Harsk

Gromph Deepstar's page

8 posts. Alias of WerePox47.


RSS


Aww man only taking 2?


DM:

He started training at 9 yes and has been doing so for the last 65 years.. Not so much directly involved with combat, but training under dwarven masters.. Its quite common for dwarfs to be in there 70s before there considered trained, depending on what class they are of coarse..

Gromph's childhood mostly consisited of helping his elders in anyway he could, constantly striving to better himself in combat training, and at the same time striving to further himself eyes of Angradd.. For hit clan worshipped the more militant dwarven diety, over Torag..


About the posting question.. In my other pbps i post 3-4 times per day, every day.. More if others are participating as well.. The majority of my posts are at work between eastern time (6am-4pm) and somtimes i can sneak a post or 2 in at night if the wifey lets me.. On the weekends i check it frequently, at random times, if im not busy..


Ok resubmitting Gromph as an Inquisitor of Angradd.. Sorry for the lateness, yesterday was very busy for me.. All info is under his alias and ill post crunch here as well..

Crunch:

Gromph Deepstar
Dwarf Inquisitor 1
NG Medium Humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
hp 10 (1d8+2)
Fort +4, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +3 (1d12+4/x3)
Range Lt. Crossbow +1 (1d8-19/20)
Special Attacks/SQ Judgement 1/day, Sieze the Initiative 5/day
Inquisitor Spells Prepared (CL 1st):
0-(At Will)Daze, Detect Magic, Detect Poison, Guidance
1st-(2/day)Divine Favor, Shield of Faith
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +3; CMD 14 (18 vs. Bull Rush, 18 vs. Trip)
Feats Power Attack -1/+3
Traits Fates Favored, Scouting for Fiends
Skills Know(Arcana, Planes, Religion) +4(+6 ID), Perception +6, Sense Motive +6, Survival +6
Languages Common, Dwarven
SQ Domain(Tatics), greed, hardy, slow and steady, stability, stonecunning +2, Combat Gear Caltrops (2), Tar bomb, Vermin repellent; Other Gear Armored coat, Greataxe, Blanket, winter, Grappling hook, Inquisitor's kit, Light Crossbow(20 bolts), Rope, Tindertwig (2), Trail rations (5), Holy Symbol of Angradd, 6 GP
--------------------
Special Abilities
--------------------
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fates Favored Add +1 to any Luck Bonus
Favored Class Bonus +1/2 Judgement of Justice
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Any questions or advice are welcome! Thanks!


Well im considering going to Inquisitor to not step on anyones toes.. And ive already played a dwarf ranger to 17th in RotRL.. He was a beastmaster and i loved him, but ive yet to play an Inquis past 6th level so i think i going to make the switch..


Im seriously considering going inquisitor over ranger now.. If thats the case i would not have disable device.. But i see you dont loose trapfinding so you could still be the disabler..


And yes Urban Rangers have trapfinding.. But if your gonna have a rogue already than i might switch him to an Inquisitor.. Is the rogue gonna be dedicated to traps?


Werepox here.. The crunch for ma dwarf ranger.. I'll get a backstory up for him tm..

Gromph Deepstar:

Gromph Deepstar
Dwarf Ranger (Urban Ranger) 1
CG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +4 (1d12+4/x3)
Special Attacks ancient enmity, favored enemy (humans +2)
Ranger (Urban Ranger) Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. Bull Rush, 20 vs. Trip)
Feats Power Attack -1/+3
Traits Glory of Old, Scouting for Fiends
Skills Acrobatics -1 (-5 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Bluff -1 (+1 vs. humans), Climb +4, Disable Device +3, Escape Artist -1, Fly -1, Knowledge (local) +4 (+6 vs. humans), Perception +6 (+8 vs. humans, +8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Ride -1, Sense Motive +2 (+4 vs. humans), Stealth +3, Survival +6 (+8 vs. humans, +7 to track), Swim +0
Languages Common, Dwarven
SQ greed, hardy, slow and steady, stability, stonecunning +2, track, wild empathy
Combat Gear Caltrops (2), Tar bomb, Vermin repellent; Other Gear Armored coat, Greataxe, Blanket, winter, Grappling hook, Ranger's kit, Rope, Thieves' tools, Tindertwig (2), Trail rations (5), 12 GP
--------------------
Special Abilities
--------------------
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scouting for Fiends You gain +1 to attack rolls vs. evil outsiders.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.