Grunigon Durinslag's page

122 posts. Organized Play character for AGM Lemming.


F: +3, R: +5, W: +2 | Init: +4 | Perc: +9 (darkvision 60 ft.), SM: +6 | Speed 20 ft. | Active conditions: None


Male N Dwarf Rogue (Sylvan Trickster) 2 | HP 19/19 | AC 14 T 12 FF 12 | CMB +2, CMD 14 +4 vs Bullrush or Trip |

About Grunigon Durinslag

Character Name: Grunigon Durin-slag
Character Race: Dwarf
Alignment: N
Deity: Magdh

Current Moderator:
Gender: Male
Age: 51
Height: 4' 2"
Weight: 185
Eyes: Brown
Hair: Brown
Character Level: 2
EXP Points Gained: 0
EXP Needed For Next Level:

Known Languages
Common, Dwarf, Sylvan
Strength: 13 (3 points)
Dexterity: 14 (5 points)
Constitution: 16 (5 points, Race+2)
Intelligence: 14 (5 points)
Wisdom: 12 (Race+2)
Charisma: 10 (2 points, Race-2)
Hit Points: 19 (d8+3)
Armor Class: 14 (Base: 10, Dex +2, Armor +2)
Flatfooted Armor Class : 12
Touch Armor Class: 12

Leather Armor AC+2 Max Dex:+6

Special Armor Class Notes: None
Save vs. Fortitude: +3 (Base: +0, Con: +3)
Save vs. Reflex: +5 (Base: +3, Dex:+2)
Save vs. Will: +2 (Base: +0, Wis: +1, Trait: +1)

Special Save Notes: Spell Resistance 5 + Character Level
Initiative Modifier: +4 (Dex +2, Trait +2)
Base Attack Bonus: +1
Melee Attack Bonus: +2
Ranged Attack Bonus: +2

CMB: +2
CMD: 14 +4 vs Bullrush or Trip

Special Combat Notes: None
Masterwork Silver Dagger
Light Mace 1d6 | x2
Dagger 1d4 | 19-20/x2 | 10'
2 darts 1d4 | x2 | 20'
Sling 1d4 | x2 | 50'
Sling Bullets(10)

Total skill points earned: 11/level (8 + Int(2) + Favored Class(1))
Rogue class skills: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Intimidate(Cha), Knowledge(nature)(local)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis), Sleight of Hand(Dex), Stealth(Dex), Swim(Str), Use Magic Device(Cha)

Acrobatics: = +7 (Dex 2) 2 Ranks +3 [Class Skill]
Appraise: = +6 (Int 2) 1 Ranks +3 [Class Skill]
Climb: = +6 (Str 1) 2 Ranks +3 [Class Skill]
Craft(Locks and Keys): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Disable Device: = +7 (Dex 2) 2 Ranks +3 [Class Skill]
Escape Artist: = +6 (Dex 2) 1 Ranks +3 [Class Skill]
Fly: = +2 (Dex 2)
Heal: = +1 (Wis 1)
Intimidate: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Knowledge (local): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Knowledge (nature): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Perception: = +9 (Wis 1) 2 Ranks +3 [Class Skill] Skill Focus +3
Ride: = +2 (Dex 2)
Sense Motive: = +6 (Wis 1) 2 Ranks +3 [Class Skill]
Stealth: = +9 (Dex 2) 2 Ranks +3 [Class Skill] Race +2
Survival: = +3 (Wis 1) Race +2
Swim: = +1 (Str 1)
Use Magic Device: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Feats & Traits:
1st Level: Skill Focus(Perception) +3

Combat: Reactionary: +2 to Initiative
Faith: Indomitable Faith: Your Faith is unpopular. +1 Will Save.
Racial and Class Skills, Abilities & Features:
Race: Dwarf
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
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.
Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Stability: Dwarves receive a +4 racial 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 checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
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.
-Slag Child
Dwarves from dishonored families must append “-slag,” “-slagsun,” or “-slagdam” to their surnames to indicate their shameful status. These dwarves are commonly banished or ostracized; they are forced to eke out a living at the fringes of dwarven settlements or in bleak wilderness areas such as the Kodar Mountains. They gain a +2 racial bonus on Stealth and Survival checks. This racial trait replaces defensive training and hatred.
-Magic Resistant
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Class: Rogue
Sneak Attack: If opponent cannot use dex against attack, or if they are flanked, add sneak attack damage. 1d6 at 1st level. Additional 1d6 at each odd level.

Finesse Training: Weapon Finnesse feat at 1st level. At 3rd, add Dex mod to damage with 1 selected finesse weapon.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Sylvan Trickster
Class Skills: A sylvan trickster adds Knowledge (nature) to her list of class skills and learns Sylvan as a bonus language. She does not gain Knowledge (dungeoneering) as a class skill.
This alters the rogue’s class skills.

Wild Empathy (Ex): A sylvan trickster can improve an animal’s attitude. This ability functions as the druid ability of the same name, using the sylvan trickster’s rogue level as her effective druid level.
This replaces trapfinding.

Fey Tricks: A sylvan trickster can select a witch hex in place of a rogue talent. At 10th level, the sylvan trickster can select a hex or major hex in place of a rogue talent. At 18th level, a sylvan trickster can select a hex, major hex, or grand hex in place of a rogue talent. She cannot select any hex more than once.
This alters rogue talents.

2nd level: Healing (Su) (Advanced Player's Guide pg. 66): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Equipment & Gear:
Leather Armor 15 lbs, 10 GP

Light Mace4 lbs, 5 GP
Dagger 1 lbs, 2 GP
2 darts 1 lbs, 1 GP
Sling Bullets(10) 5 lbs, 1 SP

Traveler's Outfit

Backpack 2 lbs, 2 GP - Total Weight: 18 lbs
Bedroll: 5 lbs, 1 SP
Waterskin 4 lbs, 1 GP
Rations, 2 days: 2 lbs, 1 GP
Holy Symbol of Magdh: Green three-pointed knot (Self made)
Rope (silk, 50') 5 lbs, 10 GP

Adventurer's Sash 3 lbs, 20 GP - Total Weight: 6 lbs
Thieves Tools 1 lbs, 30 GP
Flint and steel 1 GP
Flask of Oil 1 lbs 1 SP
Alchemist's Fire (2)
Acid Flask (2)

Total weight carried: 46 lbs
Armor: 10 lbs
Weapons: 11 lbs
Equipment: 25 lbs

Carrying capacity : 50 -> 100 -> 150

Starting Gold: 150 GP
Armor: 10 GP
Weapons: 8 GP 1 SP
Equipment: 95 GP 2 SP

Remaining Gold: 100 PP, 3 GP, 7 SP

Base Speed: 20 ft.
Character History :