Dwarven Rager

Grymm Bloodstone's page

220 posts. Alias of Lucendar.


Race

Dwarf Fighter 10|HP 130/130|AC 32 T 13 FF 30|CMD 27/31|F+11 R+10 W+12|Init +5|Perc +20/22|

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

Dwarf fighter (mutation warrior) 10 (Pathfinder RPG Advanced Class Guide 93)
LN Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +20 (+22 to notice unusual stonework)
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Defense
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AC 32, touch 13, flat-footed 30 (+11 armor, +1 deflection, +1 Dex, +1 dodge, +1 natural, +7 shield)
hp 130 (10d10+30)
Fort +11, Ref +10, Will +12 (+4 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, fortification 25%
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Offense
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Speed 20 ft.
Melee +1 giant-bane dwarven waraxe +21/+16 (1d10+11/19-20/×3 plus 2d6 vs. Giants)
Ranged mwk composite longbow +12/+7 (1d8+4/×3)
Special Attacks hatred, weapon trainings (axes +4, fighter's reflexes)
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Statistics
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Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +10; CMB +14; CMD 27 (31 vs. bull rush, 31 vs. disarm, 31 vs. sunder, 31 vs. trip)
Feats Advanced Weapon Training, Dodge, Greater Shield Focus, Greater Weapon Focus (dwarven waraxe), Improved Critical (dwarven waraxe), Improved Initiative, Iron Will, Shield Focus, Steel Soul[APG], Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Traits orphaned by giants, seeker
Skills Acrobatics -4 (-8 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Intimidate +0, Perception +20 (+22 to notice unusual stonework), Profession (alchemy) +10, Survival +1; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ mutagen (+4/-2, +2 natural armor, 100 minutes), mutagen discovery (preserve organs[UM])
Combat Gear mutagen[APG], oil of bless weapon (4), potion of cure light wounds (4), potion of enlarge person (4); Other Gear +2 comfort full plate, +3 heavy steel shield, +1 giant-bane dwarven waraxe, mwk composite longbow (+4 Str), amulet of natural armor +1, cloak of resistance +2, eyes of the eagle, gloves of dueling[APG], ring of protection +1, ring of sustenance, sash of the war champion[APG], bedroll, masterwork backpack[APG]
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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.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
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.
Fighter's Reflexes (Weapon Training [Axes] +4) (Ex) While not denied Dex bonus to AC, add training bonus to Reflex saves.
Fortification 25% You have a chance to negate critical hits on attacks.
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.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
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.
Weapon Training (Axes) +4 (Ex) +4 Attack, Damage, CMB, CMD with Axes

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, 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. After eaching muich renown, as a mercenary, Grymm returned home to his dwarven clan where he dedicated to proving himself in honor of his parents' memory. He led raid on ogres and other mecanes int he surrounding areas, until he gained the dwarves' respect. He is eager to taste battle again. His oath to slay all giants still motivates him and he will not stop until they are wiped off the face of Golarion.

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. He is very minimalist in his gear. He carries no cooking supplies or torches or blanket: a backpack and some toiletries is all he needs on the road. Due to his lawful nature, Grymm is very loyal to his allies, often rushing first into combat to draw the enemy fire on himself, relying on his defensive training to protect him."Watch my back" and {b]"Let them come to me!"[/b] are some of his more popular sayings.