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About Grumble JackLadies and Gentlefiends, put your hands together for Asmodeus' favorite bastard! The Devil of Branderscar!
Ogerkin Daemon-Spawn Teifling
Lawful Evil Medium Humanoid (Giant) Backstory:
Grumblejack was picked because he is small for an ogre. Only about seven and a half feet tall. With a cloak and hunching down in the dark he could almost pass for human. He's smarter than most ogres too. He was sent by Flame Axe, leader of the Horde, a powerful Bugbear Commander. Grumble was supposed to be the envoy to Cardinal Thorn, a follower of Asmodeus groomed to bridge the two sides of the struggle against the Mitrans. Grumble got captured though. Sent to Branderscar for questioning. Asmodeus looks after his favored children. Grumble wouldn't be in Branderscar long...
Combat Flow:
Activate Berserk (-2 AC) Impale (-2 atk), hit = Impaled (can't move, battered)
Attack/Attack/Bite, hit = free demoralize, successful demoralize = swift action attack Kill = Regain Martial Focus, free weapon draw, free attack, +5 temp HP for 1 round Defenses:
HP: 62 (44 Antipaladin, +18 con)
Cold, Electricity, Fire resist 5 AC 23 (+3 natural, +1 dex, +9 MW Full Plate) [+1 buckler]
Armored Coat alternate armor, +4 AC CMD 24 (10 +7 str, +1 dex, +6 bab) +13 Fort (+5 antipaladin, +3 con, +4 cha, +1 resistance) +10 Ref (+1 dex, +2 antipaladin, +2 vigilante, +4 cha, +1 resistance) +11 Will (+5 antipaladin, -1 wis, +4 cha, +2 trait, +1 resistance)
Offense:
Init +1 Movement 30 (20 in armor) BaB +6/+1
Light Sensitivity, -1 attack
Bite (primary): +13, 1d6+7, x2 crit +3 Dragonbane Greatsword: +16, 2d6+13, 19-20 crit
Balin's Longsword: +13, 1d8+10, 19-20 crit Large MW Ogre Hook +14, 1d12+10, x3 crit, trip, reach, chained to belt Unarmed: +13, 1d4+7, x2 crit MW Throwing Axes (2) +8, 1d6+7, x3 crit Snag Net (2): +3, Touch Attack, Entangles (non-proficient), Trip Javelin: +3, 1d8+7, 20; range inc 3 Alchemist Fire +7, 1d6 fire (touch) Skills:
(2 antipaladin, -1 int, +1 favored class, +2 game bonus per level) x6 = 24 4 vigilante, -1 int, +2 game bonus) Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Handle Animal, Intimidate, Knowledge (dungeoneering), Knowledge (engineering), Knowledge (local) Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. Total: 28
+11 Stealth* (7 rank, +1 dex, +3 class, +2 trait, -4 acp, +2 equipment)
+21 Intimidate (7 rank, +3 class, +4 cha, +2 racial, +5 competence)
+10 Handle Animal (1 rank, +3 class, +4 cha)
+9 Craft Trap (5 ranks, +3 class, -1 int, +2 equipment
Feats and Traits:
DRAWBACKS Unlearned: Choose one Knowledge skill (Knowledge Religion). You cannot attempt untrained Knowledge checks with any other Knowledge skills, even if the check’s DC is 10 or lower. If you have access to a library that covers a specific Knowledge skill, you may attempt an untrained Knowledge check with a –2 penalty. TRAITS
FEATS
PROFICIENCIES
SPHERE TALENTS (expert)
Spheres:
Berserker Sphere
Brutal Strike: As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Reaper’s Momentum: As long as you have martial focus, whenever you reduce a creature to 0 hit points or fewer with a melee or thrown weapon attack, you may immediately make a bonus attack against another creature with a melee or thrown weapon. If you are capable of drawing a weapon as a free action, you may draw such a weapon as part of making this attack. You may only make one extra attack per round with this talent, increasing by 1 time per round at 7 base attack bonus and 14 base attack bonus. Associated Feat: Cleaving Finish. Advancing Carnage Whenever you make a melee attack using the attack action, you may choose to take a -2 penalty on all attack rolls made that round. If your attack hits, you may make an additional attack as a free action against a creature that is adjacent to the first and also within your reach. If this additional attack hits, you may make another additional attack against a new target adjacent to the struck target. You may continue attacking targets adjacent to your most recent struck target as long as you still have a valid target for this ability, but you cannot attack the same creature twice. The number of additional attacks made with this ability cannot exceed 1/2 your base attack bonus (minimum 1). You can take this talent a second time, allowing you to take a single 5-ft. step as a free action after making an attack when using this ability. If doing so places a creature within your threatened area, that creature becomes a legal target for your additional attack(s) as long as it meets all the other prerequisites. Your movement with this talent cannot exceed your move speed. Associated Feats: Cleave, Great Cleave, Cleave Through when taken twice. Gladiator Sphere: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be affected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following: Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result. Strike Fear (demoralization) As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display. Fan Favorite You may perform a boast as a free action even when it is not your turn whenever you succeed on a saving throw against an effect originating from a hostile creature. Lancer Sphere
This impalement may be broken when you lose control of the weapon used for the attack (such as by being disarmed), or by the impaled creature making a combat maneuver check as a standard action with a DC equal to your CMD. If you control the weapon being used to impale a creature, you may choose to automatically remove the weapon as a move action. When the impaled creature loses the impaled condition, they take bleed damage equal to the damage dice of the weapon used to impale the creature. If a creature is impaled by a weapon that is not controlled by another creature, they are able to move, but all movement speeds they possess are reduced by 1/2 (minimum 5 ft.). You must make an opposed Strength check against the impaled creature to move as a part of the move action (this Strength check is made by your mount if you are mounted), moving up to half of your base speed while the impaled creature is dragged along with you (this movement does not provoke attacks of opportunity). If you are impaling two or more creatures, you must make an opposed Strength check against all currently impaled creatures in order to move, and if you are subjected to forced movement, you must make an opposed Strength check against all impaled creature; failing this check against any impaled creature forces you to release any weapons you’re using to impale a creature (or to end impaling a creature with your unarmed strikes or natural attacks) immediately, while success drags any impaled creatures with you during this forced movement. You can also choose to release the weapon as a free action without dealing damage (although you cannot release natural weapons). A creature may attempt a grapple check against an impaled creature’s CMD to assume control of the weapon impaling that creature as long as another creature is not controlling it. If so, the creature making the attempt receives a +4 bonus on the grapple check. Talents with the (impale) tag can only be used against creatures who are impaled by this ability when you are controlling the impaling weapon. Ragdoll Swing: (impale) As long as you have martial focus, you may use a creature you are currently impaling with a wielded weapon as an improvised weapon of that creature’s size, taking no penalties on attack rolls for doing so. This talent does not allow you to wield a creature of a larger size than you normally could wield as an improvised weapon. Each successful attack you make while using the impaled creature as a weapon deals damage to the impaled creature equal to half your base attack bonus. Leadership Sphere:
Unlike normal cohorts, advanced cohorts that are not of normal player races are unlikely to be found in settlements, though may be encountered over the course of the campaign; finding a particular creature may require a seperate adventure to seek out and ally yourself with them. Monstrous creatures often have very different perspectives and goals than common adventurers, so may be even more likely to have the cohort relationship be transitory. Creatures recruited with this talent cannot have a CR greater than half your ranks in Diplomacy (round down as usual). Use the minimum required Diplomacy ranks to recruit such a creature in place of its Hit Dice for determining the number of Hit Dice required from your Hit Dice pool. Advanced cohorts start with whatever gear is appropriate per their creature entry or situation. As usual, the cohort must be compensated for any equipment that is lost. Equipment you provide to an advanced cohort is not factored into their CR calculation. Creatures that advance by class levels may advance as a cohort, using cohort professions, whenever a cohort would normally be allowed to gain Hit Dice. Otherwise, they may advance by class, using their new CR to determine equivalent Hit Dice. Treat such a creature’s Hit Dice as equal to its CR x 2 + the number of cohort Hit Dice added to it for the purpose of determining the number of Hit Dice required from your Hit Dice pool. Creatures that advance by Hit Dice may do so whenever the cohort would normally be allowed to advance, but cannot exceed the normal limits on effective Hit Dice. Intelligent creatures that you create, such as via the Bestow Life advanced talent of the Enhancement sphere or the Greater Undead advanced talent of the Death sphere, are usually willing to serve as advanced cohorts, removing the +10 DC increase for having a different type. Spells:
3 per day Cantrips
1st level
Command 3x per day (from Maiden's Helm) Expendables:
Potion of Cure Serious Potion of Protection From Evil x2 Alchemist Fire x32 Tanglebag x8 Wand of Infernal Healing Swan Boat Feather Token Frost Ward Gel Fire Ward Gel Soul Soap Antipaladin Abilities:
Aura (Ex) Grumblejack's Aura is Evil. Detect Good (Sp) At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range. Unholy Resilience: (Su) At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws. Touch of Corruption: (Su) Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier. As a touch attack, an antipaladin can cause 1d6 points of damage for every two antipaladin levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity. Alternatively, an antipaladin can use this power to heal undead creatures, restoring 1d6 hit points for every two levels the antipaladin possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature. Cruelty (Su) At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty. The DC of this save is equal to 10 + 1/2 the antipaladin’s level + the antipaladin’s Charisma modifier. Intimidating: When making an Intimidate check against an enemy within your Aura of Cowardice, you may spend a Touch of Corruption charge to gain a bonus to intimidate equal to your Antipaladin level. Dazed: Target is Dazed for 1 round. Aura of Cowardice (Su) At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead. Plague Bringer (Ex) At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects. Channel Negative Energy (Su) When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability. Fire Variant Channeling: Heal—The healing effect is enhanced (see Variant Channeling above) for creatures with the fire subtype. Harm—The damage effect is enhanced for creatures with the cold subtype. Affected creatures who fail their saves catch on fire. Fiendish Boon (Sp) The second type of bond allows an antipaladin to gain the service of a fiendish servant. This functions as summon monster III, except the duration is permanent and the antipaladin can only gain the service of a single creature and that creature must either have the chaotic and evil subtypes or it must be a fiendish animal. Once selected, the choice is set, but it may be changed whenever the antipaladin gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level. Once per day, as a full-round action, an antipaladin may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the antipaladin’s level. The servant immediately appears adjacent to the antipaladin. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level. At 11th level, the servant gains the advanced template. At 15th level, an antipaladin’s servant gains spell resistance equal to the antipaladin’s level + 11. Should the antipaladin’s fiendish servant die or be banished, the antipaladin may not summon another servant for 30 days or until he gains an antipaladin level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.
Vigilante Abilities:
Dual Identity (Ex) A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large. The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret. Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment. Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. Splintersoul A splintersoul’s two identities are even more distant from one another than those of a normal vigilante. He cannot use any of his vigilante talents while in his social identity. However, for the purpose of qualifying for classes, feats, and other abilities, he is eligible if one of his alignments meets the requirements. While in an identity whose alignment is incompatible with an ability, class, or feat, he temporarily loses access to the feat or ability or is treated as an ex-member of the class, as appropriate. For example, a splintersoul with barbarian levels, a lawful-good social identity, and a neutral vigilante identity can’t use his vigilante talents or his rage class feature while in his social identity, but he regains these abilities and can use them as normal as soon as he changes to his vigilante identity. A splintersoul with paladin levels must follow the paladin’s normal code of conduct while in a lawful-good identity, but while in an identity with a different alignment, the following changes apply to his code: Willingly committing an evil act (for example, casting a spell with the evil descriptor) still causes the vigilante to become an ex-paladin, but otherwise, he can do whatever else he feels is necessary to uphold the causes of law and good. He should strive to act with honor and uphold the tenets of his faith, but failing to do so is not a violation of his code. At the GM’s discretion, other classes or archetypes with similarly strict codes of conduct can also follow a less strict version of a code of conduct while in an identity with an incompatible alignment. This alters dual identity. Seamless Guise (Ex) A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity. Transformation Sequence (Su) A magical child’s transformation between identities is assisted by magic. This makes it faster than usual, but also more noticeable. A magical child can normally transform between her identities in 5 rounds, though this improves to a standard action with the quick change social talent and a swift action with the immediate change social talent. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. Animal Guide (Ex) A magical child starts play with a magical spirit guide in the form of a familiar, using her vigilante level as her effective wizard level. The familiar also has a social identity as a seemingly normal animal, though vigilantes with outlandish familiars might still need to hide the familiar. At 3rd level, the magical child’s familiar reveals another aspect of its form, and its vigilante identity changes into a creature on the Improved Familiar list that would be available to a 3rd-level spellcaster (the animal guide’s social identity always remains as the original normal animal). The familiar can change its vigilante identity again when the magical child reaches 5th and 7th level, each time to familiars available at those levels. The Improved Familiar feat’s alignment restrictions apply to this ability, but only the magical child’s vigilante identity needs to have an alignment that fulfills the alignment requirements of the improved familiar. The familiar’s new vigilante form choices are permanent, and it cannot transform back into its former vigilante identities until 9th level, when the familiar gains the change shape universal monster ability if it doesn’t already have it. It can use this ability at will when in its vigilante identity to transform into any of its four vigilante identities. In vigilante form, a magical child’s familiar gains an amount of DR/magic equal to her vigilante level. This doesn’t stack with any DR/magic that her vigilante form might already possess. If a magical child’s familiar dies, its consciousness simply leaves its body, and the magical child can replace its body after 24 hours. To do so, she must conduct an 8-hour ritual that costs 200 gp per her vigilante level, but once the ritual is complete, the familiar returns in a new body. It retains all of its memories from its earlier service to the magical child. This ability replaces vigilante specialization. Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village, if using settlement population ranges). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person's initial attitude would have at least been indifferent (see the Diplomacy skill description). While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If he gains renown in a new community, he must decide which one of his previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward him that's one category worse, rather than one category better. Racial Traits:
Daemon-Spawn +2 Dex, +2 int, -2 wis Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled. Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Darkvision: Tieflings can see perfectly in the dark for up to 60 feet. Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery. Ogerkin-
Armor Class: Natural armor improves by +3. Ability Scores: Str +6, Con +4, Int –2, Cha –2. +2 Racial bonus to Intimidate The ogrekin can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to its Strength. Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. (A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.) Equipment:
Efficient Quiver Armor: Sir Balin's Masterwork Full Plate
Carried: Bag of Holding
Large Masterwork Earthbreaker/Greataxe In pouches/on belt: CASH:
Horrible Plans...:
Hellknight Wicked Servant, Summon Guardian Spirit, Stunning Irruption, Face of True Fear Belt of Mighty Hurling, Sharding weapon, Cruel, Conductive weapon Corpse Gear:
Circlet of Disguise x3 Amulet Natural Armor +2
+2 Leather Armor
+1 Heavy Flail
Composite Longbow (str +3)
Efficient Quiver blunt arrows (20)
Scroll of Spiderclimb Spellbook with the following Spells-
2nd level
3rd level
2189 Notes:
Golem Shopping List: 10 Acid flasks (100 gp)
Eye Lense (?? gp)
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