Grond, the Beast Lord's page

104 posts. Alias of nate lange (RPG Superstar 2012 Top 32).

Full Name



God of Metamorphosis and Bestial Power: Gestalt 2 [Ranger 2/Druid 2/(advanced) Warpriest 1]; Mythic 1 [Champion+Guardian]


HP: 43/45 [Mythic Power 5/5][Animal Focus 0/2][Blessing 2/3]| AC: 25 (t22/ff25) | Fort: 12*, Reflex: 13, Will: 13* | CMB: +8, CMD: 28 | Init: +5, Perception: +12

Strength 22
Dexterity 20
Constitution 18
Intelligence 14
Wisdom 20
Charisma 14

About Grond, the Beast Lord

Vessel Body (custom race)
Divine Profile
Background (not updated yet)

Male Grondspawn
Gestalt 2: Ranger [divine tracker, shapeshifter, wild stalker] 2/ Druid [feral shifter] 2/ (advanced template) Warpriest [sacred fist] 1
Mythic Tier 1: Champion/Guardian
Neutral Medium Humanoid (Grondspawn)
Initiative +5; Senses: low-light vision, scent; Perception +12

AC 25, Touch 22, Flat Footed 25 (+3 Natural, +5 Dex, +5 Wis, +2 Divine)
HP 45 (2d10*1.5 +8 Con +2 FCB +5 Mythic)
Fort +12 +2 vs. poisons/drugs, +4 vs. effects of alcohol
Reflex +13
Will +13 +2 vs. charm/compulsion
Defensive Abilities: Hard to Kill, Absorb Blow, AC Bonus (Wis to AC and CMD when unarmored), +4 Divine Bonus to Saves, +2 Divine Bonus to AC, Uncanny Dodge, *emergency heal*

Speed 40ft

Normal Attack:
Unarmed Strike +8, 1d6+7 or +6/6, 1d6+7 (flurry)
or Claws +9/9, 1d4+6
or Masterwork Bardiche +9, 1d10+9, 19-20/x2 (10' reach)

Animal Blessing:
Unarmed Strike +8, 1d6+7 and bite +3, 1d8+3
or +6/6, 1d6+7 (flurry)
or Claws +9/9, 1d6+6 and bite +8, 1d8+6
or Masterwork Bardiche +9, 1d10+9, 19-20/x2 (10' reach) and bite +3, 1d8+3

Ranged Attack:
Javelin (w/ammentum) +7, 1d6+6, 50' range increments

Special Attacks: Mythic Power (5/day, surge 1d6), Aerial Assault, Punishing Blow; Animal Focus 2 minutes/day, Blessings 3/day

Druid Spells: CL 2nd, Concentration +7
Orisons (At Will)- Create Water, Detect Poison, Know Direction, Spark
1st (DC 16)- Air Bubble, Cure Light Wounds, Entangle, Faerie Fire

Warpriest Spells: CL 1st, Concentration +6 (can spontaneously cast cures as cleric)
Orisons (At WIll)- Create Water, Purify Food and Drink, Guidance, Detect Poison
1st (DC 16)- Blessed Fist x2, Divine Favor

Str 22, Dex 20, Con 18, Int 14, Wis 20, Cha 14
Base Atk +2, CMB +8, CMD 28
Feats: Armor Proficiency [light, medium], Shield Proficiency, Weapon Focus [claw], Weapon Proficiency [simple, martial]
Mythic Feats: Dual Path [guardian]
Traits: Birthmark, Heavy Hitter, Iron Liver
Skills: Acrobatics +10/14 (2 ranks +3 class +5 Dex; +4 jump), Climb +19 (2 ranks +3 class +6 Str +8 racial), Fly +10 (2 ranks +3 class +5 Dex), Handle Animal +7 (2 ranks +3 class +2 Cha), Know[Nature] +9 (2 ranks +3 class +2 Int +2 nature sense), Perception +12 (2 ranks +3 class +5 Wis +2 strong senses), Sense Motive +10 (2 ranks +3 class +5 Wis), Stealth +10 (2 ranks +3 class +5 Dex), Survival +10/11 (2 ranks +3 class +5 Wis; +1 to track), Swim +11 (2 ranks +3 class +6 Str)
Languages Auran, Common, Druidic, Sylvan
SQ: Woodland Stride, Wild Empathy

Gear: Cloak of Resistance +1 (boar hide, w/head), masterwork bardiche, Javelin (w/ammentum) x6, whip feather token, large sack

Special Abilities:

Absorb Blow (Su) As an immediate action, whenever you take hit point damage from a single source (such as a dragon's breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.
AC Bonus (Su) A deity protects her sacred fist as long as he is unarmored and unencumbered. A sacred fist adds his Wisdom modifier (minimum 0) to his AC and his CMD. In addition, a sacred fist gains a +1 deflection bonus to AC and CMD at 4th level. This bonus increases by 1 for every 4 levels thereafter (to a maximum of +5 at 20th level). These bonuses to AC apply even against touch attacks or when the sacred fist is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Aerial Assault (Su) You can charge at creatures in the air, or leap across obstacles as part of a charge. When making a charge attack, you can expend one use of mythic power to include a single Acrobatics check made to jump, adding 10 feet per tier to the height or distance you jump. You take no falling damage from the height gained as part of this leap. If your attack hits, you may deal an amount of additional damage equal to the falling damage appropriate for the height you reached. Alternatively, you may replace your melee attack from this charge with a grapple check. If you successfully grapple a creature, you bring it to the ground with you at the end of your jump, and it takes an appropriate amount of falling damage for the height it was at when you grappled it.
Animal Focus (Su) At 1st level, as a swift action, a feral shifter can take on the aspect of an animal, gaining a bonus or special ability based on the type of animal emulated. The feral shifter can use this ability for a number of minutes per day equal to her druid level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. She can emulate only one animal at a time.
- Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
- Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
- Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
- Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
- Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
- Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
- Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
- Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
- Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
- Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.
BirthmarkThis birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your [self]. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Blessings (Su) Each blessing grants a minor power at 1st level and a major power at 10th level. 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.
- Animal Fury (minor): At 1st level, you can touch one ally and grant it feral features. The ally gains 2 claw attacks that each deal 1d6 points of damage if the ally is Medium or 1d4 if it's Small, or 1 bite attack that deals 1d8 points of damage if the ally is Medium or 1d6 if it's Small. These are primary natural attacks that replace any similar primary natural attacks the ally might have. This effect lasts for 1 minute.
- Strength Surge (minor): At 1st level, as a swift action you can focus your own strength. You gain an enhancement bonus equal to 1/2 your warpriest level (minimum +1) on melee attack rolls, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks for 1 round.
Combat Style Natural Weapon (no bonus feats)
Emergency Heal restore self to Full HP as free action; once
Flurry of Blows (Ex) At 1st level, a sacred fist can make a flurry of blows attack as a full-attack action. This ability works like the monk ability of the same name.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Heavy Hitter You gain a +1 trait bonus on damage rolls made with unarmed attacks.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Punishing Blow (Ex) Any opponent you hit with a melee or ranged attack loses the benefits of regeneration and fast healing for 1 round. In addition, if you score a critical hit against the target, it loses the benefit of its damage reduction for 1 round. A creature whose regeneration can't be suppressed or ignored (such as the tarrasque) is immune to this effect.
Strong Senses (Ex) At 1st level, a wild stalker’s life among the wild has sharpened his senses. He gains low-light vision and a +1 bonus on Perception checks. If he already has low-light vision, he gains a +2 bonus on Perception checks instead. This bonus increases by +1 for every four levels after 1st (to a maximum of +6 at 20th level, or +7 if the character did not gain low-light vision from this ability).
Sudden Attack (Ex) As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the attack roll. Damage from this attack bypasses all damage reduction.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Unarmed Strike At 1st level, a sacred fist gains Improved Unarmed Strike as a bonus feat. He uses his warpriest levels as monk levels for determining the amount of damage dealt with an unarmed strike.
Uncanny Dodge (Ex) At 2nd level, a wild stalker gains uncanny dodge as the barbarian's class feature.
Wild Empathy (Ex) A druid can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Woodland Stride (Ex) Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.