Dragonslayer Dwarf

Grymwold's page

157 posts. Alias of WabbitHuntr.


Race

HP 26/26 |AC 21 (23vs Crit Conf) | T 13 | FF 19| CMD 15

Classes/Levels

SPD 20ft| Init +2 | Perc +4, Stonecunning +2| Darkvision | Hardy+2, | F +6 | R +2 | W +2 | |

Gender

Devout Warrior of Torag | LG Male Dwarf

About Grymwold

Grymwold is a lanky (for a Dwarf) blacksmith who proudly wears his scars earned fighting on the front lines against Molthune. But he grew tired with war and settled down in Phaendar where he has lived for the past decade as the towns armor and weaponsmith. Beneath his gruff exterior lies a kind soul devoted to Torag. All in town know he’s a man of his word who can be relied upon, fiercely protective over his adopted town.

Party Role: Dwarven Tank who in mid levels will be take the Feat Master Armorer to craft magic armor for the party and later on will also be able to craft Magic Weapons as well.

In addition to Siegebreaker Fighter Grym will also be leveling as a Shield Champion Brawler to provide tactical flexibility and ranged attacks with his shield.

His archetype Siegebreaker makes Bullrushing and Overrun maneuvers viable especially against med-sized opponents like hobgoblins,orcs etc.

Statblock:

Grymwold, Warrior of Torag
LG Male Dwarf Fighter (Siegebreaker)1
Follower of Torag, Dwarven God of Forges, protection, strategy
XP, 1rst lvl

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STATISTICS 20pt
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Str15 +2 (15)
Dex14 +2 (14)
Con16 +3 (14, +2Dwarf)
Int12 +1 (12)
Wis14 +2 (12,+2Dwarf)
Cha 7 -2 (9,-2Dwarf)

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DEFENSE
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Initiative +2 (+2 Dex,)
AC21 , touch 13, flat footed 19 (+6 Chainmail, +2 Hvy Shield,+2 dex, +1Trait)
+2ac vs Crit Confirmation

CMD16 (10+2bab+2str+2Dex)

HP26
Fort+6 (3+3Con)
Ref+2 (0,+2Dex)
Will+2 (0,+2Wis)
Hardy: +2 vs spells, SLAs and Poisons
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OFFENSE
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BAB+4 (+2 BAB +2Str)
Speed20 ft
CMB+4 (+2bab+2str)
(+2Bull Rush & Overrun if both on ground)

(
Ram hammer, dwarven +4/ 1d8+2, x3, range 10ft, B
Heavy Shield +4/ 1d6+2, x2, B
Boulder Helmet, dwarven +4/ 1d4+2, x2, B
Cestus +4/ 1d4+2, 19-20x2, B/P
(Hatred +1 to hit vs Orc and Goblinoids)

Power Attack, Ram Hammer -1,+2 +3 1d8+4, x3

Skills:

Skills 3 (4+2int)

Chainmail ACP -5

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Climb*(Str)____+1{+1rank,+2Str,+3Class, -5acp}
Perception(Wis)____+4{+2rank,+2Wis}
Ride(Dex)____+6{+1rank,+2Dex, +3Class}
Survival(Wis)____+6{+1rank,+2Wis, +3Class}
Swim(Str)____+6{+1rank,+2Str, +3Class}

Background Skills 4 ranks
Know Engineering(Int)____+6{+2rank,+1Int, +3Class}
Craft(Int)____+8{+2rank,+1Int, +3Class,+2Craftsman Dwarf}

While not a paladin, Grymwold devoutly follows Torags Paladin Code:

Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations.

My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue.

I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be.

I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need.

Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag.

Dwarf Racial abilities:

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Racial Abilities
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Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

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

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

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

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

Greed: replaced with Craftsman

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

Stability: replaced with Relentless

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

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.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alt Racial Traits

Relentless
Source Advanced Race Guide pg. 12, Advanced Player's Guide pg. 11
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces stability.

Craftsman
Source Advanced Race Guide pg. 11, Advanced Player's Guide pg. 11
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Feats and Traits:

Traits
Defender of the Society +1ac while wearing medium or heavy armor

Dangerously Curious gain UMD as Class Skill, +1 bonus

Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one.

Drawback
Pride
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Feats

1rst:Power Attack

Class Abilities:

Siegebreaker Fighter 1rst
Breaker Rush (Ex): At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level.

Armored Vigor (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery.

Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level.

Gear:

MW Light Crossbow
MW Bolts 10/10
Bolts 20/20

MW Cold Iron Scimitar

Shield
Heavy Shield +2ac, 20gp

Armor
Chainmail
150 gp +6 +2 -5 30% 20 ft. 15 ft. 40 lbs.

Helmet
Helmet, dwarven boulder
Source Advanced Race Guide pg. 17
Statistics
Cost 20 gp Weight 10 lbs.
Damage 1d3 (small), 1d4 (medium); Critical x2; Range —; Type B; Special see text
Category Light; Proficiency Exotic
Description
This heavy, reinforced helmet can be used to make melee attacks. The wearer may also use the helmet when attempting bull rush maneuvers, granting a +2 circumstance bonus on the check, but after completing the maneuver (whether successful or not), the wearer is staggered until the end of his next turn. In addition, the helmet grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A dwarven boulder helmet adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and is made of metal, not stone, meaning that it can be crafted from unusual materials as a metal weapon. A dwarven boulder helmet can be enchanted as a weapon (not as armor, despite providing some protection).

Ram hammer, dwarven
Source Heroes from the Fringe pg. 8
Statistics
Cost 25 gp Weight 5 lbs.
Damage 1d6 (small), 1d8 (medium); Critical x3; Range 10 ft.; Type B; Special —
Category One-Handed; Proficiency Exotic
Weapon Groups Hammers; Thrown
Description
The dwarven ram hammer is designed to be thrown or used in melee, with a long leather strap that is wrapped around the wrist when used to deliver blows in close combat but unfurled to aid in swinging the weapon when the hammer is thrown.

Cestus
Source Ultimate Equipment pg. 17, Adventurer's Armory pg. 3, Advanced Player's Guide pg. 176
Statistics
Cost 5 gp Weight 1 lb.
Damage 1d3 (small), 1d4 (medium); Critical 19-20/x2; Range —; Type B or P; Special monk, see text
Category Light; Proficiency Simple
Weapon Groups Close; Monk
Description
The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. The close combat weapon is reinforced with metal plates over the fingers and often lined with wicked spikes along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal lethal damage. If you are proficient with a cestus, you can have your unarmed strikes deal bludgeoning or piercing damage. Monks are proficient with the cestus. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks). A cestus can’t be disarmed.

Fighter's kit
Source Ultimate Equipment pg. 56
Price 9 gp; Weight 29 lbs.
Category Kits
Description
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Gear maintenance kit
Source Ultimate Equipment pg. 56
Price 5 gp; Weight 2 lbs.
Category Kits
Description
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Fishing kit
Source Ultimate Equipment pg. 56
Price 5 sp; Weight 3 lbs.
Category Kits
Description
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

Forest kit
Source Heroes of the Wild pg. 9
Price 25 gp; Weight 29 lbs.
Category Kits
Description
This kit contains tools useful for building shelters and finding food in a forest. It includes a bear trapAPG, camouflage nettingUE, five fishhooks, a handaxe, 50 feet of hemp rope, and 100 feet of twineUE.

chainmail 150
hvy shield 20
helmet 20
ram hammer 25
cestus x2 10
fighters kit 9
gear maint 5
forest kit 25
fishing kit 1
265
remaining coin= 35gp

Coin 35 gp

Hatred +1, Raging Song +1/+1
[dice=attack, Ram-Hammer, PA -1]1d20+2+1+1[/dice]
[dice=damage, PA+2]1d8+4+1[/dice]

Hatred +1
[dice=attack, Ram-Hammer, PA -1]1d20+2+1[/dice]
[dice=damage, PA+2]1d8+4[/dice]

[dice=attack, Scimitar MW, PA -1]1d20+2+2+1-1[/dice]
[dice=damage, PA+2]1d6+4[/dice]

Charge +2, Hatred+1, Banner+1,Relentless+2
[dice=Bull Rush]1d20+2+2+
+1+1+2[/dice]
IF Bull Rush is successful he deals 2pts bludgeoning damage

AND free action Overrun
[dice=Bull Rush]1d20+2+2+
+1+1+2[/dice]
IF Overrun successful he inflicts 2pts bludgeoning damage

If your attack exceeds your opponent’s CMD by 5 or more, you move through the target’s space and the target is knocked prone.