Grumble Jack's page

471 posts. Alias of Doomed Hero.


HP 53/53, Temp HP: 8, Cold, Electricity, Fire resist 5, AC 23, For +10, Ref +5, Will +6


Corruption 5/5 Active Effects: Cowardice Aura

Special Abilities

Giant subtype, Darkvision 60', Low-Light Vision, Light Sensitivity, Aura of Cowardice


Lawful Evil


Common, Giantish, Goblin, Infernal

Strength 24
Dexterity 12
Constitution 16
Intelligence 9
Wisdom 8
Charisma 16

About Grumble Jack

The Son of the Apocalypse

Ogerkin Daemon-Spawn Teifling
Blood Soaked Demon, Warrior of Blind Faith Antipaladin 5
Gestalt Stalker Vigilante 1

Lawful Evil Medium Giant


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...


HP: 53 (38 Antipaladin, +15 con)
...+8 Temp each round while Berserk
...+5 Temp for 1 round after each kill
Deathless HP: 32 (con x2)

AC 23 (+3 natural, +1 dex, +9 MW Full Plate)
...+1 Buckler (on turns I don't attack with two handed weapons)
...-2 Berserk
Flat Footed: 22
Touch: 11

CMD 23 (10 +7 str, +1 dex, +5 bab)

+10 Fort (+4 class, +3 con, +3 cha)

+5 Ref (+1 dex, +1 class +3 cha)

+6 Will (+4 class, -1 wis, +3 cha)


Init +1

Movement 30

BaB +5
CMB +5

Power Attack, -2 attack / +4 or +6 damage
+1 damage with oversized weapons
+1 to confirm Critical Hits
+1d8 Hidden Strike

Bite: +12, 1d4+7, x2 crit

Masterwork Earthbreaker: +14, 2d8+11, 20/x3 crit

Masterwork Silversheen Greataxe +13, 2d8+11, 20/x3 crit

Balin's Longsword: +12, 1d8+10

Unarmed: +12, 1d4+7, x2 crit

Snag Net: +2, Touch Attack, Entangles (non-proficient), Trip

3 Alchemist Fire +6, 1d6 fire (touch)


2 antipaladin, -1 int, +1 favored class, +2 game bonus per level)
+4 skill points from Vigilante gestalt

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: 24
...+5 bonus Intimidate ranks (gladiator sphere)
ACP -4 (5 from armor, -1 armor expert

+7 Stealth* (5 rank, +1 dex, +3 class, +2 trait, -4 acp)
+8 Fly* (4 rank, +3 class, +1 dex, +4 racial, -4 acp)
+7 Swim (1 rank, +7 str, +3 class, -4 acp)
+9 Climb (1 rank, +7 str, +3 class, +2 circumstance, -4 acp)
+13 Intimidate (5 rank, +3 class, +3 cha, +2 racial)
...+4 vigilante renown
...Aura of Cowardice, 10 feet
+8 Diplomacy (2 ranks, +3 class, +3 cha)
...+1 starting attitude, vigilante renown
+12 Bluff (4 rank, +3 cha, +3 class, +2 racial)
+8 Handle Animal (2 rank, +3 class, +3 cha)
+12 Disable Device (5 rank, +3 class, +1 dex, +1 trait, +2 equip)

Feats and Traits:

Armor Expert: -1 ACP
Superior Clutch: +1 damage when wielding oversized weapons
Tusked: 1d4 damage bite attack. If used as part of a full attack action, the bite attack is made at your full base attack bonus –5.
Graverobbing You receive a +1 trait bonus to confirm critical hits.
Quiet as death The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.

Power Attack (1st level)
Weapon Focus: Earthbreaker (3rd level)
Cleaving Finish (sphere bonus)
Diehard (sphere bonus)
Dazzling Display (sphere bonus)
(gestalt level)] (5th level)

Martial Tradition: Heavy Armsman
Weapons: battle axe, earthbreaker, greataxe, greatclub, hand axe, heavy pick, light hammer, light pick, pickaxe, throwing axe, and warhammer.
Armor: Light, Medium, Heavy, Buckler

Berserker Sphere (tradition bonus)
Reaper's Momentum (tradition bonus)
Deathless (1st)
Savage (2nd)
Advancing Carnage (3rd)
Gladiator Sphere (4th)
Spectacle (5th)


Berserker Sphere
Berserk: As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.

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.
Each brutal strike may be modified by a single (exertion) talent.

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.

Deathless As long as you have martial focus, the number of hit points you can be reduced to below 0 without dying is doubled and you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this talent, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than twice your Constitution score, you immediately die. Associated Feat: Diehard.

Savage Whenever you reduce a creature to 0 hit points or less with a melee or thrown weapon attack, you may spend an immediate action to regain martial focus. The creature must have a CR of at least half your character level (rounded down, minimum 1/2).

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
Boast 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 effected. 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 boast:

Prowess (boast) You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Demoralization Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:

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.

Spectacle (demoralization)
Any time you confirm a critical hit or reduce an enemy to 0 of fewer hit points, you may use your strike fear ability as an immediate action.


Potion of Cure Serious
Alchemist Fire x2

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.

Sickened: The target is Sickened for 1 round per level of the antipaladin.

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.

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.

Stalker: A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).

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:

+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.

Type: The creature’s subtype changes to giant.

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.)


Armor: Sir Balin's Masterwork Full Plate
Body: Old tunic
Feet: sandals


In pouches/on belt:

928 GP
5 SP
7 CP

Horrible Plans...:

Cornugon Smash (7th)
Unsanctioned Knowledge (5th minimum, need 13 int)
Summon Guardian Spirit (9th)

Belt of Mighty Hurling, Sharding weapon