Harsk

Old Grog's page

193 posts. Alias of FangDragon.


Full Name

Grog

Race

HP 82 | AC 17 T 11 FF16 | CMB + 12 CMD 22 (BRush 27, DTrick 26, Trip 27) | fort +9 ref +4 will +4 (+3 poison,spells, spell like, +2 mind aff) | init +1 perception +13

Classes/Levels

Rage:
HP 103 | AC 15 T9 14 FF16 | CMB +12 CMD 22 | fort +12 ref +4 will +8 (+3 poison,spells,spell like, +2 mind aff)

Age

Old as the hills

Alignment

CG

Deity

Cayden Cailen

Languages

Common, Dwarven

Occupation

Propping up the bar

Strength 20
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma -8

About Old Grog

Found by the party one morning, rocking backwards and forwards under a shattered table in the aftermath of a particularly spectacular bar brawl is the incorrigible wretch Grog. He was still holding a bottle of whisky like it was the most precocious thing in the world. Apparently the pile of bodies in immediate area where of those foolish enough to try and take it from him...

Old Grog
barbarian (drunken brute, untamed rager) 7
Chaotic Good Medium Humanoid (Dwarf)
Init +1 = +1 (Dexterity)Deity Cayden Cailean; Senses Darkvision (60 feet); Perception 13 = (7 ranks +3 class 1 WIS)
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Defense
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AC 15, touch 14, flat-footed 9 (10 base -2 misc +6 armor +1 dexterity Defensive Training +4: +4 dodge bonus vs. Giants)
hp 103 (7d12+49)
Fortitude Save +12 (base 5 +6 attr +1 resist Endurance: +4 vs. hot or cold environments and to resist damage from suffocation)
Reflex Save +4 (base 2 +1 attr +1 resist)
Will Save +6 (base 2 +2 misc +1 attr +1 resist)
Situational modifieres
Hardy +2 +2 vs. poison, spells, and spell-like abilities
Fortified Drinker +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Glory of Old +1 trait bonus vs. spells, spell-like abilities, and poison

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Offense
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Speed 20' feet (20' feet in armor)
Space 5 feet; Reach 5 feet (10 feet with +1 dwarven longhammer)
Melee +14/+9
+1 dwarven longhammer Melee Weapon, Reach Weapon B +15/+10 ×3 2d6+11
Ranged +8/+3
Longbow Projectile Weapon P +8/+3 ×3 1d8
Special Attacks Hatred +1; Rage (19 rounds/day) (Ex)

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Statistics
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Str 18/24, Dex 12, Con 16/22, Int 10, Wis 12, Cha 8
BAB +7; CMB +14 (+19 vs. Dirty Trick), CMD +23 (+27 for Bull Rush, +26 for Dirty Trick, +27 for Trip)
Languages Common, Dwarven
Encumberance Light Load (light 233, medium 466, heavy 700, carried 79.5)

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Skills
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Acrobatics = 8 (7 ranks +3 class -3 acp +1 dex Speed greater/less than 30 ft.: -4 to jump)
Appraise = 0 (0 ranks +0 int Greed: +2 racial bonus to assess nonmagical metals or gemstones)
Bluff = -1 (0 ranks -1 cha)
Climb = 4 (0 ranks +3 class -3 acp +7 str)
Craft (alchemy) = 10 (7 ranks +3 class +0 int)
Craft (all) = 0 (0 ranks +3 class +0 int)
Diplomacy = -1 (0 ranks -1 cha)
Disable Device = -4 (0 ranks -3 acp +1 dex)
Disguise = -1 (0 ranks -1 cha)
Escape Artist = -2 (0 ranks -3 acp +1 dex)
Fly = -2 (0 ranks -3 acp +1 dex)
Handle Animal = 9 (7 ranks +3 class -1 cha)
Heal = 1 (0 ranks +1 wis)
Intimidate = 11 (7 ranks +3 class -1 cha)
Linguistics = 0 (0 ranks +0 int)
Perception = 13 (7 ranks +3 class +1 wis Stonecunning: +2 racial bonus to notice unusual stonework)
Ride = -2 (0 ranks +3 class -3 acp +1 dex)
Sense Motive = 1 (0 ranks +1 wis)
Sleight of Hand = -2 (0 ranks -3 acp +1 dex)
Spellcraft = 0 (0 ranks +0 int)
Stealth = -2 (0 ranks -3 acp +1 dex)
Survival = 13 (7 ranks +3 class +1 wis)
Swim = 4 (0 ranks +3 class -3 acp +7 str Endurance: +4 to resist nonlethal damage from exhaustion)
Use Magic Device = -1 (0 ranks -1 cha)

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Feats
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Armor Proficiency (Light) (Combat):
You are skilled at wearing light armor.

Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Special: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.


Armor Proficiency (Medium) (Combat):
You are skilled at wearing medium armor.

Prerequisite: Light Armor Proficiency.

Benefit: See Armor Proficiency, Light.

Normal: See Armor Proficiency, Light.

Special: Barbarians, clerics, druids, fighters, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.


Drunken Brawler (Combat):
You have learned how to fight effectively while drunk.

Prerequisites: Endurance, worshiper of Cayden Cailean.

Benefit: When you drink a tankard of ale or strong alcohol, you take a -2 penalty on Reflex saving throws, but gain a number of temporary hit points equal to your character level, and gain a +2 alchemical bonus on Fortitude and Will saving throws. These bonuses last 1 hour or until the temporary hit points gained by this effect are lost, whichever occurs first. Regardless, the penalty lasts for a full hour.


Endurance:
Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.


Greater Dirty Trick (Combat):
When you pull a dirty trick, your foe is truly hindered.

Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. In addition, removing the condition requires the target to spend a standard action.

Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.


Improved Dirty Trick (Combat):
You are skilled at pulling dirty tricks on your foes.

Prerequisites: Int 13, Combat Expertise.

Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver.


Martial Weapon Proficiency - All:
Benefit: You are proficient with all Martial weapons.

Normal: When using a weapon with which you are not proficient, you are at -4 to attack rolls.


Power Attack -2/+4 (Combat):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Raging Vitality:
While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.

Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.


Shield Proficiency (Combat):
You are trained in how to properly use a shield.

Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.

Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.


Simple Weapon Proficiency - All (Combat):
You are trained in the use of basic weapons.

Benefit: You make attack rolls with simple weapons without penalty.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

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Traits
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Fortified Drinker (Religion):
Cayden Cailean’s holy brews invigorate your mind, making you less susceptible to mental attacks. Whenever you imbibe any alcoholic beverage, you gain a +2 trait bonus on saves against mind-affecting effects for 1 hour.

Glory of Old (Regional):
You must be from the listed region to select this trait: Five Kings Mountains

In your veins flows the blood of dwarven heroes from Tar Taargadth. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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Special Abilities
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Auroch’s Breath:
This bitter stout bears a flavor that hints of auroch meat, and helps hardworking dwarven craftsmen endure long hours at the forge by lessening the sting of ambient heat. Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.

Dishonorable +1 (Ex):
At 7th level and every 3 barbarian levels thereafter, the untamed rager gains a +1 bonus on combat maneuver checks when performing dirty tricks and to her CMD to resist others’ dirty tricks. This ability replaces damage reduction.

Good for What Ails You (Ex):
While raging, the barbarian who takes a drink of alcohol may attempt a new saving throw against one of the following conditions that may be affecting her: blinded, confused, dazzled, deafened, exhausted, fatigued, frightened, nauseated, panicked, shaken, or sickened. If she succeeds at the save, the effect is suppressed for the duration of the rage. She also may attempt a new saving throw if poisoned; a successful save counts against those required for a cure, but a failed save has no ill effect.

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

Helm of fearsome mien:
This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).

Construction
Requirements Craft Wondrous Item, cause fear; Cost 2,500 gp


Raging Drunk (Ex):
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.

Roaring Drunk (max +1, current +0) (Ex):
While raging, the barbarian gains a +1 morale bonus on Intimidate checks and to the save DC of any fear effects she creates for each alcoholic drink she has consumed during her rage, to a maximum of +1 per four barbarian levels.

Savage Dirty Trick (1/round, DC 20) (Ex):
Once per round while raging, the barbarian can attempt a dirty trick combat maneuver (Pathfinder RPG Advanced Player’s Guide 320) in place of a melee attack. This attempt does not provoke attacks of opportunity. If successful, the target takes an amount of damage equal to the barbarian’s Strength modifier and must succeed at a Fortitude save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or take an additional penalty from the dirty trick based on the type of dirty trick performed and the following table.

Initial Penalty Additional Penalty
Blinded Staggered
Dazzled Dazed
Deafened Staggered
Entangled Anchored in place and unable to move from that square
Sickened Nauseated

On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.

For example, a barbarian using this rage power attempts a dirty trick combat maneuver against her opponent to blind him. She succeeds and her opponent fails his Fortitude save, so he becomes staggered as well as blinded. Regardless of whether he had succeeded at his saving throw, the opponent still takes an amount of damage from the barbarian’s combat maneuver equal to the barbarian’s Strength modifier (unless he has damage reduction or would otherwise be able to prevent this damage). Likewise, if her opponent were immune to blinding effects, he would not suffer from the blindness or the staggering effect, regardless of his saving throw.

This power can only be used once per opponent per rage. A barbarian must be at least 6th level to select this rage power.


Slow and Steady:
Your base speed is never modified by armor or encumbrance.

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

Greed:
+2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

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

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Gear
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+1 dwarven longhammer:
These heavy-headed bludgeons are often carved or cast with monstrous faces or drilled with tiny holes to create a menacing whistling as they are swung through the air.

Belt of giant strength +2:
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Construction
Requirements: Craft Wondrous Item, bull’s strength; Cost 2,000 gp


Cloak of resistance +1:
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Construction
Requirements: Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Cost 500 gp


Deadeye’s spotter ring:
This ring is carved from a single, thick antler and fashioned into the shape of a regal elk's head. The wearer gains a +2 competence bonus on Perception and Survival checks. Once per day, the wearer can use animal messenger.

Construction
Requirements Forge Ring, animal messenger, creator must have 2 ranks in Perception and Survival; Cost 750 gp


Helm of fearsome mien:
This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).

Construction
Requirements Craft Wondrous Item, cause fear; Cost 2,500 gp


Longbow:
At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow can't be used while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. You can apply your Strength modifier to damage rolls when you use a composite longbow, but not a regular longbow. A longbow fires arrows.

Masterwork mountain pattern armor:
This medium armor consists of hundreds of small, interlocking pieces of steel shaped to resemble an ancient symbol for the word “mountain.” The mail is then riveted to a cloth or leather backing. It is worn like a mail coat and covers your torso, shoulders, and thighs.

- Normal -
Most equipment is made of standard materials, giving no bonuses or penalties.


Wand of cure light wounds:
Cures 1d8 damage +1/level (max +5).

Auroch’s Breath:
This bitter stout bears a flavor that hints of auroch meat, and helps hardworking dwarven craftsmen endure long hours at the forge by lessening the sting of ambient heat. Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.

Auroch’s Breath:
This bitter stout bears a flavor that hints of auroch meat, and helps hardworking dwarven craftsmen endure long hours at the forge by lessening the sting of ambient heat. Drinking a pint gives you the benefit of an endure elements spell for 1 hour, though only against warmth and heat, not cold.

Barbarian chew:
The Shoanti of the Cinderlands combine lime, crimson galtroot leaves, and some say horse blood to create this invigorating chew. Aside from staining the teeth a bloody shade, barbarian chew causes the user to feel stronger, but also angrier. One use of barbarian chew grants a barbarian +1 additional round of rage. This additional round is used first when a barbarian begins raging. If a barbarian does not rage within 1 hour of using the chew, this additional round of rage is lost. This benefit can be gained only once per day; consuming multiple doses in a 24-hour period has no additional effects. Barbarian chew can be created with a successful DC 20 Craft (alchemy) check.

Barbarian chew:
The Shoanti of the Cinderlands combine lime, crimson galtroot leaves, and some say horse blood to create this invigorating chew. Aside from staining the teeth a bloody shade, barbarian chew causes the user to feel stronger, but also angrier. One use of barbarian chew grants a barbarian +1 additional round of rage. This additional round is used first when a barbarian begins raging. If a barbarian does not rage within 1 hour of using the chew, this additional round of rage is lost. This benefit can be gained only once per day; consuming multiple doses in a 24-hour period has no additional effects. Barbarian chew can be created with a successful DC 20 Craft (alchemy) check.

Barbarian chew:
The Shoanti of the Cinderlands combine lime, crimson galtroot leaves, and some say horse blood to create this invigorating chew. Aside from staining the teeth a bloody shade, barbarian chew causes the user to feel stronger, but also angrier. One use of barbarian chew grants a barbarian +1 additional round of rage. This additional round is used first when a barbarian begins raging. If a barbarian does not rage within 1 hour of using the chew, this additional round of rage is lost. This benefit can be gained only once per day; consuming multiple doses in a 24-hour period has no additional effects. Barbarian chew can be created with a successful DC 20 Craft (alchemy) check.

Gravelly tonicx2:
This tonic is sludgy, and its scent resembles the tang of iron shavings. Drinking gravelly tonic causes your voice to deepen and become more grating for 1 hour, granting you a +5 alchemical bonus on Intimidate checks.

Longbeard lambicx2:
One of the oldest known dwarven ales, longbeard lambic is fermented with wild airborne yeasts and cultures, especially those that proliferate in the dank caves where it has been brewed since long before the Quest for Sky began. Longbeard lambic has a bracing effect that shocks the system. If the drinker is fatigued, shaken, or staggered, she can ignore these conditions for 1d4 rounds after imbibing longbeard lambic. In addition, a dose of longbeard lambic can reduce the exhausted condition to fatigued or the frightened condition to shaken (drinker's choice) for the same duration. If you consume a second longbeard lambic within 1 minute of the previous dose, you must succeed at a DC 15 Fortitude save or be nauseated for 1d4 rounds. The DC increases by 5 for each dose imbibed within the same time span. Dwarves gain a +5 racial bonus on this saving throw.

Alchemical Recipe
Recipe (3 gold + 5 quicksilver + 4 spirit of wine)/fermentation; Craft DC 18
Time 1 week; Tools brewer's kit; Type alcohol


Oldlaw whiskey (per bottle)x2:
This single-malt whiskey is made with a recipe that's nearly 200 years old, and is a favorite alcoholic beverage of old soldiers everywhere.

Wyrm's breath bitterx2:
This green-tinged brew has a pungent, bitter bite. It's flavored with a variety of foulsmelling herbs and is intensely carbonated through a unique fermentation process. Sometimes given to visitors as a prank, wyrm's breath bitter causes the drinker to become sickened for 1d6 minutes (Fortitude DC 12 negates); dwarves gain a +5 racial bonus on this saving throw. After drinking a dose of wyrm's breath bitter, the drinker can, as a move action, unleash a thunderous and noxious belch in either a 5-foot-radius spread or a 10-foot cone. Creatures in the area are deafened and sickened for 1 round (Fortitude DC 12 negates). The drinker must wait 1d4 rounds before belching again, but can belch as often as desired for up to 10 minutes after drinking a wyrm's breath bitter.

Alchemical Recipe
Recipe (2 black powder + 10 brimstone + 20 spirit of wine)/ digestion; Craft DC 21
Time 1 week; Tools brewer's kit; Type alcohol