Staunton Vhane

Pregen - PatheticWretch's page

419 posts. Alias of PatheticWretch.


Full Name

Grimnir Hammerhand

Race

Grimnir Hammerhand | Dwarf

Classes/Levels

Paladin 8 | HP 84/84 | AC 25; Tch 12; FF 25 | F +10; R +4; W +8 | CMB+12; CMD 23 | Speed 20 ft | Init +1 | +1 Corrosive Dorn Dergar: +13 (1d10+6) | Perc +11

Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 12
Charisma 6

About Pregen - PatheticWretch

Grimnir Hammerhand
Male Dwarf Paladin (Stonelord) 8
LG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision; Perception +11
Languages Common, Dwarven, Terran
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DEFENSE
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AC 25, touch 12, flat-footed 25 (Defensive Strategist)
    (+10 armor, +1 Dex, +3 natural, +1 deflection)
hp 84 (8d10, +21 Con, +8 favored)
Fort +10 (+13 vs. poison), Ref +4, Will +8 (+11 vs. spells and spell-like abilities)
Defensive Abilities DR 4/adamantine, Aura of Courage, Aura of Resolve, Defensive Training, Stoneblood (25% ignore critical, +lvl stabilize check), Defensive Stance (17 Rounds, +2 AC, +4 Str, +4 Con, +2 Will) Immune Fear, Disease
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OFFENSE
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Speed 20 ft. (4 squares)
Melee +1 Corrosive Dorn Dergar (two-handed) +13 (1d10+6)
Ranged Javelin +8 (1d6+4/x2)
Base Atk +8/+3; CMB +12; CMD 23 (27 vs. bull rush or trip)
Special Attacks Stonestrike (+2 atk/dmg, ignore hardness, 8/day), Giant Hunter
Deity Torag
Class Spell-like Abilities detect evil (at will)
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STATISTICS
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Abilities STR 18, DEX 12, CON 16, INT 10, WIS 12, CHA 6
Feats Combat Reflexes, Power Attack, Earth Channel*, Stand Still
Traits Defensive Strategist, Glory of Old
Skills Acrobatics -4 (Jump -8), Appraise (precious metals and gemstones) +2, Bluff -2, Climb -2, Diplomacy +6, Disguise -2, Escape Artist -4, Fly -4, Heal +1, Intimidate -2, Knowledge (Religion) +4, Linguistics +1, Perception +11, Ride -4, Sense Motive +5, Stealth -4, Survival +1 (+3 vs. giants), Swim -2 Armor Check Penalty -5
SQ Rock Stepper, Heartstone, Lay on Hands (3d6, 1/day), Stone Servant, Mercy (Fatigued)
Combat Gear wand of cure light wounds [50/50], potion of touch of the sea, acid flask (x3) Other Gear +1 corrosive dorn dergar, +1 stoneplate, +1 ring of protection, +1 amulet of natural armor, +1 cloak of resistance, greatclub, dwarven boulder helmet, gauntlet (spiked/cold iron), dagger (cold iron), javelin (x5), sling, bullets (10), outfit (cold-weather), backpack, bandolier, bedroll, holy symbol (wooden), rations (trail/per day)(x3), rope (hemp/50 ft.), torch (x2), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smokestick, tindertwig (x2), sunrod, MW perception tool, 1,270 gp

STONE SERVANT:
This hulking, roughly humanoid creature of dirt and stone explodes up from the earth, faceless save for two glowing gemstone eyes.

Small Earth Elemental
LG Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 49 (7d8+7+7 toughness)
Fort +6, Ref +5, Will +2 (+4 vs. enchantment)
Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +9 (1d6+4)
Special Attacks earth mastery

STATISTICS
Str 19, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +8; CMD 18
Feats Improved Bull RushB, Power Attack, Toughness
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

SPECIAL ABILITIES:

Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Good (Ex): You project a faint good aura.
Aura of Resolve (Su): At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Defensive Stance (Ex): At 4th level, a stonelord gains the defensive stance ability, as a stalwart defender, and may select one defensive power at 8th level and every four levels thereafter. Levels of stalwart defender stack with her paladin levels when determining the total number of rounds that she can maintain her defensive stance per day. A stonelord does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
Defensive Strategist: Benefit(s) You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Detect Evil (Sp): At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within.
Earth Channel (Su): At 4th level, a stonelord gains Elemental Channel (earth) as a bonus feat, which she may activate by spending two uses of her lay on hands ability, using her paladin level as her effective cleric level. This ability replaces channel positive energy.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Glory of Old: Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hardy (Ex): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Heartstone (Ex): At 2nd level, a stonelord's flesh becomes progressively rockier. She gains a +1 natural armor bonus to AC and DR/adamantine equal to 1/2 her paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.
This ability replaces divine grace.
Language: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.
Stonestrike (Su): Once per day per paladin level, a stonelord can draw upon the power of the living rock. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and adamantine, including ignoring hardness up to twice her paladin level, with a +1 bonus on attack and damage rolls, as well as on combat maneuver checks. This bonus also applies to her CMD if she or her target is touching the ground or a stone structure. This bonus increases by +1 at 5th level and every 5 levels thereafter. This ability replaces smite evil.
Stoneblood (Ex): At 3rd level, a stonelord's vitals begin to calcify and her blood transforms into liquid stone. She adds her paladin level on checks to stabilize at negative hit points and gains a 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects.
At 9th level, this chance increases to 50% and she becomes immune to petrification.
At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.
This ability replaces divine health and her mercies gained at 3rd, 9th, and 15th level.
Stone Servant (Su): At 5th level, a stonelord may call a Small earth elemental to her side, as a paladin calls her mount. This earth elemental is Lawful Good in alignment and possesses the celestial template, and it increases in size as the stonelord gains levels, becoming Medium at 8th level, Large at 11th level, Huge at 14th level, Greater at 17th level, and Elder at 20th level. This ability replaces divine bond.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

BACKGROUND:

"Grimnir Hammerhand, at yer service!" a dwarf says a little too loudly.

He is muscular and broad, even by dwarf standards. He wears battered armor, and carries an exotic-looking weapon, a 10-foot-long, heavy metal chain weighted at one end by a round ball of solid iron about the size of a large fist.

"Ah will tak' th' front line an' battle wi' th' best ay them. If we can fin' a drink along th' way, it will make thes aw th' mair pleasant."

Grimnir Hammerhand is the twin brother of Io Hammerhand and younger brother of the famous dwarven fighter Clandelve Hammerhand. Dwarven lore speaks of the Thunder Blessing from Torag, where dwarven twins were born after centuries of decline.

But Grimnir rejected the faith and morals of his family, and ran away from home as a young dwarf, where he wasted his time drinking, gambling, and fighting in arenas for drinking and gambling money. One day he won a particularly large bet by fighting a local army captain and nearly killing him. After getting totally sloshed on his winnings, he staggered toward home, only to find himself surrounded by all the captain's men, who had lost their money and were itching to avenge their leader. The dwarf was taking a pounding and was too drunk to hold his axe, and in despair he called on Torag for help for the first time since he had left home. Out of a clear, starry sky, lightning struck a nearby building, sending his attackers fleeing in terror. Grimnir begged the god's forgiveness for his wasted years, and dedicated the rest of his life to serving Torag. He never managed to completely shake off the alcoholism, but maybe Torag is okay with that...

Level Progression:

Level 1:
Class Taken: Paladin
Class Feature Gained: Aura of good, detect evil, stonestrike
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): knowledge (religion)(1), perception (1)
Feats: combat reflexes

Level 2:
Class Taken: Paladin
Class Feature Gained: heartstone, lay on hands
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): diplomacy (1), perception (1)

Level 3:
Class Taken: Paladin
Class Feature Gained: aura of courage, stoneblood
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): perception (1), sense motive
Feats: power attack

Level 4:
Class Taken: Paladin
Class Feature Gained: aura of courage, stoneblood
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): perception (1), linguistics (1)
Ability Score Increase: Str

Level 5:
Class Taken: Paladin
Class Feature Gained: aura of courage, stoneblood
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): diplomacy (1), perception (1)
Feats: stand still

Level 6:
Class Taken: Paladin
Class Feature Gained: aura of courage, stoneblood
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): diplomacy (1), perception (1)

Level 7:
Class Taken: Paladin
Class Feature Gained:
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): diplomacy (1), perception (1)

Level 8:
Class Taken: Paladin
Class Feature Gained:
Hit points Gained: 1d10, + 3 (Con), + 1 favored
Skill Points (2): diplomacy (1), perception (1)
Ability Score Inc: Str

Dice:

PA -2/+4

[dice=+1 Corrosive Dorn Dergar]1d20+13;1d10+6+1d6[/dice]
[dice=+1 Corrosive Dorn Dergar]1d20+8;1d10+6+1d6[/dice]

[dice=+1 Corrosive Dorn Dergar (power attack)]1d20+10;1d10+14+1d6[/dice]
[dice=+1 Corrosive Dorn Dergar (power attack)]1d20+5;1d10+14+1d6[/dice]

[dice=+1 Corrosive Dorn Dergar (power attack, defensive stance)]1d20+10+2;1d10+14+3+1d6[/dice]
[dice=+1 Corrosive Dorn Dergar (power attack, defensive stance)]1d20+5+2;1d10+14+3+1d6[/dice]