Dwarven Rager

Grunyar Thunderhelm's page

20 posts. Alias of Digger.

Full Name

Grunyar Thunderhelm




Pal 1

Combat Stats:
|HP: 3/13 |AC 17/T 10/FF 17 | F+5/R+0/W+4 | CMB +3 | CMD 13 |Init +2 | Perc +8







Special Abilities

Slow and Steady, Darkvision, Defensive Training, Greed, Hatred, Hardy, Stability, Stonecunning, Weapon Familiarity






Dwarven, Common


Former Brewer/Merchant, Now a traveling Guardsman

Strength 15
Dexterity 11
Constitution 17
Intelligence 12
Wisdom 15
Charisma 16

About Grunyar Thunderhelm

Grunyar Thunderhelm
Male Dwarf Paladin 1
LG Medium humanoid (humanoid, dwarf)
Init +2; Senses Darkvision 60, Perception +8

AC 17 Touch 10 FF 17 (+7 Armor, +0 Dex)
HP: 13 (1d10+3)
Fort +5 Ref +0 Will +4

Melee: +3 (Dwarven Waraxe 1d10+3 (x3))
Ranged: +1
Special Attacks: Smite Evil 1/day

Str 15, Dex 11, Con 17, Int 12, Wis 15, Cha 16
Base Atk +1; CMB +3; CMD 13
Skills: Perception +8, Profession (Brewer) +6, Sense Motive +8

Simple and Martial Weapon Proficiency
Armor: Light, Medium, Heavy and Shields (except Tower) Proficiency
Alertness: +2 to Perception and Sense Motive checks.


You were bullied often as a child, but never quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
Benefit: You gain a +2 trait bonus on Initiative checks. {Combat Trait}
Militant Merchant:
You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger.

Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Class Abilities:

Aura of Good:

PHB Desc:
The power of a paladin's aura of good is equal to his paladin level.

Detect Evil:

PHB Desc:
At will, a paladin can use detect evil as the spell. A paladin can as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite evil: 1/day.

PHB Desc:
A paladin can call out to the powers of good to aid in their struggle against evil. As a swift action, the paladin chooses a target within sight to smite. If this target is evil, the paladin adds their Charisma bonus (if any) to their attack roll and adds their paladin level to all damage rolls made against the target of their smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus of damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to their Charisma modifier (if any) to their AC against attacks made by the target of their smite.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains the usage of the ability.

Racial Abilities:
Ability Score Racial Traits: +2 Con, +2 Wis, -2 Chr

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.

Greed: +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.

Hardy: +2 Racial bonus on saving throws vs poison, spells, and spell-like abilities.

Hatred: +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Stability: Dwarves recieve a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

Weapon Familiarity: Proficient with battle axe, heavy pick and warhammer. Treat all weapons with the word Dwarven as martial weapons.

Languages: Common, Dwarven, Gnome
Combat gear: Dwarven Waraxe, Chainmail, Light Steel Shield
Other gear: Backpack, Beltpouch

Carrying Capacity
Light 66 lbs. or less
Medium 67-133 lbs.
Heavy 134-200 lbs.



Eyes: Green.
Hair: Red, but beginning to bald.
Skin: Tan
Height: 4'5"
Weight: 175