About Grod the CunningBackground:
Grod was born to a life of luxury, relatively speaking, in the Hold of Belkzen. He was the first grandson born to an orc chieftain who had only daughters, and was destined to inherit his grandfather's office one day. His grandfather was a remarkably forward-thinking orc, and had married a half-orc and encouraged his half-orc daughters to do the same, or even take human adventurers as spouses. His father was one of those humans. Eventually, the tribe was attacked by neighboring orc bands who didn't like the idea of so many "thinbloods" runing around. Adapting to this new reality, the decimated tribe took up mercenary work, first moving south into Nirmathas, then further into Molthune, where they were enrolled as a Monster Company. For a few years, life was good for young Grod. He learned warfare from his grandfather, and was taught the worship of Gorum by his aunt, who had forgone any place in the succession to devote herself to the Lord in Iron. Grod became a fervent worship of Gorum, but not himself a priest. He even trained with Molthuni arsenal priests, learning their special ways. But then, on one fateful day, his world was shattered. Their company was sent forward to break a Nirmathi stronghold, but when then Nirmathi's fey allies counterattacked, seemingly from nowhere, the regular Molthuni troops pulled back, leaving the 'monsters' to be slaughtered nearly to a man. His grandfather told him to run, and was able to rally a few of his elites long enough for the teenaged Grod to get away. A few days later Grod retuned to the site of the battle, and under a bitter flag of truce he buried his family, gathered what he could of their equipment, and departed, bitterly forsaking Molthuni service. He wandered for a while, taking small jobs in this or that Varisian hamlet, fighting giants often enough that he learned to specialize a bit in that art. Eventually, he was formally inducted into Gorum's clergy by a cleric of the Lord in Iron who recognized his devotion and his listlessness, and wanted to give him purpose in life. Recently, he's heard there might be giants on the move in the hinterlands outside Sandpoint, so he traveled there to offer his services.
Appearance and Personality:
Grod is unusually well-equipped for a young half-orc, owing largely to the fact that his equipment is almost all that remains of the wealth of the ruling family of the Axebearer Clan. His armor, axe, hornbow, helmet, all were taken from the corpses of his kin. he wears them proudly, as a symbol of where he came from, and from devotion to his god, the Lord in Iron. In imitation of his god, very little of his green skin shows under his armor, and what does is scarred and tattooed with the sacred markings of a devout Gorumite. Grod is recovering his purpose in life. He still mourns his lost clan, but he has recovered some measure of direction by taking up the mantle of Priest of Gorum, though on can scarcely find a more martial priest anywhere. He is slow to trust again, and often second-guesses the intentions of those he interacts with, but he is devoted to winning new glories in memory of his fallen comrades, and earning a reputation to match theirs drives him onward. Stats:
Grod Half-orc (mystic) warpriest (molthuni arsenal chaplain) of Gorum 1 (Pathfinder RPG Advanced Class Guide 60, Weapon Master's Handbook 6) N Medium humanoid (human, orc) Init +1; Senses Perception +3 (+4 vs. giant subtype creatures) -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+7 armor) hp 10 (1d8+2) Fort +6, Ref +3, Will +6 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee dagger +4 (1d4+4/19-20) or greataxe +5 (1d12+6/×3) Ranged orc hornbow +1 (2d6+4/×3) Special Attacks blessings 3/day (War: war mind), sacred weapon (1d6, +0, 1 rounds/day) Warpriest (Molthuni Arsenal Chaplain) Spells Prepared (CL 1st; concentration +3) 1st—divine favor (2) 0 (at will)—create water, mending, purify food and drink (DC 12) -------------------- Statistics -------------------- Str 19, Dex 12, Con 14, Int 10, Wis 15, Cha 8 Base Atk +0; CMB +4; CMD 15 Feats Big Game Hunter, Endurance, Weapon Focus Traits armor expert, fate's favored, giant slayer, rich parents Skills Acrobatics -5 (-9 to jump), Bluff -1 (+0 vs. giant subtype creatures), Handle Animal +3, Knowledge (geography) +1, Knowledge (religion) +4, Perception +3 (+4 vs. giant subtype creatures), Sense Motive +2 (+3 vs. giant subtype creatures), Survival +6 Languages Common, Orc SQ betrayed, finesse weapon attack attribute, orc blood Other Gear lamellar (iron) armor[UC], arrows (20), dagger, greataxe, orc hornbow (+4 Str), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Gorum)[UE], mess kit[UE], pot, soap, spell component pouch, tattoo holy symbol of Gorum[UE], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 22 gp -------------------- Special Abilities -------------------- Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll). Big Game Hunter +1 to hit, +2 to damage Large or larger creatures. Blessings (3/day) (Su) Pool of power used to activate Blessing abilities. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo +1 to all saves. Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers. Weapon Focus (Axes) Choose one weapon group. You become better at using that type of weapon. Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
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