Paladin

Griswold Òrachbeithi's page

150 posts. Alias of Teiidae.


Full Name

Griswold Òrachbeithi

Race

Moutain Dwarf, Natural Bear Lycanthrope

Classes/Levels

Spell-less ranger (Dual-style) 2 | HP: 23/23 | AC: 17 T: 12 FF: 15 | Fort: +5, Ref: +5, Will: +3 | CMB: +5, CMD: 17 | Init: +4| Senses: Darkvision 60ft, Lowlight vision, Stonecunning, Perception: +7 , Survival +9 .

Gender

Male

Size

Medium

Age

63

Special Abilities

Changeshape ,Curse of Lycanthropy and Lycanthropic Empathy and Stonecunning

Alignment

Neutral, with good tendencies.

Deity

Obad-Hai

Languages

Common, Dwarven, Gnomish, Giant and Orcish.

Occupation

Lumberjack, Trapper and Ranger of the Forest.

Strength 17
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 16
Charisma 7

About Griswold Òrachbeithi

Male Dwarf Natural Werebear Spell-less Ranger 2 (Dual-style)
Neutral Medium Humanoid (Dwarf, Shapechanger)
Init +4: Senses: Darkvision 60ft, Low-light vision, Scent, Stonecunning, Perception +7, Survival +9
Age:63 Height:4ft.5in Weight:200 lb
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DEFENSE
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AC 17 touch 12, flat-footed 15 (+5 Armour, +2 Dex, +0 Shield, Natural Armour 0, Misc +4, Size 0)
hp 23(2d10+4)
Fort +5 Ref +5 Will +2
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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OFFENSE
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Speed
Baseland 20ft
Melee
..Dwarven Waraxe +5 (1d10+5/X3)
Ranged
..Cold Iron throwing axe +4 (1d6+4/X2) 10ft
..Silver throwing axe +4 (1d6+4/X2) 10ft
..Special Attacks: favored enemy (orcs +2)
..Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
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STATISTICS
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Str 17, Dex 14, Con 15, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +5; CMD 17
Traits
..Company lumberjack: Your years as a lumberjack may not help with what is going around, but it has given you a great deal of experience with an axe. You deal an extra 1 point of damage when using any sort of axe.
..Ease of Faith:You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Feats
Feats from Levels
..Power attack
Feats from Class
..Aspect of the Beast
..Cleave
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Hybrid form:

Male Dwarf Natural Werebear Spell-less Ranger(Dual-style)
Neutral Large Humanoid (Dwarf, Shapechanger)
Init +3; Senses Darkvision 60ft, Low-light vision, Stonecunning, Scent, Perception +7, Survival +9
Age:63 Height:10ft.6in Weight:1650 lb
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DEFENSE
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AC 22, touch 10, flat-footed 21 (+5 Armour, +1 Dex, +0 Shield, Natural Armour +8, Misc +4, Size -1)
hp 25(2d10+6)
Fort +4 Ref +4 Will +2
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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OFFENSE
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Speed
Baseland 20ft
Melee
..Dwarven Waraxe +7 (2d8+8/X3) or (2d8+6/X3)
..Bite +7 or +2 (1d8+5/X2) or (1d8+2/X2) plus curse of lycanthropy DC 15
..Claw +7 (1d6+5/X2 plus grab) or +2 (1d6+2/X2 plus grab)
Ranged
..Cold Iron throwing axe +3 (1d8+6/X2) 10ft
..Silver throwing axe +3 (1d8+6/X2) 10ft
Space 10 ft.; Reach 10 ft.
..Special Attacks: favored enemy (orcs +2)
..Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
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STATISTICS
------------------------------
Str 21, Dex 12, Con 17, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +8; CMD 19
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GEAR/POSSESSIONS
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Combat Gear: Dwarven Waraxe, Cold Iron Throwing axe, Silver throwing axe.
Worn Gear: Dwarven Chainshirt, Green and brown armoured kilt, Thick cotton shirt,leather and magically treated moss vest.
Other gear/Inventory: Backpack, 50ft of hemp rope, Dwarven trail rations(10)
Carrying Capacity
Light 306lb Medium 612 lb Heavy 920lb
Current Load Carried 80lb.
Coins Gp:0 Sp:0 Cp:0

Animal form:

Male Dwarf Natural Werebear Spell-less Ranger(Dual-style)
Neutral Large Animal (Dwarf, Shapechanger)
Init +3; Senses Darkvision 60ft, Low-light vision, Stonecunning, Scent, Perception +7, Survival +9
Age:63 Height:10ft.6in Weight:1650 lb
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DEFENSE
------------------------------
AC 18, touch 10, flat-footed 17 (+0 Armour, +1 Dex, +0 Shield, Natural Armour +8, Misc +4, Size -1)
hp 25(2d10+6)
Fort +4 Ref +4 Will +2
Resistances: Damage Reduction Silver 3 in hybrid and animal form.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
------------------------------
OFFENSE
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Speed
Baseland 50ft
Melee
..Bite +7 (1d8+5/X2) (plus curse of lycanthropy DC 15)
..Claws +7 (1d6+5/X2 plus grab)
Space 10 ft.; Reach 5 ft.
..Special Attacks: favored enemy (orcs +2)
..Hatred: +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes.
------------------------------
STATISTICS
------------------------------
Str 21, Dex 12, Con 17, Int 12, Wis 16, Cha 7
Base Atk +2; CMB +8; CMD 19
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GEAR/POSSESSIONS
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Combat Gear:
Worn Gear:
Other gear/Inventory:
Carrying Capacity
Light 459lb Medium 918lb Heavy 1380lb
Current Load Carried 80lb.
Coins Gp:0 Sp:0 Cp:0

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Skills
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Class skills
..Acrobatics +2 (Ability +2, Ranked 0)
..Climb +7 (Ability +3, Ranked +1, Class +3)
..Diplomacy +3 (Ability -2, Ranked +1, Class +3, Trait +1)
..Handle animal (Ability +2, Ranked +0)
..Heal (Ability +2, Ranked +0)
..Intimidate (Ability +2, Ranked +0)
..Knowledge Dungeoneering (Ability +2, Ranked +1, Class +3)
..Knowledge Nature + 6 (Ability +2, Ranked +1, Class +3)
..Perception +7 (Ability +3, Ranked +1, Class +3)
..Ride (Ability +2, Ranked +0)
..Stealth +6 (Ability +2, Ranked +1, Class +3)
..Survival +9 (Ability +3, Ranked +1, Class +3, Flat +2)
..Swim (Ability +3, Ranked +0)
Background Skills
..Linguistics +6 (Ability +1, Ranked +2, Class +3)
..Knowledge Geography +6 (Ability +2, Ranked +1, Class +3)
..Profession Lumberjack + 7 (Ability +3, Ranked +1, Class +3)
Non-Standard Skill Bonuses
..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.
..Lycanthropic Empathy (Ex)
In any form, natural Lycans can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
..Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
..Aspect of the beast: Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Languages: Dwarven, Common, Gnomish, Orcish and Giant.

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GEAR/POSSESSIONS
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Combat Gear: Dwarven Waraxe, Cold Iron Throwing axe, Silver throwing axe.
Worn Gear: Dwarven chainshirt, Green and brown armoured kilt, Thick cotton shirt,leather and magically treated moss vest.
Other gear/Inventory: Backpack, 50ft of hemp rope, Dwarven trail rations(10)
Carrying Capacity
Light 86lb Medium 173lb Heavy 260lb
Current Load Carried 40lb.
Coins Gp:0 Sp:0 Cp:0

Special Abilities:

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SPECIAL ABILITIES
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

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.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

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.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their descriptions.

Werebear – Base Animal Form Brown Bear - +4 Strength, +2 Constitution & -2 Dexterity - +2 Climb & Wild Empathy. Feat: Scent. Reach 5'

All Lycans have three forms—a humanoid form, a base animal form, and a hybrid form.

Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form.

A Lycan can shift to any of its three alternate forms as a move action.

A Lycan gains a bite attack when it is in its base animal and hybrid form. This is a primary attack that deal 1d6 points of damage plus the Lycan’s Strength modifier. In addition, when a Lycan is in its base animal form, it also gains the special attacks applicable to the base animal type. BY way of example, a werewolf in wolf form may attempt to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack.

The Lycan gains two claw attacks when it is in its base animal and hybrid form. These are primary attacks that deal 1d4 points of damage plus the Lycan’s Strength modifier.

At 6th level a Lycan may choose to improve either its natural bite or natural claw attacks as follows:

Bite: Your bite deals an additional 1d6 damage.

Claw: You gain the Improved Grapple feat as a bonus.

At 11th level a Lycan may choose to improve either its natural bite or claw attacks as follows:

Bite: Your bite deals an additional 1d6 damage.

Claw: Rend, when you strike successfully with both claws in the same combat round you may deal an additional 2d6 + 1 ½ strength damage.

Damage Reduction (Ex): At first level, Lycans possess DR 3/silver while in hybrid or wolf form. This resistance increases to DR 6/Silver and 6th level and DR 10/Silver at 10th level.

Low-Light Vision (Ex): Lycans can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far.

Curse of Lycanthropy (Su):
A natural lycanthrope's bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim's size is not within one size category of the lycanthrope, this ability has no effect.

Lycanthropic Empathy (Ex):
In any form, natural Lycans can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.

Scent (Ex):
This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Single Favored Enemy (Ex): At 1st level,
you select a creature type from the ranger favored
enemies table. You gain a +2 bonus on Bluff, Knowledge,
Perception, Sense Motive, and Survival checks
against creatures of the selected type. Likewise, you
get a +2 bonus on weapon attack and damage rolls
against them. You may make Knowledge skill checks
untrained when attempting to identify these creatures.
You receive no additional favorite enemies
as you gain levels. At 5th level and every five levels
thereafter (10th, 15th, and 20th level), the bonuses
against this single favored enemy increase by +2.
Favored enemy Orc +2.

Track (Ex):
Add half the spell-less ranger's level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex):
A spell-less ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The spell-less ranger rolls 1d20 and adds his spell-less ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spell-less ranger and the animal must be within 30 ft. of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The spell-less ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but suffers a –4 penalty on the check.

Stealth Attack:

If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft.

Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.

Dual Combat Style (Ex): At 2nd level, you
must select two combat styles to pursue. Normally,
these two combat styles must be archery and two weapon combat, but with the GM’s permission, you
may also choose from any of the additional combat
styles detailed in the Pathfinder RPG Advanced Player’s Guide (Crossbow, Mounted Combat, Natural
Weapon, Two-Handed Weapon, Weapon and Shield).
See Appendix for details on these additional combat
styles.
Your expertise in these two styles manifests
in the form of bonus feats at 2nd, 6th, 10th, 14th, and
18th level. At each of these levels, choose one appropriate feat from each of your two combat style lists.
You can choose any feats from your selected combat
styles, even if you do not have the normal prerequisites.
The benefits of your two style feats apply
only when you wear light, medium, or no armor. You
lose all benefits from these combat style feats when
wearing heavy armor. Once a dual-style ranger selects his two combat styles, they cannot be changed.
This ability replaces combat style.

Background:

Griswold was born in the small Werebear community of Beltander. When Griswold was born, his mother took him with her on a trip to Namburil in check on the gnomish village and trade supplies. While traveling through the woods, she was ambushed by a squad of orcs. Believing this to be an easy plunder, the orc attacked and that's when she transformed. Slaying the orcs and protecting her cub,but died of her wound.

Cold and alone in the woods, Griswold cried and cried for hours. His crying stopped when he was overshadowed by a large,gray multi-eyed beast. The creature brought the babe to its lair, trying to feed it a wolf it killed prior, alas the baby wouldn't eat. The gray beast wandered the woods, until it stumbled upon a Gnome druid of Obad-Hai. Despite wanting to remain neutral and let nature take care of the situation, the druid decided to raise the young dwarf, naming him Griswold with the last name Òrachbeithi. A dwarven name meaning gray forest, fitting as he was found in spring when the trees were still barren and a Druidic surname meaning Golden bear. His druid mentor told him of his origins,the beast that found him. His druid mentor taught Griswold how to control his bestial desires, explained how bears act in the wild and how to fight as one. Many summers passed, the druid decided like all animals either out of pragmatism or that Griswold was eating too much, it was time for the youngling to leave. Traveling to Corustaith to meet with the Seven Ranger Knights, Griswold was given to the Rangers.

Griswold spent many years training with the Rangers, his lycan nature helped on his patrols and gave him the extra vigor to hunt down those that would harm the forest. Despite his prowess, life wasn't easy for Griswold in the Rangers. Seen as little more than a wild animal at heart by his officers and fellow rangers, Griswold spent his days alone chopping wood to make fortifications. Griswold was sent on some of the most dangerous missions with the some of the other outcasts rangers and thugs. Griswold is still unsure if this was in hope that he would be killed off, his bestial nature would take over and he'd slaughter the outcasts or because his knight commander believed in him. After years of training and hardship, Griswold was finally accepted as a Ranger of the Forest, to which his Rangers hardly remember because he drank them all under the table for his Brewfest. He was finally ready to rid Gnarley of Orcish filth, as his people have done for centuries.

Appearance and Personality:

Griswold's Dwarf form is 4'5" and weighing in at 200lbs. He's well muscled although he has a fairly large belly from over consuming mead,berries and fish. Griswold has broad shoulders with thick limbs and is very weathered, looking like a man that has worked hard all his life. His hair is dirty blond mixed with red that runs to his midback, he half of it straight the rest tied back into braids. Griswold has a great big bushy beard that grows to his belly, large enough that it conceals his neck. Griswold is so hirsute that from a distance one could easily mistake him for wearing a sweater. Griswold face is scarred from from a bite giving to him by a werewolf above his left eye and under his cheek, unbeknownst to the werewolf Griswold was a werebear. His eyes are beady and are honey coloured, although it's hard to tell because his eyebrows are so thick and bushy. Griswold reeks of stale mead, fresh earthy dirt and moss. He's often covered with a thin layer of dirt.

Griswold wears a thick cottonshirt with a leather and magically treated moss vest sewn into the shirt. Griswold wears a large pair of leather boots with fur wraps around his legs, all come together with his green and brown pattern armour plated kilt. Over all of his clothing is his standard issue Dwarven scalemail armor, a gift from the Rangers for his continued years of service. Around his head he wears a thick studded leather circlet.

In his Hybrid from, Griswold grows to a massive proportion, standing a little over 10ft tall and weighing a little over 1600lbs. His fur as like his Dwarven hair is dirty blond mixed with red. Growing claws and teeth that could tear flesh asunder and crush bones.

In his animal form, he takes the form of a Kodiak bear. Comparable in size to a polar bear. To the trained eye, they could tell that he is more than mere animal.

Griswold is a kind, easy going fellow. He goes through life with little regards of the concerns of others and tends to be solitary, unless it's time to eat. Griswold firmly believe that the heart of any home is the hearth or dinner table and that brothers in arms should be able to share a meal with one and other. Due to his upbringing and bestial nature, many of the rangers mistrusted him and viewed him as a tool sent by the druids to keep the rangers in check. Because of his isolation, Griswold tended to work alone which was fine to him. He'd rather make his patrol, garden, eat drink and sleep. Those that earn his trust are friends for life, they become his "little Cubs" despite being a dwarf. All that changes when his true form is reveled. Griswold tends to be crass and very open, having lived in the wild and raised by Rangers. Believing his openness to be a display of trust, he likes to talk and hear from others when given the chance to. Griswold displays many traits of a wild bear, making it hard for him to integrate into polite company. He over eats, enjoys long rests and rubbing his back against rough texts like stone and bark. He tends to dislike the winter, as he suffers against the urge to sleep and eat, either from his werebear nature or being raised by a Gnome druid.
His prized possessions are his locket and waraxe, both are his only mementos of his mother. Griswold has never met his father, he only knows that he was some sort of Warrior from the Beltander.

Motivations:

.To return to Beltander to learn more of his origins and his people.
..to find out about his clan.
.To Keep the werebears strong and alive.
.To reforge his mother's axe into a power magical weapon.
.To become a Ranger Knight.
.To find a band of fellows that he listen to their stories and fight alongside them.
.To have a small cottage with a garden and a wife.