Dwarven Rager

Grymm Bloodstone's page

218 posts. Alias of Lucendar.


Race

Dwarf Fighter 7|HP 74/74|AC 30 T 15 FF 29|CMD 25|F+12 R+7 W+8|Init +8|Perc +18|

Classes/Levels

+2 vs. poison and fear/+4 vs. spells/spell-like abilities

Age

140

Alignment

LN

Deity

Abadar

Homepage URL

Image

About Grymm Bloodstone

Grymm Bloodstone
Male dwarf fighter (mutation warrior) 7 (Pathfinder RPG Advanced Class Guide 93)
LN Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +18 (+20 to notice unusual stonework, +19 vs. giant subtype creatures)
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Defense
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AC 30, touch 15, flat-footed 29 (+10 armor, +4 deflection, +1 Dex, +1 natural, +4 shield)
hp 74 (7d10+28)
Fort +12, Ref +7, Will +8 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. poison, +4 vs. spells and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee +1 dwarven waraxe +17/+12 (1d10+9/×3)
Special Attacks weapon training (axes +3)
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Statistics
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Str 17, Dex 12, Con 16, Int 10, Wis 10, Cha 8
Str 16: 10 points (+1 4th level)
Dex 12: 2 points
Con: 16: 5 points
Int 10: 0 points
Wis 10: -2 points
Cha 08: 0 points

Base Atk +7; CMB +12; CMD 25 (29 vs. bull rush, 29 vs. disarm, 29 vs. sunder, 29 vs. trip)
Feats Advanced Weapon Training, Improved Initiative, Iron Will, Power Attack, Shield Focus, Steel Soul, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Traits eyes and ears of the city, giant slayer
Skills Acrobatics -3 (-7 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Bluff +1 (+2 vs. giant subtype creatures), Climb -1, Craft (alchemy) +10, Diplomacy +1, Disguise +1, Escape Artist -3, Fly -3, Heal +2, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Perception +18 (+20 to notice unusual stonework, +19 vs. giant subtype creatures), Profession (Brewer) +9. Ride -3, Sense Motive +2 (+3 vs. giant subtype creatures), Stealth -3, Survival +9 (+11 to track vs. humanoids of the Giant subtype), Swim -1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ giant hunter, mutagen (+4/-2, +2 natural armor, 70 minutes), mutagen discovery (wings)
Combat Gear mutagen, potion of cure light wounds (5), potion of enlarge person, potion of shield of faith +2 (5), acid (3), alchemist's fire (2), antitoxin, bladeguard; Other Gear +1 full plate, +1 heavy steel shield, +1 dwarven waraxe, amulet of natural armor +1, cloak of resistance +2, eyes of the eagle, gloves of dueling, ring of sustenance, alchemy crafting kit, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack, soap, waterskin, 54 gp
Gear:
+1 full plate - 2650 gp
+1 heavy steel shield - 1170 gp
+1 dwarven waraxe - 2330 gp
amulet of natural armor +1 - 2000 gp
cloak of resistance +2 - 4000 gp
eyes of the eagle - 2500 gp
gloves of dueling - 15000 gp
ring of sustenance - 2500 gp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
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.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trained Initiative (Weapon Training [Axes] +3) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Weapon Training (Axes) +3 (Ex) +3 Attack, Damage, CMB, CMD with Axes
Wings (7 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

Background:
Grymm’s life has been fraught with contradiction. The first 100 years of his life, he spent in the Mindspin Mountains with the rest of his dwarven clan. And after receiving the necessary dwarven battle training, Grymm grew bored with the caves and mountains and the darkness, despite his obvious advantage of being able to see perfectly in the dark. He grew tired of the stale air in the dwarven underground complexes, the constant hammering of the forges, and the marching of the soldiers. He longed for a different life and a change of scenery. Luck shined upon him when he accompanied his parents, dwarven merchants who traded dwarven goods with the human settlements and worshipped Abadar, on their expedition to the surface world. Instantly, Grymm became enamored of the trees, wilderness, fresh air, rising sun and moon, and all the other commonalities of the surface world. When his parents settled down in a small human village by the name of Solace, due to the burgeoning trade business, Grymm was more than happy to stay with them, joining the local guard to help on patrols. Grymm’s life was perfect for the next 10 years. He even became interested in alchemy and began experimenting with some concoctions of his own.

Unfortunately, his idyllic life did not last long. 30 years ago, a band of hill and stone giants invaded the town. Grymm and the other villagers, including his parents, fought bravely to stave off the attack. In the end, the giants proved too strong. Grymm saw a couple of giants strike down his mother and father, before a glancing blow off a giant’s club propelled him across the field and into the town’s local well 20’ down. Grymm would have surely sunk to the bottom of the well and drowned, but his fingers caught part of the stone wall and though barely conscious, he managed to keep himself from drowning. The last sight he saw before darkness overcame him in the well was the giants covering the entrance of the well with a large boulder. Wounded, wet, and cold, the easiest thing for Grymm to do would have been succumb to unconsciousness and die. But for all his criticism of dwarven culture, Grymm could never deny his dwarven tenacity. He refused to give up and the thought of his parents drove him to live and survive. Little by little, with his fingers bleeding, he climbed up the shaft of the well, knowing one misstep would mean death. Whether it took him hours or days, Grymm cannot recall, but eventually he made it to the top and summoned all of his strength to move the boulder off and emerge from the well. The sight that awaited him was the abandoned and razed village that the giants had left behind, with the bodies of the villagers hanging from wooden posts surrounding the inn. Grief overwhelmed Grymm when he saw his parents among the hanging bodies and he fell to his knees crying at their feet, as the rains came down. On that day, he swore vengeance on all giants, vowing to kill them all.

The next day, after burying his parents, he left the village, walking west aimlessly for weeks, surviving on his hunting skills, until he reached another small sleepy fishing village – named Sandpoint. Penniless and starving, the local priest, Father Tobyn, had mercy on him and provided him with food and shelter until he could get back on his feet, doing odd jobs. Eventually, Grymm found employment at Bottled Solutions and became an apprentice of Nisk Tander, the half-elf who tended the alchemical shop. There, Grymm eventually learned the tricks of alchemy, including the ability to create mutagens, which enhanced his combat prowess. Today, Grymm is a mercenary who offers his services to rid the land of evil humanoids and giants. His oath to slay all giants still motivates him and he will not stop until they are wiped off the face of Golarion. He considers Sandpoint his home and his family, as he has lived there for the past 30 years and will fight to protect it from all threats.

Appearance:
He stands 4' tall, 175 lbs., has blood-red hair and beard, immaculately maintained, with green eyes. He is dressed in plate armor with waraxe and shield.