Tordek

Grulyn Ironfoot's page

104 posts. Alias of Buckshot Bob.


Full Name

Grulyn Ironfoot

Race

Dwarf

Classes/Levels

Paladin 1 HP 6 /12 AC 16 ( Touch 9 Flat 16) / Fort +4 | Ref -1 | Will +4 / CMB +4 | CMD 13 / Init -1 / Perception +2

Gender

Male

Size

M

Age

70

Alignment

LG

Deity

Torag

Languages

Common,Dwarven

Occupation

Miner

Strength 16
Dexterity 8
Constitution 15
Intelligence 9
Wisdom 15
Charisma 14

About Grulyn Ironfoot

BACK STORY:
Grulyn grew up in the iron-walled town of Janderhoff. And like all members of his clan he learned many fighting styles.
During a trade mission when Grulyn was young he tried the Hagfish challenge and was so close to winning, but in the end he failed. His pride would not let it go. So for years his friends would challenge Grulyn into drinking or eating the most foul of things that they could find. In time he could eat and drink it all.
Grulyn was one of the top of his class in the fighting arts almost like torag guided his hands and learned advanced techniques. He wore his armor so much that it became apart of him, even when he was mining he wore it. As he grew older, mining did not have the excitement that his fighting arts had and even then there was still something missing. A lack of excitement and in a vision from Torag he knew that he was ment for something greater. Grulyn spoke to the clan priest and it was discovered that Torag indeed had chosen Grulyn as one of Torag's holy champion's.
So with his father's blessing he took up the life of an adventure. So he got his gear together and headed out.
As Grulyn was leaving his farther called out to him and said" Ye make this clan proud boy, you ere!"
He knew where his first stop would be. The town of Sandpoint, which is having a fair at this time. And this time he will not fail the Hagfish challenge.

Appearance and Mannerisms:

Black Hair
Gray Eyes
Black Beared down to his belt line. With gold and silver clasps attached to the beared.
His armor is well used but in very good condition. He is never far from his war ax.

Grulyn is a gruff warrior with a dry sense of humor. He does not speak unless he truly has something to say.

RACIAL AND CLASS BENEFITS:

"-- DWARVEN RACIAL TRAITS --
• Con: +2, Wis: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• LANGUAGES: Dwarves begin play speaking Common and Dwarven.
• DARKVISION 60 FT: Dwarves can see in the dark up to 60 ft.
• DEFENSIVE TRAINING: Dwarves get a +4 dodge bonus to AC against monsters of
the giant subtype.
• HATRED: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of
the orc and goblin subtypes due to special training against these hated foes.
• 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.
• GREED: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine
the price of nonmagical goods that contain precious metals or gemstones.
• HARDY: Dwarves receive a +2 racial bonus on saving throws against poison, spells,
and spell-like abilities.
• SLOW AND STEADY: Dwarves have a base speed of 20 ft, but their speed is
never modified by armor or encumbrance.
• STABILITY: Dwarves receive a +4 bonus to their combat maneuver defense
when resisting a bull rush or trip attempt while standing on the ground.
• STONECUNNING: Dwarves receive a +2 bonus on Perception skill 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 ft
of them, regardless of whether or not they are actively looking.
• Automatic Languages: Common, Dwarven
• Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon

-- CLASS ABILITIES --
• FAVORED CLASS (Paladin) : You've gain the following bonuses: Skill Point).
• AURA OF COURAGE: You are immune to fear (magical or otherwise). Each ally within
10 ft of you gains a +4 morale bonus on saving throws against fear effects. This
ability functions while the paladin is conscious, but not if you are unconscious or
dead. (PFCR 61).
• AURA OF GOOD: The power of a paladin's aura of good (see the detect good spell)
is equal to 5. (PFCR 60).
At 4th• PALADIN CHANNEL ENERGY: You channel Positive Energy allowing you to either
heal the living or harm the undead for 3d6. Affects 30 ft radius from you. (DC 14 for
half). Standard action. Costs 2 Lay on Hands uses. Does not provoke Attacks of
Opportunity. (PFCR 62).
• CODE OF CONDUCT: (PFCR 63-64).
• DETECT EVIL: At will, a paladin can use detect evil, as the spell. (PFCR 60).
At 5th• DIVINE BOND: You have chosen to form a divine bond with a Celestial Spirit
to enhance your weapon. [PFCR 63]. Its current bonus is +1, it lasts for 5 minutes,
and can be used a total of 1 time a day. These bonuses can be added to the weapon,
stacking to a max of +5, or can add weapon properties: axiomatic, brilliant energy,
defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed.
(PFCR 63).
At 2nd• DIVINE GRACE: You gain a +1 bonus on all saving throws. (PFCR 61).
At 3rd• DIVINE HEALTH: You gain immunity to all diseases, including supernatural
and magical diseases. (PFCR 61).
At 2nd• LAY ON HANDS: Heal 2d6 with a touch, or the same as damage undead. Swift action
to heal self. Standard action to heal others. Touch attack to harm undead. 5 times per
day. The following mercies apply against status effects of those you touch:
- Sickened: The target is no longer sickened. (PFCR 61).
At 3rd• MERCY: The paladin can choose a Mercy that can remove a status effect as part of
Lay on Hands. (PFCR 61).
At 4th• PALADIN SPELLS: Paladins can cast spells from the Paladin spell list with
the Paladin spell progression (see PFCR 62) at a caster level of [2]. (PFCR 62-63).
• SMITE EVIL: 1 times per day, swift action to choose an evil target. Ignore its
DR, take +1 to attack and +5 to damage. If outsider, dragon or undead, damage bonus is
+10, but only on the first successful attack. Gain +1 deflection bonus to AC vs.
target while smite is in effect (until target is dead or paladin rests). (PFCR
60-61).
• WEAPONS AND ARMOR: Paladins are proficient with all simple and martial
weapons, with all types of armor (heavy, medium, and light), and with shields (except
tower shields). (PFCR).

-- TRAITS --
• ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that
suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)
• HAGFISH HOPEFUL (Campaign: Rise of the Runelords): Ever since
passing through Sandpoint when you were a child, you wanted to take that coin purse as
your own and carve your name on the ceiling beam above the bar. Training yourself,
you've built up quite a strong resistance to all things putrid and gross. You gain a
+2 trait bonus on Fortitude saves against disease and poison. (PFAP: RotR PG 4)

-- WEAPONS --
• LIGHT CROSSBOW: You draw a light crossbow back by pulling a lever. Loading a
light crossbow is a move action that provokes attacks of opportunity. You can shoot,
but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can
shoot a light crossbow with each hand, but you take a penalty on attack rolls as if
attacking with two light weapons. This penalty is cumulative with the penalty for
one-handed firing. [Weapon 4 (PFCR)]

-- MAGIC ITEMS --

COMBAT STATS:

HP: 12
AC: 16 (9 Touch, 16 Flat-Footed)(Armor +4, Shield +2, Dex -1)
CMD:
CMB: +14

Init -1

Fort: +4
Ref: -1
Will: +4

BAB: +1
Melee: +4
Range: +0

Dwarven Waraxe +4 Dam:1d10+3 Crt 20/x3 Slash
Light Crossbow +0 Dam:1d8 Crt 19-20/x2 Per Range 80'
Dagger +4/ +0 thrown Dam:1d4+3 Crt 19-20/x2 Per Range 10'


CONDITIONAL MODIFIERS:

+4 CMD vs combat maneuver (Bull Rush)
+4 CMD vs combat maneuver (Trip)
+4 dodge AC vs giants
+1 attack vs orcs and goblinoids
+4 on saving throws vs disease
+4 on saving throws vs poison
+2 vs spells/spell-like abilities
Senses: Darkvision 60 ft


SPELLS:

Save DC: 12
Attack Bonus: +2

Level 1
Bless: Allies gain +1 on attack rolls and saves against fear.

usedCure Light Wounds: Cures 1d8 damage + 1/level (max +5).


FEATS:

-- GENERAL FEATS --
• EXTRA LAY ON HANDS: You can use your lay on hands ability 2 additional times
per day. (PFCR 124)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of
armor in which you are proficient, the armor check penalty for that armor applies only
to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and
Tumble checks. (PFCR 118)

• POWER ATTACK(Get for Free): Take -1 to melee attack rolls for +2 in melee damage bonus (+3 for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131)

• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

TRAITS:

" • ARMOR EXPERT (Combat): When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. (PFAPG 327)

• HAGFISH HOPEFUL (Campaign: Rise of the Runelords): Ever since passing through Sandpoint when you were a child, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself, you've built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison. (PFAP: RotR PG 4)
"

SKILLS:

Adventuring Skills (* w/ -5 Armor check penalty); -4 armor, -1 shield

-6 Acrobatics*
+2 Bluff
-2 Climb*
+6 Diplomacy
+2 Disguise
-6 Escape Artist*
+2 Heal
+2 Intimidate
+3 Know Nobility
+2 Perception
+4 Unusual Stonework
-6 Ride*
+2 Sense Motive
+3 Spell Craft
-6 Stealth*
+2 Survival
-2 Swim*

Background Skills

-1 Appraise
+1 Precious Metals/Gemstones or non-magical goods that contain metals
-1 Craft:
+3 Handle Animal
+3 Know Religion
N/T Linguistics
0 Preform
+6 Profession: Miner

EQUIPMENT:

ITEM

ScaleMail
Large wooden shield in hand
Light Crossbow
Quiver with 20 crossbow bolts
Dagger on left hip
Dwarven Waraxe on right hip
5 gp worth of "beard jewelry"
Paladin's kit
-Bedroll
-Travelers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-6 Days Rations
-Pick, miner's
-Winter Blanket
-Tent
-Cold Weather Outfit
-Gallon of ale
-0 Cure Light Wounds Potions
-0 Antitoxin's

Belt Pouch
-Whetstone
-Flint & Steel
-Soap
-flask
Starting GP 175 Total 165.7 Weight light Encumbrance
light 86 Med 173 Heavy 260

PP
GP 9
SP 3
CP

-- WEAPONS --
• MELEE DAGGER: You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body (see the Sleight of Hand skill). [Weapon 3 (PFCR)]
• LIGHT CROSSBOW: You draw a light crossbow back by pulling a lever. Loading a
light crossbow is a move action that provokes attacks of opportunity. You can shoot,
but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can
shoot a light crossbow with each hand, but you take a penalty on attack rolls as if
attacking with two light weapons. This penalty is cumulative with the penalty for
one-handed firing. [Weapon 4 (PFCR)]