Count Lucinean Galdana

Groin Ironhouse's page

82 posts. Alias of Devastation Bob.


Full Name

Groin Ironhouse

Race

Human

Classes/Levels

Ranger/3;HP 18/28; AC 17 T 11 FF 16; Fort +6; Ref +4 Will +4; CMB +6; CMD 17; Per +8; Init +1; Spd 30ft.

Gender

Male

Size

Medium (5'11", 200#)

Age

18

Special Abilities

Favored Enemy, Track, Favored Terrain

Alignment

Lawful Good

Deity

Torag

Location

Trunau

Languages

Dwarven, Common

Strength 17
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 14
Charisma 8

About Groin Ironhouse

Character Description:
Groin is a strapping young man, 5'11" and 200 lbs. He has dark brown hair and the beginnings of a beard. His dark brown eyes are piercing, though they're usually directed towards his feet. His mother was Kellish, and his father Taldan/Chelaxian. As most are in Trunau, he is armed and armored.

Character Personality:
Groin has strong feelings of community and family, as befits a well brought up young dwarf, instilled in him by his adoptive father Gryf. He is hard working and dedicated. He harbors a burning hatred towards giantkind. His earliest memory is his mother screaming as their cabin was smashed down around them. His training with the dwarves has helped turn his fear into a weapon he can use against his foes. Groin is far more comfortable with dwarves. While there are a few tolerant ones in Trunau, he has found himself forced to interact with his own kind and other stranger races, something outside his comfort zone. He will remain in Trunau until he has discovered Gryf's fate. He is vaguely upset that his beard is not coming in as thickly as he feels it should.

Character Backstory:
Groin Ironhouse's true name is lost. His family's small cabin was at the foot of the Mindspin mountains. One day a giant raiding party attacked it for sport. Killing his father and mother. Groin was shielded from the collapsing roof by his mother's body. He might have died too if not for a passing dwarven caravan scouting the giant tracks discovered in the area. The caravan's leader was Gryf Ironhouse, himself a widower from giant attacks in Janderhoff. His wife and young son were travelling to visit him when their group was set upon and murdered by Hill giants. Unable to return home, still sick with grief, Gryf focused his energies on leading groups safely through the dangerous Mindspin. Groin's bellowing cries led Gryf to suspect a dwarven child at first, and was shocked to discover the young human alive in the splintered remains of the cabin. There were no human settlements nearby, so Gryf adopted the child until such a time that he could rejoin his own kind. But as the months became years, that time never came. Gryf became attached and named the boy Groin, after a heroic dwarven ancestor. Groin grew up on the road, learning all that Gryf could teach him of fighting giants and the teachings of Torag. It was on a trek to Trunau that Groin lost his family a second time. Giants began to pursue the group of dwarven merchants they were leading to Trunau. In a narrow pass, Gryf instructed Groin to lead them on and he would hold the giants there as long as he could. With tears in his eyes, Groin obeyed the man he had come to call father. As soon as the merchants were safely delivered, Groin went back, but there was no trace of Gryf. Groin remains in the area hoping to find evidence of his father's fate, and if necessary avenge him. While in Trunau he splits his time between scouting/hunting, and assisting at a smithy.

Groin Ironhouse
Male Human Ranger 3
LG Medium humanoid (human)
Defense:

Hero Points
Init +1; Senses Perception +8
AC 17, touch 11, flat-footed 16
hp 28
Fort +6, Ref +4, Will +4
Concentration

Offense:

Speed 30 ft.
Melee
Warhammer +6 (1d8+3/20x3)
Shield bash +6 (1d3+4/20x2)
Ranged
throwing axe +4 (1d6+3/20x2)

Statistics:

Str 17, Dex 13, Con 16, Int 12, Wis 14, Cha 8
Base Atk +3; CMB +6; CMD 17

Feats:
Power Attack, Shield focus, Unforgotten (Story), Two Weapon Fighting (Combat Style), Endurance, Toughness

Traits:
Adopted(Blooded)-Desperate battles have honed your fighting skills against the ancient enemies of the dwarves.
Benefit: You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.

Defensive Strategist-Your study has trained you in defensive strategy.
Benefit(s) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Campaign-Dwarf-Trained: Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

Shield Bearer (Addtl. trait from Drawback): You have survived many battles thanks to your skill with your shield.
Benefit When performing a shield bash, you deal 1 additional point of damage. Also, once per day on your turn as a free action, you may provide one adjacent ally a +2 trait bonus to his Armor Class. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another. You can only use this ability if you are using a shield. You retain your shield bonus to your armor class when using this ability.


Drawback:
Overprotective-In your youth, you saw a loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.

Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Skills:

Climb +6 (+3Str, +2 rnk, -2 ACP, CC)
Craft (Blacksmith) +7 (+1 Int, +3 rnk, CC)
Knowledge (Dungeoneering) +6 (+1 Int, +2 rnk, CC)
Knowledge (Geography) +6 (+1 Int, +2 rnk, CC)
Knowledge (History) +4 (+1 Int, +3 rnk)
Knowledge (Nature) +7 (+1 Int, +3 rnk, CC)
Perception +8 (+2 Wis, +3 rank, CC)
Stealth +5 (+1 Dex, +3 rank, -2 ACP, CC)
Survival +8 (+2 Wis, +3 rank, CC)

Languages:

Common, Dwarven

Magical Items:

Gear:10gp, Explorer's Outfit, Ranger's Kit (backpack, bedroll, belt pouch, flint & steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), waterskin), warhammer, throwing axe (2), MW Chainshirt, Lt. Wooden Shield

Mount:

Special Qualities: Favored Enemy Humanoid (giant):+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival, +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track

Favored Terrain (mountains):+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).