Tablark Hammergrind

Grond Aardde's page

94 posts. Alias of MythrilDragon (RPG Superstar 2008 Top 16).


About Grond Aardde

Druid 2
Dwarven Male
Choatic Neutral

Appearance: Grond stands 4'5" high and weighs in at 156 lbs. His dark wild hair is matted and tangled, often with clumps of dried earth in his untamed beard. His left hand and the left side of his face bares the fresh pink scar remaining after his encounter with a bolt of lightning. He smells like earth and sweat with the oder stronger if it has been a long streach between rainfalls. He wears simple hide armor and carries a wooden shield with the emblem of Marthammour Duin carved into its front, and a fat headed warhammer hangs at his belt.

Init +3; Senses: Darkvision 60 ft., Perception +3 (+5 taste or touch)+2 unusual stone work

AC 17, touch 13, flat-footed 14 (+3 Armor, +3 Dex, +1 Shield); +4 dodge giants
Armor: Hide Armor, Small wooden shield

HP 13/13
For +4, Ref +3, Will +6
+2 vs. posion, spells, spell-like abillites
Spd 20 ft.

Melee
Mwk Warhammer +3 (1d8+1/x3)
Short Spear +2 (1d6+1/x2)

Ranged
Short Spear +4 (1d6+1/x2;20ft.)

+1 attack vs. goblins/orcs; +1 attack vs size large or greater; +2 damage size large or greater

Str 13 +1, Dex 16 +3, Con 13 +1, Int 11, Wis 17 +3, Chr 6 -2
Base Atk +1; CMB +2(+6 bullrush/trip)

Special Qualities:
Darkvision 60 ft.
Greed - Treat Appraise as a class skill when determining the value of non-magical goods that include precious stones or metals
Defensive Training - +4 dodge bonus against giants
Hatred - +1 attack rolls vs. goblin/orc subtype
Hearty - +2 save vs. posion, spells & spell-like abilities
Keen Sense - +2 on taste/touch Percetion checks
Nature Bond - Earth Domain powers
Nature Sense - +2 on Knowledge (nature) and Survival skill checks
0risions - prepared 0-lvl cast at will
Stability - +4 to CBM vs Bull Rush & Trip
Slow & Steady - base spd 20 (no penalty for encumbrance or armor
Spells -divine druid
Spontaneous Casting - trade one prepared spell for a summon natures ally spell of equal level
Stonecunning - +2 Perception of unususal stone work
Weapon Familiarity - profficent in battle axe, heavy pick, & warhammer ("dwarven" weapons are considered martial)
Wild Empathy
Woodland Stride
Character Trait: Sacred Touch --as a free action can stabilize a dying creature by touching it.

Feats: Big Game Hunter, Combat Casting

Class Skills:
Climb +1 (+1 Str)
Craft (stoneworking) +4 (+1 rank, +3)
Fly NA
Handle Animal NA
Heal +7 (+3 Wis,+1 rank,+3)
Knowledge (geography)+5 (+2 rank, +3)
Knowledge (nature) +7 (+2 rank, +2 racial +3)
Perception +4 (+4 Wis)
Profession (farming) +8 (+3 Wis, +2 rank, +3)
Ride +3 (+3 Dex)
Spellcraft +5 (+2 rank, +3)
Survival +9 (+3 Wis, +1 rank, +2 racial, +3)
Swim +1 (+1 Str)

Other Skills:
Acrobatics +3 (+3 Dex)
Appraise +0
Bluff -2 (-2 Chr)
Diplomacy -2 (-2 Chr)
Disguise -2 (-2 Chr)
Escape Artist +3 (+3 Dex)
Intimidate -1 (-2 Chr, +1 ranks)
Perform -2 (-2 Chr)
Sense Motive +3 (+3 Wis)
Stealth +3 (+3 Dex)

Languages: Common, Druidic, Dwarven

Orisons Prepared (4): detect magic, flare (DC 14), guidance, resistance
Spells Prepared:
Lvl-1 (3/day): cure light wounds, obscuring mist, produce flame

Domain Powers: Earth
Lvl-1: Acid Dart(SU) -- as a standard action, can unleash an acid dart targeting any foe within 30ft. as a ranged touch attack. The dart deals 1d6+1 pts of acid damage.
Lvl-2: Magic Stone (SP) -- can cast magic stone 1/day

Gear: Hide Armor, Mwk Warhammer, Backpack, Bedroll, Flint & Steel, Belt Pouch, Waterskin, Carved Stone Holy Symbol (25gp), Aleskins (4), Short Spears (6), Small Wooden Shield, Trail Rations (6 days), Harpy Musk (2), 50' rope

Treasure: 56 gp, 5 sp

Experience: 2415

Backstory: They say dwarves are one with the stones, but even at an early age, Grond knew he was more in tune with the earth then his clan mates. As a young dwarf he had a feral spirit that often led him off into the wilds of the surrounding countryside when he was supposed to working. His perceived laziness soon got him expelled from his apprenticeship with the clan holds top stone mason. In an attempt to save the family’s honor, Grond’s father sent him to the Monotka Kameh. A temple dedicated to Moradin revered for the wisdom of its priests, yet reviled for their harsh approach to discipline. Despite the temple brothers drilling the religious tenets daily, Grond’s wild spirit was untamable. The young dwarfs back bares many scars earned in penance, but the brothers of Monotka Kameh could not mark Grond in the way that Marthammour Duin has. The last night Grond spent within the confines of the temple a thunderstorm like no other raged. Something in the roar of the thunder called out to him, and Grond left his bed chamber. The next morning the brothers found him rolling in the mud, naked and ranting about the destiny Marthammour Duin had shown him, a severe burn covering the left side of his body from head to foot. While the clerics of the Monotka Kameh dismiss Grond’s claim, he is convinced that Marthammour Duin has chosen him, and marked him through a bolt of lightning. As proof Grond claims he can save the dying with the sacred touch of his hands. Refusing healing for the burn, he packed his bag and set off across the world to serve the "Watchful Eye" and left Moradin's fellowship behind him for good. His wanderings have led him to the North and a Halfling farm settlement near Daggerford, his burn healed but a wicked scar remains. Now he works the land with his new Halfling friends and awaits his gods call again.

Personality: Grond is as wild and boisterious as he is steadfast and loyal. He has a passion for good ale, and the outdoors. He is quick to say whats on his mind and not afraid to say it. He has a hardtime recognizing when people differ from his preconcieved sterotypes. His hatetread of the goblin kind is in par with his dwarven heritage.

Reactions to Fellow PC's:

Spell Verbals

Spoiler:

Orison's
detect magic=Entdecken Sie Magie
flare=Aufflackern
guidance=Leitung
resistance=

Level-1
cure light wounds=Heilen Sie Leichte Wunden
entangle=Verfangen
magic stone=Magischer Stein
obscuring mist=Das Verdunkeln Des Nebels
produce flame=Erzeugen Flamme
summon nature's ally=Fordern Sie Natur Verbündeten Auf

Advancement:

Spoiler:

2 - 2nd lvl Druid HP Roll for Lvl 2 (1d8+1=4); 4 Skill Ponts - 1 Knowledge geography, 1 Knowledge nature, 1 Spellcraft, 1 Intimidate;