Dragonslayer Dwarf

Gromff Hammerhand's page

1,178 posts. Alias of Zayne Iwatani.


Full Name

Gromff Hammerhand

Race

Warpriest 9 | AC 27, Touch 13, FF 27 | HP 109/123| CMB +11 | CMD 21 (25 vs BR and T) | Fort +12, Ref +9, Will +11 | Init +5 | Senses Darkvision 60ft | Perception +4

Classes/Levels

Spells: 1st 4/6 2nd 4/5 3rd 4/4 | Fervor: 7/8 | Blessings: 5/7 | Sacred Weapon: 9/9 | Sacred Armor 9/9

Gender

M

Size

M

Strength 20
Dexterity 10
Constitution 18
Intelligence 10
Wisdom 14
Charisma 8

About Gromff Hammerhand

Gromff Hammerhand
Male Dwarf Warpriest 9
LG Medium humanoid (dwarf)
Init +5; Senses Darkvision 60ft Perception +2
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Defense
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AC 27, touch 13, flat-footed 27 (+9 armor, +1 Deflection, +1 Trait, +2 Enhancement, +1 ring, +1 Luck, +1 Natural, +1 insight)
HP 123 (1d8+4+1) x 9 + 6 Favored Class
Fort +12, Ref +9, Will +11
+5 circumstance bonus on Fortitude saving throws against exposure to cold weather
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+2 resistance bonus to all saves
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Offense
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Speed 20 ft.
Mjolvandr +3 Keen, Life-Stealing +15/+10 (1d10+12 17-20 x2)
Base Attack Breakdown (Mjolvandr): [+6(BAB) +5(Str) +1(Weapon Focus) +3(Weapon Enhancement with ring)]
Adamantine Morningstar +1 +13 (1d8+8)
Silver Morningstar +13 (1d8+7)
MW Heavy Steel Shield +12 (1d6+5)
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Statistics
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Str 21(+2 belt +2 leveling), Dex 10, Con 18(+2 racial +2 belt), Int 10, Wis 18(+2 racial +2 ring, +2 headband), Cha 8(-2 racial)
Base Atk +6/+1; CMB +12; CMD 21 (25 vs BR and T)
Feats Step Up, (ring) Weapon Focus (Flails) (Free), Improved Initiative (1st), Power Attack (3rd), Furious Focus (3rd Bonus), Toughness (5th), Quicken Blessing (Good) (6th bonus), Charge of the Righteous (7th), Weapon Specialization (Flails)(9th Bonus), Lightning Reflexes(9th)
TraitsVeteran of Battle, Defender of Society
Languages Common, Dwarven
SQ Aura, blessings (minor), focus weapon, orisons, sacred weapon, Fervor 3d6, Bonus feat, Channel energy, sacred weapon +2, Sacred Armor +1
Blessings: Good, Protection
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Skills:

ACP (-5, -6 with shield)
Total = (2 class) x 9 + 2 FC = 20
(1) Knowledge (History) +4
(4) Knowledge (Religion) +7
(2) Knowledge (Planes) +5
(8) Heal +15
(4) Sense Motive +11
(1) Ride +4 (+6 with saddle) (+8 with spurs)

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Gromff's Gear:

--Equipped--
Cold Weather Outfit
Full Plate +2
Mjolvandr
-Illithid Short Sword +1, Keen, Life Stealing
MW Heavy Steel Shield
Adamantine Morningstar +1
Silver Morningstar
spell component pouch
wooden holy symbol
Belt: Belt of Physical Might +2 Con/Str
Body: Cassock of the clergy
Chest: Vest of surgery
Eyes:
Feet: Slippers of spider climbing
Hands:
Head: Jingasa of the Fortunate Soldier
Headband: Headband of inspired wisdom +2
Neck: Amulet of natural armor +1
Ring 1: Magic Ring of Battleborn
Ring 2: Ring of Sustenance
Shoulders:
Wrists:
--backpack--
bedroll
belt pouch
candles (10)
cheap holy text
flint and steel
iron pot
mess kit
rope
soap
torches (10)
trail rations (4 days)
waterskin
Dwarven Trail Ration (4)
--Magic Items--
Wand of Bull Strength (16)
Horn of Fervor (3 charges)
Ring of Climbing
Spurs of Riding
Elixir of Swimming
Potion of Jump
Wand of Cure Light 1d8+1 (42)
Dusty Rose Prism
Shining Wayfinder

Magic Ring of Battleborn
•+2 Resist to saves
•+1 Deflection to AC
•+1 Bonus feat
•1/day spend a swift action to gain a move action
•+1 "GM bonus" to wearer's armor. (stacks with existing enhancement, no limit)
•+1 "GM bonus" to wearer's weapon. (stacks with existing enhancement, no limit)
•+2 "GM bonus" to any ability score.

Blue Gem of Asariel

Gold 4066.5gp

Encumbrance 126.5


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Group Loot:

--Slorn Skin Pouch (2)--
-Valuables
Miscellaneous rings, necklaces, bracelets and bracers made of gold and silver worth 2,000 gp
Rectangular "coins" of gold and silver worth 250 gp
+2 Large sized falchion worth 12,500 gp (inflated value do to fine craftsmanship)

Goldie


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Racial Abilities:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

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.

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. 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.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.

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.


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Special Abilities:

Spell Casting: A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level and above are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table Warpriest. In addition, he receives bonus spells per day if he had a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

-Orisons: Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table Warpriest. These spells are cast as any other spell, but aren't expended when cast and can be used again.

-Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

-An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name.

-A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels positive or negative energy (see Channel Energy, below).

-Chaotic, Evil, Good, and Lawful Spells: A warpriest cannot cast spells of an alignment opposed to his own or his deity's (if he has a deity). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Aura: A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil).

Blessings (Good/Protection) 7/day: A warpriest's deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpriest can select an alignment blessing (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a warpriest isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies.

Each blessing grants a minor power at 1st level and a major power at 10th level. Unless otherwise noted, using a blessing is a standard action. A warpriest can call upon the power of his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level (to a maximum of 13 times per day at 20th level). Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.

If a warpriest also has levels in a class that grants cleric domains, the blessings chosen must match the domains selected by that class. Subject to GM discretion, the warpriest can change his former blessings or domains to make them conform.

Focus Weapon (Morningstar): At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon).

Sacred Weapon: (1d8) (8 rounds/day) At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is listed on Table 1–14; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage.

At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

If multiple weapons are enhanced, each one consumes rounds of use individually. The enhancement bonus and special abilities are determined the first time the ability is used each day, and cannot be changed until the next day. These bonuses do not apply if another creature is wielding the weapon, but they continue to be in effect if the weapon otherwise leaves the warpriest's possession (such as if the weapon is thrown). This ability can be ended as a free action at the start of the warpriest's turn (that round does not count against the total duration, unless the ability is resumed during the same round). If the warpriest uses this ability on a double weapon, the effects apply to only one end of the weapon.

Fervor: (3d6) 7/day) At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

An evil warpriest (or one who worships an evil deity) can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.

A neutral warpriest who worships a neutral deity (or one who is not devoted to a particular deity) uses this ability as a good warpriest if he chose to spontaneously cast cure spells or as an evil warpriest if he chose to spontaneously cast inflict spells.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Bonus Feat: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but he treats his warpriest level as his base attack bonus for these feats (in addition to base attack bonuses gained from other classes and racial Hit Dice). Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating his warpriest level as his fighter level.

Channel Energy: Starting at 4th level, a warpriest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn't provoke an attack of opportunity. The warpriest must present a holy (or unholy) symbol to use this ability. A good warpriest (or one who worships a good deity) channels positive energy and can choose to heal living creatures or to deal damage to undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) channels positive energy if he chose to spontaneously cast cure spells or negative energy if he chose to spontaneously cast inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the warpriest. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A warpriest can choose whether or not to include himself in this effect.

Sacred Armor (Su) 8 min/day:

At 7th level, the warpriest gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The warpriest can use this ability a number of minutes per day equal to his warpriest level. This duration must be used in 1-minute increments, but they don't need to be consecutive.

These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can enhance armor any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability's base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.

The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the warpriest is wearing the armor, and end immediately if the armor is removed or leaves the warpriest's possession. This ability can be ended as a free action at the start of the warpriest's turn. This ability cannot be applied to a shield.

When the warpriest uses this ability, he can also use his sacred weapon ability as a free action by expending one use of his fervor.

Veteran of Battle: You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Defender of Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.


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Good Blessing:

Holy Strike (minor): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.

Battle Companion (major): At 10th level, you can summon a battle companion. This ability functions as summon monster IV with a duration of 1 minute, but for only a good outsider or an animal with the celestial creature simple template. This ability can summon only one creature, regardless of the list used. For every 2 levels beyond 10th, the level of the summon monster spell increases by 1 (to a maximum of summon monster IX at 20th level).


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Protection Blessing:

Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.


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Spells:

0th Level (At-will 5/day): Detect Poison, Stabilize, Create Water, Detect Magic, Mending

--1st Level-- (6/day) (DC 14):
Bless
[]Liberating Command[/]
[]Protection from Evil[/]
[]Shield of Faith[/]
[]Divine Favor[/]
Open

--2nd Level-- (5/Day) (DC 15)
[]Bull's Strength[/s]
[]Burst of Radiance[/s]
[]Aid[/]
Weapon of Awe
[]Communal Endure Elements[/]

--3rd Level-- (4/day) (DC 16)
[]Communal Resist energy[/]
[]Magic Circle Against Evil[/s]
[]Stone Shape[/s]
[]Bestow Curse[/]


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Backstory:

Gromff Hammerhand was born 58 years ago at the height of the war between the legions of devil Ultruu and the defenders of the prime material plane. Born in the dwarven bastion of Khaurak-Khozil, most of his early life was spent training to fight. Most dwarves didn't see much action though. Khaurak-Khozil was a fortress and the devil's knew it. The climb was nearly impossible and dwarven ballista blew flying creatures out of the sky before they got too close. The devil's tried going underground too but the dwarves knew every tunnel into Khaurak-Khozil and either had them heavily guarded or collapsed. For now, the devil's generals saw fit to keep the dwarves contained within the mountain while the legions of the Hell hit much softer targets. For years the two stood at a standstill.

Unfortunately, the devil's could wait, the dwarves could not. Things were turning squalid within the mountain. Food was becoming a restricted commodity, waste was building, disease was spreading, and the dwarves were too stubborn to give up or ask for help.

Gromff's first duty after training was to keep watch over the Moradin's Fissure, an enormous chasm with a small natural bridge. The chasm was 3 days from Khaurak-Khozil and the other side of the gorge was a maze of catacombs that only a minotaur could navigate. Watch at the chasm was a boring job that was that few liked but it was a good place to rest after a lengthy stent on the front lines. The only person that seemed to enjoy it was Captain Rodgar Thunderhammer. He made sure everyone on duty was always ready and always on guard, a fact that saved Gromff's life.

One day, across the chasm, they heard a great cacophony of sounds. Monsters of all kinds came pouring out of the catacombs, heading straight for the bridge. Had Rodgar not had everyone ready at all times they would have been overrun immediately. Instead, the dwarven defenders responded quickly and with discipline. They charged across the bridge to meet the horde head on, Rodgar leading the way. It was on that day they learned why he was called Thunderhammer. Just before the two forces collided, Rodgar stopped and put all his considerable weight behind his mighty greathammer. That poor ogre never saw what hit him before he went spiraling into the abyss, dead before he left the ground.

Normally they wouldn't hesitate to destroy the bridge to stop the oncoming tide of evil but it was said Moradin himself split the mountain in a great battle eons ago and this chasm was all that was left. So the battle raged on for three days. Only through dwarven grit and determination did they hold out. And in the end only Gromff remained. When reinforcements finally arrived they bore witness to a great sight. Gromff fought alone on the bridge wreathed in a holy light the vaguely resembled a dwarf. Said dwarf however wielded a shield with the holy symbol of Moradin emblazoned upon it. Moradin himself was infusing Gromff with the strength to keep fighting.

Bolstered by the sight of their god, the dwarven reinforcements charged the bridge and overran the horde of monsters, pushing them all the way back into the catacombs. Gromff stayed standing until the first of his kin passed him, then the light faded and he collapsed. When he awoke a week later the bridge was secure.

Gromff knew it was only through the power of Moradin that he survived and so he dedicated himself to his god and his cause. The dwarves were running out of time and needed to do something to stop the oncoming tide. When word came in that heroes were assembling to do just that, Gromff saw this as an important opportunity to bring the fight to the enemy.


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Status Effects:


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Mjolvandr aka Goldie:

Acts as a +2 weapon, (+3 including your ring bonus) with one of its "+1's" able to take the effect of most "+1 equivalent" magic properties (such as Shock, but excluding Bane) This variable "+1" can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely.

It can mimic a magic weapon that is placed inside of its extradimensional space, but it grants a further +1 enhancement bonus. (example, a +4 keen sword would = Goldie +5 keen hammer.) (Special - This mimicry allows it to ignore the prequisite of a piercing/slashing weapon required for Keen weapons.) The mimicked weapon must remain inside Goldie for it to retain the weapon's magical qualities. This variable mimicry can be changed any number of times but it requires an hour of attunement to readjust. Once a selection has been made it will remain indefinitely, or until the mimicked weapon is removed from the extradimensional space.