Diplomacy +8, Handle Animal +3, Heal +8/+13, K. engineering +5, K. history +5, K. nature +8, K. religion +7, Ling +5, Sense Motive +9, Spellcraft +5
Classes/Levels
Female Dwarf Cleric of Erastil 3 | -
Gender
HP 24/24 AC 21 TAC 12 FF 19 | CMD 16 | F +4 R +3 W +6 (+2 vs poison, spells) | EP 7/7 Ch 2/3 L1 4/4 L2 3/3 | Ini: +2 (+2 if surprise) | Senses: Darkvision 60' +9
About Gronilda
Background:
Gronilda emerged into the world shrouded in mystery in the aftermath of tragedy, born amidst the rubble of a tunnel collapse that claimed her mother's life. The miners, convinced that a guardian spirit had touched the newborn, brought her to the priests of her parents' home in the dwarven city of Kraggodan.
Raised in the impressive halls of Torag's temple, Gronilda's early years were marked by a sense of disconnection, as the divine favor of the dwarven god eluded her, leaving her with a lingering emptiness within the cavernous depths.
Thrust into the chaos of the Goblinblood Wars, Gronilda took up arms alongside her dwarven kin, driven by a sense of duty and the need to prove herself. In the crucible of war, she discovered innate strength, honing combat skills, but also harboring a profound hatred for the goblinoid kin, marked by the fierce battles, but also by the loss of comrades and good dwarves she called family.
Yet, despite the valor displayed on the battlefield, Torag's blessings remained elusive, deepening Gronilda's sense of emptiness. Seeking new reaches in life, she worked hard to become a dwarven engineer after the war, but her inability to secure Torag's favor led to further adversity. When her clan's treasury was looted despite the locks and defenses she had built within, her insurmountable shame resulted in exile, forcing Gronilda to leave Kraggodan and find a new home.
Fleeing her past, Gronilda found solace in the lands of Nirmathas. Amidst nature, she discovered the profound connection the caves did not provide, echoing the call of Erastil, the god of the hunt. Her experience in war granted her a place in the conflict against Molthune and her early teachings in the temple found her a space in Old Deadeye's church. Finding guidance in Noelan and Rhyna, she established herself in Phaendar, recently obtaining Erastil’s anointing, recognizing her as a true priest of the Stag God. Now, with newfound purpose, Gronilda stands as a beacon of Erastil's teachings, ready to defend her new home from whatever danger might emerge.
Appearance:
Gronilda, a robust dwarf of average stature, bears the marks of a life shaped by the forge and the crucible of war. She dresses her gray hair in a more care-free manner than most dwarfs, with only a couple small braids recalling her origin. Her weathered face is marked by a long scar inflicted by a particularly wicked hobgoblin during the Goblinblood Wars. With hazel eyes reflecting both resilience and determination, Gonilda stands ready, a fusion of veteran marked by war and a devoted priest, prepared to face the challenges of the Ironfang Invasion.
Observable personality:
Gronilda has a new found interest in falconry and has been training around Phaendar.
Also, she is into gardening and her house has beautiful plants and a small field for edible ones. There is a corner for tobacco plants too, a small vice of her.
She has a scar a particularly terrible hobgoblin left in her cheek during the Goblinblood Wars: Scarred
The same events have left her always looking for danger: Seeker
GRONILDA
Female Dwarf Cleric 3
NG Medium humanoid (Dwarf)
Init +2 (2 Dex; +2 on surprises); Senses darkvision 60’; Perception +6
DEFENSE AC 21, touch 12, flat-footed 19 (6 armor, 2 Dex, 1 shield, 2 natural; +4 dodge vs giants)
hp 24 (3d8+3+3)
Fort +4 (3 class, 1 Con) Ref +3 (1 class, 2 Dex), Will +6 (3 class, 3 Wis) [+2 racial bonus vs poison and spells]
OFFENSE Speed 20 ft (not modified by armor or encumbrance, ignores difficult terrain from rubble, broken ground, or steep stairs)
Melee warhammer +4 (1d8+2) 20/x2 bludgeoning
mwk battleaxe +5 (1d8+2) 20/x3 slashing
Ranged longbow +4 (1d8) 20/x2 piercing [no soft cover penalty]
STATISTICS Str 14 Dex 14 Con 13 Int 12 Wis 16 Cha 10
Ability increments +2 Con/Wis (racial), -2 Cha (racial)
Base Atk +2; CMB +4 CMD 16 [10 base, 4 CMB, 2 Dex]
FeatsBreadth of Experience, Cleave Traits Frontier Healer (campaign): You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.
Deadeye Bowman (religion, Erastil): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.
Scarred (drawback): An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
Seeker (social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Skills (2 class + 2 background + 1 Int = 5 x 3 levels = 15; ACP=-3)
Appraise +1 (1 Int, class)
Bluff -2 (0 Cha, -2 trait)
Craft* +0 (1 Int, class)
Diplomacy +8 (0 Cha, 3 rank, 3 class, 2 racial)
Disguise -5 (0 Cha, -5 trait)
Fly +2 (2 Dex, class; +increased maneuverability)
Handle Animal* +3 (0 Cha, 3 rank)
Heal +8/+13 (3 Wis, 1 rank, 3 class, 1 trait; +5 item to treat wounds)
K. arcana +3 (1 Int, class, 2 feat)
K. engineering* +5 (1 Int, 2 rank, 2 feat)
K. history* +3 (1 Int, class, 2 feat; +2 racial vs dwarves and their enemies, can do untrained)
K. nature +8 (1 Int, 1 rank, 3 class, 1 trait, 2 feat)
K. nobility* +3 (1 Int, class, 2 feat)
K. planes +3 (1 Int, class, 2 feat)
K. religion +7 (1 Int, 1 rank, 3 class, 2 feat)
Linguistics* +5 (1 Int, 1 rank, 3 class)
Perception +9 (3 Wis, 1 rank, 3 class, 1 trait, 1 feather subdomain)
Profession* +5 (3 Wis, class, 2 feat)
Sense Motive +9 (3 Wis, 1 rank, 3 class, 2 racial)
Spellcraft +5 (1 Int, 1 rank, 3 class)
* Background Skill
Languages Common, Dwarf, Goblin, Sylvan
Favored class (cleric) HPx3
SPECIAL ABILITIES AND RACIAL TRAITS
(Dwarf racial traits replacements: Greed -> Lorekeeper, Stability -> Iron Citizen, Stonecunning -> Rock Stepper)
Ability score +2 Con/Wis, -2 Cha: Dwarves are both tough and wise, but also a bit gruff.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity (longbow for Erastil).
Aura (Ex): Gronilda has a Legal and Good aura as for his deity’s alignment (see detect evil for details).
Channel energy (Su): 3/day (1d6)
Spells Clerics prepare spells everyday from the cleric spell list. Slots left open can be filled with 15 min of praying.
Spontaneous casting: Can channel the energy of a prepared spell, losing it to cast any "cure" spell of the same level spontaneously.
Domains Animal (Feather subdomain)
1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange
Feather subdomain: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Plant (Growth subdomain)
1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Erastil unique spell rules
Goodberry can be prepared as a 2nd-level spell
Animal Messenger can be prepared as a 2nd-level spell
EQUIPMENT
longbow, 75 gp
16/20 arrows, 1 gp
20/20 cold iron arrows, 2 gp
15/15 hobgoblin arrows [p]
warhammer, 12 gp
mwk battleaxe [p]
steel shield [p]
amulet of natural armor +2 [p]
cold iron dagger, 4 gp
mwk breastplate (+6 AC, 3 max. Dex, -3 ACP) [p]
(not equipped) scale mail, 50 gp (+5 AC, 3 max. Dex, -4 ACP)
scroll case, 1 gp
scroll of cure light wounds, 25 gp
scroll of cure light wounds [p]
scroll of remove fear, 25 gp
guard dog ("Pawnies"), 25 gp
pilgrim outfit, 1 gp
pipe, -
silk rope (50') [p]
healing kit [p]
cleric’s kit, 16 gp This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
potion of cure light wounds [p] alchemist fire [p] (used #360)
smokesticks x2 [p]
tanglefoot's bag [p]
thunderstones x2 [p] bloodblock x5 (+5 to Heal) [p]
antiplague [p]
antidote [p]
Gold earned: 240 gp
Gold spent: 237
Current gold: 3 gp
PAWNIES
A few weeks ago, Gronilda rescued Pawnies from a deep pool of water where some kids had thrown him. Pawnies is a scruffy vagabond dog, his fur, a medley of earthy tones that bears the marks of countless struggles.
Base stats: AC 13 TAC 12; HP 6 F +4 R +3 W +1; Senses low-light vision, scent, Per. +8
Attack: [dice=Bite]1d20+2;1d4+1[/dice]
Full stats: Dog Combat trained: attack, come, defend, down, guard, and heel
Handle Animal DC 10 (move; 12 if injured) to perform a known trick, DC 20 (full-action, 22 if injured) to push an unknown trick.