Gadka Burtannon

Gruthic Shalebreaker's page

120 posts. Alias of heliopolix.


HP 41/41

About Gruthic Shalebreaker

Dwarf Ranger 1 / Fighter 2
LG Male humanoid (dwarf)
Init +2, Senses Darkvision 60 ft; Perception +9

HP 41 (3d10 +9 con +2 fav.)
AC 23 T 12 FF 21 (+6 armor, +2 dex, +5 shield)
Fort +8 Ref +4 Will +3 (+3 vs poison, spells, SLA; +2 vs hot weather; +1 vs burst)
BAB +3 CMB +7 CMD 19
Str 18 Dex 14 Con 17 Int 14 Wis 16 Cha 10
Speed 20 (20 in armor)

Mwk Dwarven Double Waraxe +8 (1d10+4/x3) S [+1 cleave atk]
*Power Attack: -1 atk, +2 dmg
*Tower Shield: -2 atk
*vs Undead: +2 atk, dmg

Throwing Hammer +5 (1d4+4/x2) 20 ft. B [10/10]
*Tower Shield: -2 atk
*vs Undead: +2 atk, dmg


Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon

Cleave: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Cleaving Finish: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.

Shield Focus: Increase the AC bonus granted by any shield you are using by 1.

Goblin Cleaver: When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not be adjacent to one another. Additional attacks you make against humanoids (goblinoid) gain a +2 circumstance bonus on attack rolls.

Planned Feats
5) great cleave
5) orc hewer
7) lunge
7) improved cleaving finish
9) improved critical
9) critical focus
11) strike back
11) cleave through

22 = 1*Ranger(6+2+2) + 2*Fighter(2+2+2)

Skill Total = rank + ability + trained + misc

climb +10 = 3 +4 +3
disable device +11 = 3 +2 +3 +1 +2
handle animal +4 = 1 +0 +3
k.(dungeoneering) +6 = 1 +2 +3
k.(engineering) +6 = 1 +2 +3
k.(geography) +6 = 1 +2 +3
k.(history) +2 = 0 +2 (+2 dwarves & their enemies)
k.(religion)* +9 = 3 +2 +3 +1
k.(nature) +6 = 1 +2 +3
perception* +9 = 3 +3 +3 (+1 traps, +2 stone)
sense motive* +3 = 0 +3
stealth +6 = 1 +2 +3 [-4 ACP]
survival* +9 = 3 +3 +3 (+3 track)
swim +8 = 1 +4 +3

*+2 vs undead


Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

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

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

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.


Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Favored Enemy (Ex) [Undead]: At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Improved Tracking (Ex): At 1st level, a trophy hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the trophy hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the trophy hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Burst Barrier (Ex): At 2nd level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).


*Scion of Zolurket (Dwarf) (race)
You come from a family whose ancestors worked in the platinum mines near Tar Urkatka, now known as Zolurket. Your family moved on since the tragedy that emptied the mines, and they refused to speak about such matters with you. Your great-uncle taught you about the dangers of greed and avarice and showed you the truth of the history there. You gain a +1 trait bonus on Knowledge(religion) checks, and that skill is always a class skill for you.
*Glory of Old (Dwarf) (region)
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Favored Class (fighter)
+2 HP

Ranger: Trapper, Trophy Hunter
Fighter: Tower Shield Specialist

Languages: Dwarven, Common, Kelish, Osiriani

Diety: Torag


[wt] item (number)

[12] mwk dwarven double waraxe
[40] chainmail
[45] tower shield
[20] light hammer (10)
[ 4] hot weather outfit
[ 2] backpack
[ 5] bedroll
[ 1] blanket
[10] trail rations (10)
[ 4] waterskin
[ 2] mwk thieve's tools=
[ 5] crowbar
[20] hemp rope (100')
[ 1] common lamp
[10] lamp oil (10)
[ 5] coins: 257gp, 90 sp

Encumbrance: M 186
Carrying Capacity: L 100 M 200 H 300 OH 600 P 1500

2x Oxen
[200] Animal Feed (20)

Trade Goods - sold to Almah

Carrying Capacity: 1000


Gruthic was born in the back of a wagon on the dust-choked road between Ipeq and Eto in the sweltering land of Osirion to a family of merchants. His father's clan, the Shalebreakers, along with the Rockcrusher, Stonecleaver, and Earthshaker clans, operate the sucessful Solid Stone Trading Company, which trades all over northern Garund. Their caravans reach as far south as magnificent Nex, up through Katapesh and Osirion, and west through Thuvia and Rahadoum. The company's main stops are Katapesh, Quantium, Ipeq, Eto, Sothis, Aspenthar, Merab, Manaket, and Azir. These cities are mostly port cities, so the route follows the coastline.

In the early decades of his life, he would ride the caravans - sometimes with his father, sometimes with other members of his extended family. On those journeys, he learned much about the world. He learned about trade, about travelers and theives, about bandits and bargains, and about the deserts, mountains, hills, and rivers that their routes encompassed. He learned to hold a blade, handle the horses, plot a trail, ford streams, forage, spot danger, and secure coinage and goods.

His favorite person to ride with was great-uncle Rimbras Stonecleaver. Though much advanced in years, Rimbras still ran his route with an iron fist. He arrived on time, with goods intact. But it was not for Rimbras' mercantile skills that Gruthic so loved to ride along - it was for his stories. Rimbras knew more about the world than anyone else he knew. He learned about the natural world and the things that live in and under it. He learned that thier families had not always been merchants. He learned the history of their clans, of their triumphs and their defeats. He learned of their enemies, their grudges. And, he learned of Tar-Ukatka. Known as Zolurket - "the Dark Death" to the locals in Katapesh, he learned of the vast wealth the earth once held there, and how the greed and stupidity of his ancestors brough a curse upon the place and cast out the dwarves forever from it.

He learned as well that not all dwarves venerate the Master of the First Vault. While Abadar led his family's clans to great wealth, other dieties existed, equally worthy of veneration. He learned of Torag, the Father of Creation, the creater of dwarvenkind.

Great-Uncle Rimbras would often take his wagon off the main route, to inland towns and cities. Not as profitable or as efficient as the main route, but still worthwhile. It was on these trips that Gruthic came to Solku, and was introduced to the Dawn Vigil. It was one of Rimbras' many lessons on the variety of faith, and Gruthic met many people there, including the orphan Akhom.

With each new piece of knowledge he learned, his mind and world expanded. He began to concieve of a future outside of the caravans and roads, and this brought him into conflict with his father. As firstborn, he was expected, obligated to inheirit. He was being groomed to succeed, to be master of the Shalebreaker caravan someday. He obliged always, but his heart was uncertain. His relationship with his father grew increasingly strained. They would argue fiercely, and then spend days in stubborn silence while the wheels ate up the road.

One winter, when the routes seemed especially dangerous, and the coins not as plentiful as usual, things came to a head. Gruthic caught wind of an argument between his father and Rimbras, and barged in univited. His father was berating Rimbras for filling his son's head with nonsense, and Rimbras was giving as good as he got. So potent was the anger and tension in the room that Gruthic could scarcely draw breath. He stood their, mute, while the two men shouted at eachother. In the end, it was too much for Rimbras, and he collapsed as his heart gave out.

Gruthic rushed to his side, but the old man was already dead. He stood, staring death at his father and left the camp without another word. He has traveled far since that fateful parting, trying to carry on the legacy left to him by Rimbras. To explore the world, to right ancient wrongs, to live for something more than gold.

After Rimbras died, Gruthic spent a couple of months traveling trying to decide what to do with himself. Eventually he decided to turn to what he knew, and go into buisness trading. Remembering his uncle's fondness for the place, and still curious about the mystery of Zolurket, he chose Solku as an out-of the way location where he could live and not run into other members of his family.

He got himself settled, supplied, and opened his business. He had a wagon, a mule, and goods, but no customers. Things were not looking good for him, as the weeks drug by and his purse shrank steadily. About out of patience and in a foul mood, he was walking along in a scowling hurry when he ran straight into a giant of a lad. Picking himself up from the dusty street, his insult died on his lips when he recognized the boy - Akhom had grown by inches since he last saw him and now towered to nearly twice his height.

After sitting down and catching up over a meal, he learned of Akhom's divine calling, and explained his own plight to the boy. A partnership was formed, and soon they were taking the wagon out on regular trips, ferrying all manner of useful things into the countryside.