Initiate of Flame

Grizz Yellowbeard's page

10 posts. Alias of Kor - Orc Scrollkeeper.


Full Name

Grizz Yellowbeard

Race

HP 59/59; AC 20 (t 13, ff 17); Fort +8, Ref +0, Will +5;

Classes/Levels

Dwarven Ranger (Dungeon Rover) 7

About Grizz Yellowbeard

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Grizz Yellowbeard's Stats:

Grizz Yellowbeard
Male Dwarf Ranger (Dungeon Rover) 7
NG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 59 (7d10+14)
Fort +8, Ref +9, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
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Offense
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Speed 20 ft.
Melee dagger +8/+3 (1d4+1/19-20) and
. . light hammer +8/+3 (1d4+1) and
. . quarterstaff +8/+3 (1d6+1)
Ranged +1 heavy crossbow +7/+2 (1d10+1/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids, favored enemies (aberrations +2, magical beasts +2)
Ranger (Dungeon Rover) Spells Prepared (CL 4th; concentration +6):
. . 2nd—barkskin
. . 1st—gravity bow[APG], magic fang
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Statistics
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Str 12, Dex 16, Con 14, Int 14, Wis 14, Cha 7
Base Atk +7; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Boon Companion, Crossbow Mastery[APG], Endurance, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot
Traits ease of faith, reactionary
Skills Climb +5, Diplomacy +7, Disable Device +8, Handle Animal +4, Heal +6, Knowledge (dungeoneering) +12, Knowledge (engineering) +8, Knowledge (geography) +10, Knowledge (nature) +10, Perception +12 (+14 in underground environment to notice traps, potential cave-ins and dangerous flora, +14 to notice unusual stonework), Spellcraft +6, Stealth +10, Survival +12, Swim +2; Racial Modifiers lorekeeper
Languages Common, Dwarven, Gnome, Undercommon
SQ combat styles (crossbow), favored terrain (underground +2), hunter's bonds (hunter's bond [animal companion]), stone scouting, subterranean stride, vermin affinity
Combat Gear cold iron crossbow bolts (50), silver crossbow bolts (50), wand of cure light wounds; Other Gear +1 breastplate, +1 heavy crossbow, crossbow bolts (50), dagger, light hammer, quarterstaff, cloak of resistance +1, backpack, chalk (3), crowbar, drill, fishhook (3), flint and steel, grappling bolt, silk rope (50 ft.), thieves' tools, masterwork, waterproof bag, waterskin, weapon cord, whetstone, wrist sheath, spring loaded, 270 gp, 7 sp, 7 cp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs Favored Enemy (Aberrations).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Subterranean Stride (Ex) Not slowed by difficult terrain while underground.
Vermin Affinity +5 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
Weapon cord Attached weapon can be recovered as a swift action.

Skits' Stats:

Skits
Female Scorpion, Giant (Pathfinder RPG Ultimate Magic 0)
N Large vermin
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
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Defense
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AC 18, touch 10, flat-footed 17 (+1 Dex, -1 size, +8 natural)
hp 61 (+24)
Fort +8, Ref +3, Will +2 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee 2 claws +10 (1d8+6 plus grab) and
. . sting +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
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Statistics
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Str 22, Dex 12, Con 16, Int —, Wis 10, Cha 2
Base Atk +4; CMB +11 (+15 grapple); CMD 22 (34 vs. trip)
Feats Improved Natural Attack (claw), Skill Focus (Stealth), Toughness, Weapon Focus (claw)
Tricks Attack, Attack, Attack Any Target, Seek, Stay
Skills Perception +7, Stealth +5, Survival +4
SQ attack, attack any target, devotion, seek, stay
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Grab: Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Poison: Sting-injury (DC 16) (Ex) Poison—Injury; save Fort DC 16; freq 1/rd for 6 rds; effect 1d2 Str; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Tremorsense (60 feet) Sense things and creatures without seeing them.

Background:

For centuries, the Yellowbeards have been a proud line of disciplined, stoic warriors. Through their might and cold-heartedness, many have become great dwarven heroes. Grizz was an anomoly which the family was not proud of. He lacked the strength and grit which was in his family's blood. Ostracized early in his life, he was sent to the deep recesses of the dwarven kingdom which bordered on the underdark.

Despite essentially being disowned by his family, he chose to face his life's path with optimism. He found humor in dour situations and where that failed there was always a good brew with his name on it.

Acting as a steward for the king's border troops he had many opportunities to interact with many wizened dwarves. Through those that he served, he sought out their knowledge. Having a passion for lore, he frequently sought out tomes of knowledge.

In time, he was called to serve as an aid on the front line, advancing down tunnels looking for drow traps and ambushes. He proved quickly he had a knack for this. He developed his skills further and he became a notable scout.

On one of the forays in the drow territory, the dwarves had taken several prisoners. Guarding the prisoners became part of Grizz's responsibility. During this time, he somewhat befriended a prisoner who shared a similar life to Grizz and was also an outcast of his house. Although Grizz could not help him, the prisoner shared knowledge of the drow with him. He also taught Grizz how he could tame some of the vermin of the underdark. This drow also taught him undercommon. Although Grizz could not call him a friend, he really was the best friend he had known.

One day on his watch, he heard an odd sound from the cells. When he went in to investigate, he saw his drow "friend" fleeing down a corridor, just as a call to alarm was sounded. Grizz leveled his crossbow at the flee drow and commanded him to stop. He did not. Grizz could now hear a sergeant running up from behind him, ordering him to shoot. Grizz put down his crossbow, and with a look of shame on his face he said he could not.

Grizz was exiled from the dwarven kingdom. The dwarven exile got on a ship and took it as far away from his people as he could get. He found himself in the lands of Osirion and Qadira. Here he sought out work as a night guide, however being one of the few dwarves in the area, he found a lot of work in the shadowy wold of tomb delving. Grizz took on the work as he enjoyed learning much of these new cultures and these tombs and ruins taught him much about the people and their architecture. In one of these tombs he found a ferocious giant scorpion that nearly ended his life. Relying on the teachings from his drow friend, Grizz averted the deadly attack and was able to calm the beast. He was able to tame the scorpion and now considers her to be a valuable ally.

Grizz had continued to take on tomb delving work from established clients but lately he has been freelancing a lot. Grizz enjoys change and also likes to explore the surface world as well. He does feel a constant longing though to be underground. He has many chances to explore the local cultures and settlements and many of the populace think of him as an archaeologist.

Personality:

Grizz has lived a harsh life and his way to cope has been by looking for the good in all things. Grizz commonly smiles and enjoys telling jokes and stories. He has a passion for reading and for drinking strong ales. If it wasn't for his short height, blocky build and thick golden beard, most people probably would not even think of him as being a dwarf.