Harsk

Grymlind Grindstone's page

46 posts. Organized Play character for Grayn.


Full Name

Grymlind Grindstone

Race

Dwarf

Classes/Levels

Sorcerer 1 HP: 8/8 AC: 11 T: 11 F: 10 CMD: 11

Gender

Male

Size

Medium

Alignment

LG

Languages

Common, Dwarven

Strength 10
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 10
Charisma 16

About Grymlind Grindstone

Grymlind Grindstone
PFS # 86722-4

HP: 8
AC: 11
Int: 1, Perc: 0
CMB: 0, CMD: 11 Touch: 11 Flatfooted: 10
Fort: 2, Reflex: 1, Will: 2

Weapons:
Warhammer Attack 0, 1d8, 19-20/x2
Lt Crossbow, Attack +1 1d8, x3 (20 Bolts)

Equipment:
Sorcerer's Kit
Scholar's Outfit
Potion/CLW

Spells: 3 Lvl 1/day

Lvl 0:
Detect Magic, Read Magic, Acid Splash, Light

Lvl 1: Mage Armor, Shocking Grasp

Bloodline: Elemental
Chosen Line: Air/Electric
- Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
- Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element.
- Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Racial Traits:
- Base Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
- 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 CMD when resisting a bull rush or trip attempt while standing on the ground.
- Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
- 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.

Traits:
- Havoc of the Society: Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt. This damage is considered force damage regardless of the type of damage dealt by the spell.
- Elemental Pupil: Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type

Sorcerer Class Features:
- Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
- Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element.
- Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
- Eschew Materials A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Feats:
- Spell Focus Add +1 to the DC for all saving throws against spells from the school of magic you select.

Skills:
Knowledge(Arcana) +4, Spellcraft +4, UMD +7