About GrunnInit +6; Senses Darkvision 60’; Perception +9
DEFENSE:
AC 19, touch 12, flat-footed 17 (+6 Armor, +1 Shield, +2 dex) HP 19 (2d8+4 Con+2 FC) Fort +5, Ref +2, Will +7; +2 vs poison, spells, spell-like abilities, +1 vs fear Special Defenses Judgements: Healing: Fast Healing 1, Protection: +1 to AC, Purity: +1 to saves, Resiliency: DR 1/Magic, Resistance: Energy Resistance 2 (choose Acid, Cold, Elect, Fire or Sonic) OFFENSE:
Spd 20’ Melee MW Warhammer +5 (1d8+2, 20/x3) (B) Dagger +3 (1d4+2, 19-20/x2) (P/S) Unarmed +3 (1d3+2, 20/x2) Ranged Dagger +3 (1d4+2, 19-20/x2) (10') Crossbow, Lt. +3 (1d8, 19-20/x2) (80') (P) Special Attacks
STATISTICS:
Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 18 (+4), Cha 5 (-3) BAB +1, CMB +3, CMD 15 (19 vs. bull rush/trip when on the ground) FEATS:
Simple Weapons Proficiency: all Simple Weapons Martial Weapons Proficiency: Battle Axe, Hand Crossbow, Heavy Pick, Longbow, Repeating Crossbow, Shortbow, Warhammer Light Armor Proficiency: all Light Armors Medium Armor Proficiency: all Medium Armors Shield Proficiency: All except tower shield Weapon Focus: Warhammer TRAITS:
Armor Expert: You have worn armor as long as you can remember, as part of your training to become a hunter. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. Benefit: reduce armor check penalty by 1 Deep Marker: You’ve dared uncharted tunnels in pursuit of the Gladdringgar (the chiseling of name-runes in subterranean depths). Benefit: You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on saving throws against fear effects. SKILLS:
(6 skill points/level+1 Int/level) = 14 - Class Skills in Bold yield +3 when trained)
Mod Ranks Name of Skill -2 Armor Check penalty, +0 to Climb/jump
Languages
RACIAL ABILITIES:
+2 to Con, +2 to Wis, -2 to Cha Darkvision: 60’ black & white Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype. Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred: +1 racial bonus on attacks against humanoid (orc) & (goblinoid) subtypes. Lorekeeper: +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. Slow and Steady: base speed of 20 feet, but speed is never modified by armor or encumbrance. Stability: +4 racial bonus to CMD when resisting a bull rush or trip while standing on the ground. Stonesinger: treat as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. 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. SPECIAL QUALITIES:
Cunning Initiative: add Wisdom modifier to Initiative in addition to Dex modifier Detect Alignment: at will; may cast Detect Chaos, Evil, Good or Law, one in use only at a time Domain (Earth): Acid Dart (Sp): 7/day; 30' ranged touch attack, 1d6 +1/2 lvl damage Judgment (Su): 1/day, swift action, lasts until the combat ends. He must participate in the combat to gain these bonuses. If frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. He must select one type of judgment to make, can change as a swift action. Destruction: +1 sacred bonus on all weapon damage rolls, +1 for every 3 inquisitor levels. Healing: gain fast healing 1, +1 for every 3 inquisitor levels. Justice: +1 sacred bonus on all attack rolls, +1 for every 5 inquisitor levels. Piercing: +1 sacred bonus on concentration and CL checks made to overcome SR, +1 for every 3 inquisitor levels. Protection: +1 sacred bonus to AC, +1 for every 5 inquisitor levels. Purity: +1 sacred bonus on all saves, +1 for every 5 inquisitor levels Resiliency: gain DR 1/magic, +1 for every 5 inquisitor levels. Resistance: gain 2 points of energy resistance (either acid, cold, electricity, fire, or sonic) chosen when the judgment is declared, +2 for every 3 inquisitor levels. Smiting: The inquisitor’s weapons count as magic for the purposes of bypassing DR. Monster Lore: add Wis modifier on Knowledge skill checks in addition to Int modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze: receive a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 his inquisitor level (minimum +1). Tracking: add ½ level to Survival rolls to follow or identify tracks BOONS:
Debt of the Kirion: You possess a series of letters of credit and a trade agreement between any holder of that agreement and a group called the Way of the Kirin. Kayle’s Blessing: (3/3 left) You gain a +1 luck bonus on any saving throw against a dragon’s breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used 3 times. SPELLS:
(CL: 2nd)
0-level (Orisons, at will)
1st-level (3/day)
EQUIPMENT:
Combat Gear MW Warhammer, Dagger, Crossbow & 19 bolts, MW Agile Breastplate, MW Light Wooden Shield Other Gear
Trophies: Blindheim eye, Giant Spider mandible, Skulk ear, Giant Beetle carapace, Krenshar ear, Kobold ear, Mite ear Wt: 88# (L:58#/M:116#/H:175#)
DESCRIPTION/BACKGROUND:
Age: 60 Height: 4’3” Weight: 220 Hair: Light Brown Eyes: Grey
The Foehunter Clan have existed for millenia. Their mission is to hunt down the enemies of the Dwarven race and end their threat. Permanently. Grunn's family have been a part of the Clan almost since the beginning, and Grunn has been taught the ancient ways by his father Grunyar, and his grandfather Gruntor. He has soaked in the ancient lore, learned the fighting techniques, and devoutly intones the prayers to Torag to gain his blessings. All that remains is for him to prove himself worthy by going on a pilgrimage. To go out and slaughter anything that might be dangerous, and bring back at least two score trophies. A merchant on the road suggested that if he wanted to find a lot of strange creatures to kill, he should try the Pathfinders. They are reputed to always be getting into dangerous situations. He followed the advice and soon found himself a fledgeling member of the Society. He has been waiting quite a while now, and he is getting restless. He needs to finish his quest gain the sacred mark of his clan and join his family in the hunt. He will not wait much longer. |
