braided down. He wears the tabard of the Duskwalker Agents, and the polished gold insignia of the Paladins of Abadar. For some reason, the light seems brighter around him.
PERSONALITY:
Proud and fierce following the tenets of his faith;
Paladin’s code of Abadar wrote:
- I will always protect the innocent, by helping them protect themselves where I can and stepping in personally where I cannot.
- I will always act with honor and honesty. I cannot truly represent my faith if people cannot put their faith in me.
- I respect all lawful authority and understand that different places have laws that I may not agree with, but work for those who reside within. If a law is unlawful, I will work to the best of my ability to show them a better law or way.
- I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
- Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.
- Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.
- I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft on either side is intolerable.
- I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.
Nevertheless his seems older and demoralized after his service in Katapesh, so much that was corrupt he was forced to overlook, even amongst his own superiors in the Duskwalkers. He feels desperately the need to atone, and the long delayed notice that his father had died in the small town of Kelmarane and that Grim had inherited some property there gave him some hope for a new start; a morally clean slate.
HISTORY:
HISTORY:
Born in Kelmarane,
Mother died, no record of why;
Sent to Katapesh, Order of Abadar orphanage.
Grew up, Had calling to the service of Abadar.
His order was commanded by Ismaeel al-Qasim a smooth talking cleric of Abadar.
Assigned to the Duskwalkers as Hospitaller support.
Gained a contact among the businessmen that traded at the marketplace; Sheikh Taaj al-Abdi.
His complaints of corruption making him unpopular, and finding a deed to property in his birth home of Kelmarane, he takes the deal that
Pactmaster Hashim Ibn Sayyid offered,
to leave to go to Kelmarane to find his roots and perhaps find a clean slate.
Along with a deed is a mysterious Electrum Coin that had belonged to his parents that no one can identify.
=========================================================================== =======
Elephant in the Room: No Feat Taxes:
No Feat Taxes website
Removed Feats: Feats that have been completely removed from the game, usually due to redundancy with new or altered feats:
• Combat Expertise
• Deadly Aim
• Exotic Weapon Proficiency
• Improved Bull Rush
• Improved Disarm
• Improved Feint
• Improved Grapple
• Improved Overrun
• Improved Sunder
• Improved Trip
• Improved Two-Weapon Fighting
• Improved Unarmed Strike
• Martial Weapon Proficiency
• Mobility
• Power Attack
• Scorpion Style
• Stand Still
• Throw Anything
• Weapon Finesse
-----
NEW FEATS
Feat Notes==================
Deft Maneuvers: --Combines the effects of Improved Disarm, Improved Trip, and Improved Feint.
Greater Hamstring: --Victims of your hamstring combat maneuvers cannot move for the rest of their turn.
Iron Guard: --Gain the benefit of a rogue’s evasion class feature when using a shield.
Powerful Maneuvers --Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity.
Powerful Stride --Once per day, take a 10-foot step in place of a 5-foot step.
Savage Charge --Use Vital Strike as part of a charge or Spring Attack.
Scorpion Stance --Replaces Scorpion Style. Allows the use of bull rush, hamstring, overrun, and trip combat maneuvers against larger foes.
Unarmed Combatant --Combines the effects of Improved Grapple and Improved Unarmed Strike.
Weapon Proficiency --Allows you to make attack rolls with a single fighter weapon group normally.
Whirling Cleave --Take a single 5-foot step during a Cleave or Great Cleave.
-----
Altered Feats:
Agile Combatant=> Formerly titled Agile Maneuvers. Includes the hamstring combat maneuver and acknowledges the changes to Weapon Finesse.
Catch Off-Guard=> Combines the effects of Catch Off-Guard and Throw Anything.
Deflect Arrows=> Characters with Shield Focus may take this feat to deflect arrows with their shield.
Dodge Combines the effects of Dodge and Mobility.
Greater Shield Focus=> The AC bonus granted by Shield Focus now affects ranged touch attacks (including rays and similar magical effects).
Greater Two-Weapon Fighting=> Combines the effects of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting.
Improvised Weapon Mastery=> Solely increases the damage dealt by improvised weapons, as Catch Off-Guard already removes all penalties to attack.
Natural Spell=> Now works with the wizard’s change shape class feature.
Rapid Reload=> Slings and sling staves may now be reloaded as a free action.
Shield Focus=> Grants an additional +4 bonus to AC against ranged attacks.
Two-Weapon Fighting=> Verbiage changed to reflect the changes to Weapon Finesse.
-----
*Risky Strike and Defensive Stance*
In place of Power Attack, Deadly Aim, Fight Defensively, and Combat Expertise, players are granted two new combat options: Risky Strike and Defensive Stance. Both are usable by any character with a base attack bonus of at least +1, and neither option requires a feat to access.
Risky Strike
Prerequisite: Base attack bonus +1.
You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a onehanded weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Defensive Stance
Prerequisite: Base attack bonus +1.
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge
bonus increases by +1.
You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.