Dwarven Trader

Grunval Dugenhal's page

67 posts. Alias of Reckless Apprentice.


Full Name

Grunval Dugenhal

Race

Air Blast +2 1d6+5 dagger +0 (1d4/19-20) quarterstaff +0 (1d6)

Classes/Levels

More Stats:
Acro+3(-1 to jump,+5 on balance-related),Fly+3,K(nature)+5,Percp+5(+7 to notice unusual stonework),stealth+3

Gender

Male Dwarf Aerokineticist/1 HP 16/16 AC16,12T,14F init +4 save[f+6,r+5,w+1] CMB +0 CMD +12/10fl

Strength 10
Dexterity 14
Constitution 19
Intelligence 12
Wisdom 12
Charisma 8

About Grunval Dugenhal

Story Details:

Story
Grunval Dugenhal was supposed to be like any other Dwarf. He lived under the Velm mountains loved stone and could not fit in.

Grunval had no talent mining or metal working, he would always be the first top pass out when drinking with the other dwarves. The only thing he seemed to be able to do right was stoke the forge for his father to craft. The constant pushing of the bellow gave Grunval such joy. When his mind was focused he found he could stoke the fire with his mind alone.

Grunval's father and mother Hargst and Marny love their son but just wanted him to fit in. The freedom of the air they would never understand.

Until one day the pressure of his parents and the ridicule of the other dwarves constant laughter at his attempts at "proper dwarven pursuits" forced Grunval to seek his fortune outside the mountain.

Little did Grunval know what was ahead or that for his parents knew he needed to be outside in the air and nagged him the whole way there.

Grunval had such a hard time being a dwarf, he wanted nothing to do l with the brewing on Snake Isle, but upon hearing the Starstone Trading Company seeking brave souls to cross the sea. This sounded the the perfect way to Grunval to leave it all behind and find himself.

Secret
From his father's forge Grunval heard rumor that the production of weapons and armor would never keep up the the demands of Drotsk's growing army.

Deathly Afraid
Grunval is deathly afraid earthquakes. When Grunval was a boy the mountain shook an section of the ceiling gave way almost crush the young dwarf.

Hate with a Passion:
Grunval hates goblins with a passion. Those worthless smelly verimin would crawl into the mountain tunnels, stealing food and even a baby (if they could get their hands on one) to feed themselves. Grunval would see these horrors on his patrols with the volunteer watch.

Loves
Grunval loves mushrooms. He has no idea why be he hasn't met a 'shroom he doesn't like.

Good and Bad Terms
Grunval is on good terms with his parents... its just everyone else who thinks he's less than the dwarf he ought to be.

Organization.
The Velm Mountain smithing guild. Grunval being the son of the top artisan knows it's members well and even though people would typically turn their noses up to him, Grunval was best man to have breathing into your forge.

Grunval doesn't know that when he was a baby a fire consumed his nursery. No one speaks of it because Grunval lost 2 sisters and a brother he never knew he had.
Odd thing though the fire consumed so much of room, but when it got to the little Grunval baby it was snuffed out as if all the air vanished for a moment from the room.

Grunval Dugenhal
Male dwarf aerokineticist 1 (Pathfinder RPG Occult Adventures 10)
LG Medium humanoid (dwarf)
Init +4; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (1d8+8)
Fort +6, Ref +5, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Special Attacks hatred, kinetic blast
Kineticist Wild Talents Known
. . Defense—enveloping winds
. . Infusions—extended range
. . Blasts—air blast (1d6+5)
. . Utility—basic aerokinesis
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Statistics
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Str 10, Dex 14, Con 19, Int 12, Wis 12, Cha 8
Base Atk +0.75; CMB +0; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Toughness
Traits grounded, reactionary
Skills Acrobatics +3 (-1 to jump, +5 on balance-related checks), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (blacksmith) +3, Fly +3, Knowledge (nature) +5, Perception +5 (+7 to notice unusual stonework), Profession (engineer) +5, Stealth +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ burn (1 point/round, max 7), doubt, gather power
Other Gear chain shirt, dagger, quarterstaff, backpack, belt pouch, blanket[APG], box of fishing tackle (2 lb), chalk (2), fishing pole, simple (1 lb), piton (7), torch (10), trail rations (5), waterskin, 38 gp, 7 sp, 8 cp

Special Abilities:

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Special Abilities
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Air Blast (Sp) Level 0; Burn 0
Burn 1/round (1 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Doubt -4 for an hour on any skill or ability check after you fail that type of check
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.