Harrower

Sir Grimold's page

60 posts. Alias of The Dread Pirate Hurley.


Race

Male Human Warlord (Steelfist Commando) 5 | Init: +3 | HP 60/60 | AC 19; T 15; FF 15 | CMB +7; CMD 20 | Saves Fort: +6; Ref +5; Wil +5 | Perc: +8 |

About Sir Grimold

Sheet

Statblock:

Grimold
Male human warlord (steelfist commando) 5
CG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +3 Dex, +1 dodge)
hp 60 (5 HD; 5d10+10)
Fort +6, Ref +5, Will +5
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Offense
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Speed 30 ft.
Melee unarmed strike +9 (1d4+4) or
. . unarmed strike +7 (1d4+8) if using Piranha Strike or
. . unarmed strike +7/+7 (1d4+4/1d4+4) if using Two-Weapon Fighting or
. . unarmed strike +5/+5 (1d4+8/1d4+6) if using Piranha Strike and Two-Weapon Fighting or
. . spell-storing dagger +9 (1d4+4)

Ranged longbow +8 (1d8/19-20) or
. . longbow +9 (1d8+1) if using Point Blank Shot or
. . longbow +6/+6 (1d8/1d8) if using Rapid Shot or
. . longbow +7/+7 (1d8+1/1d8+1) if using Point Blank Shot and Rapid Shot
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Statistics
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Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 20
Feats Skill Focus: Perform (strings), Two-Weapon Fighting, Weapon Finesse, Deadly Agility Improved Unarmed Strike, Piranha Strike, Point Blank Shot, ???, Greater Unarmed Strike, Precise Shot, Rapid Shot
Traits bandit, criminal, thrill seeker
Skills Acrobatics +11, Appraise +2, Bluff +7, Climb +4, Diplomacy +7, Disable Device +4, Handle Animal +7, Heal +4, Intimidate +7, Knowledge (history) +6, Knowledge (religion) +7, Perception +8, Perfrm (strings) +7, Ride +7, Sense Motive +5, Sleight of Hand +9, Stealth +13, Survival +5, Swim +4, Use Magic Device +4
Languages Common, Varisian, Orc

Backstory:
Grimold was a poor boy in Vigil who was starting down the path of a life of crime until the night he met Eilidh Tilernos and the other members of Cohort One. An attempted robbery turned tragic when they were thwarted by the Bonewatch scrubs, resulting in the death of Grimold's best friend and the arrest of the others. Eilidh, dedicated to Sarenrae's teachings of redemption, offered Grimold a choice: join the Knights or go to prison. With a mother and sister to help support, the choice was obvious.

Despite initial difficulties, Grimold eventually began to see how much better his life could be with the Knights of Ozem. He found a kindred spirit in fellow newcomer Zohruk, a half-orc from Belkzen who likewise found himself at the Bonewatch under strange circumstances. Overcoming the mutual distrust he shared with the other scrubs, Grimold carved out a place for himself among Cohort One. Along with his new friends, he completed the intense training and ascended to Knighthood, a far cry from the squalor of his past life.

But as easily as Desna smiles, so too does she laugh. Assigned with the others to Ustalav, Grimold found himself tasked with infiltrating the Varisian criminal underworld that he thought he'd left behind. Watching and listening for whispers of conspiracy became his life, hunting for those who would see the Whispering Tyrant returned. During this time, Eilidh went missing and Zohruk was mysteriously recalled on a secret mission. Grimold soon lost contact with Daen and Kassie as well as he sunk further into deep cover, until he was yanked back out some months later. Reuniting with the others in Vigil, the remaining members of Cohort One were given their next assignment.

Appearance:
Grimold stands about 5'10", weighing a slight 145 lbs. His skin is swarthy and his greasy black hair is pulled back into a ponytail behind a green scarf. About 18 years old, he's starting to grow into his adult features. A sad stubble covers his chin, refusing to sprout into anything more than a shadow, much to his chagrin. His green eyes are slightly sunken into his sockets and hold remnants of a haunted look, a holdover from the dark days in Ustalav. But reuniting with his friends is helping to return him to his usual self; he's smiling more often and the spring is back in his step.

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Abilities:

Maneuvers:

Brawler's Attitude (Boost)
By using the skill of the empty-handed warriors that came before him, the disciple focuses his will to using his body in less conventional ways in combat. When initiating this boost, the initiator gains a +4 competence bonus to his next CMB check when using his unarmed strike or discipline weapon to perform the following combat maneuvers: dirty trick, disarm, grapple, or trip.

Steady Hand (Boost)
The disciple's limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the initiator may increase the range of his ranged attacks by an additional 30-ft. for the first range increment (first increment only) for one round.

Swift Claws (Strike)
The Thrashing Dragon disciple's skill with his dual weapons allows him to strike with practiced speed and alacrity, allowing him to make an attack with two wielded weapons (or unarmed strikes), using the same attack action. Creatures with more than two arms may still only strike with two wielded weapons.

Offensive Roll (Strike)
As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target's Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment.

Shards of Iron Strike (Strike)
By mimicking the speed and piercing power of the legendary shattered blade of the founder of this discipline, the disciple makes a hard jabbing strike at his opponent's vulnerable spots for maximum pain. The initiator makes an attack against his target foe and if successful, the target is staggered for one round in addition to normal damage.

Solar Sting (Strike)
The Solar Wind disciple readies his attack and launches it into the sky. The weapon crashes down into the targeted area and creates a semi-real field of phantom caltrops. The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator's initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they're wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.

Defending the Pride (Boost)
With a cry to defend themselves from incoming attacks, the inspirational words of the disciple aid his allies in their defense. As a swift action, the initiator grants all allies within 60-ft. a +4 morale bonus to their AC for one round.

Counter Step (Counter)
With a twist of his body or a nimble hop, the disciple of the Broken Blade avoids a blow with a practiced step. The initiator makes an opposed Acrobatics check against an attacker's melee attack roll. If successful, the initiator may make an immediate 5 ft. step to a location that is not being threatened by his attacker without provoking attacks of opportunity. If no such square exists, then this counter cannot be used.

Vicious Strike (Strike)
The disciple's combat style allows him to get in close to a target and strike beneath its guard, dealing a powerful blow and potentially knocking it senseless for a few moments. The initiator makes a melee attack, and if successful the attack inflicts an additional 3d6 points of damage and potentially dazes the opponent for 1d4 rounds (Fortitude save DC 13 + initiation modifier negates the dazed condition).

Stances:

Outer Sphere Stance
The Thrashing Dragon disciple flips both of his blades down and concentrates solely on slaying his foe without heed to his own life. When wielding two weapons while in this stance, the disciple gains +1d6 points of damage with his weapons and suffers a -2 penalty to AC. The AC penalty to this decreases by 1 once the character's initiator level reaches 8th, and is negated at 16th initiator level. Upon reaching 10th initiator level, the bonus damage increases to 2d6.

Stance of Piercing Rays
A Solar Wind disciple learns to cause his ammunition to pierce like the burning rays of the sun itself. While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels. This is a supernatural ability.

Golden Commander Stance
Through the use of the Golden Lion disciple's superior tactical ability, he is able to direct his allies in combat for maximum effectiveness. As long as his allies within 30-ft. of him can clearly hear his shouts and understand his language, he grants his allies the ability to gain flanking with all adjacent allies that are fighting in melee against the same opponent (i.e. if two allies of the initiator are 20-ft. away fighting a target together, and the initiator has another ally assisting him in combat against a different target, both pairs gain flanking bonuses against their foes even if they are not normally in flanking position).

Gambits:

The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action.

Acrobatic Gambit

Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.

Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

Sweeping Gambit

Risk: The warlord attempts a successful trip maneuver against an opponent.

Reward: The warlord trips his foe and may make an immediate attack of opportunity against that foe, adding his Charisma modifier as a morale bonus to the damage he inflicts if successful.

Pinhole Gambit

Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.

Reward: The successful and surprising attack against the foe shakes the enemy's confidence and harms its ability to defend itself; the warlord's Charisma modifier is applied as a penalty to its Armor Class until the warlord's next turn.

Tactical Presence:

At 2nd level, the warlord's innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

Indomitable Presence
At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

Rallying Presence
The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside him in battle. At 5th level, the warlord may add his Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of his position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze him), compulsion or death effect, this presence immediately ends.

Warleader:
The warlord excels in the theater of war because he knows how best to work with his allies. At 3rd level, the warlord becomes an ever more capable commander and may share tactics with his allies. First, the warlord gains a teamwork feat as a bonus feat (he must meet the prerequisites for this feat to select it). As a standard action that the warlord performs, the warlord and allies within 30- ft. of him can share teamwork feats that they possess with each other, acting as if they both possessed the teamwork feat that they are sharing. The warlord can only share one teamwork feat at a time, either one of his own (with all allies within 30-ft. of him) or an ally's (in which case only the warlord receives the ability to use the teamwork feat he does not possess). The warlord and allies retain the use of this feat for 3 + the warlord's Charisma modifier in rounds. The character may use this ability 1 + Charisma modifier times per day at 3rd level (minimum of 1), and one additional time per day for every four warlord levels the character possesses.

Tactical Flanker:

At 4th level, the warlord is exceptionally gifted at working with his allies to bring down opponents and his skills assist any who ally with him. When flanking a target with an allied creature, both the warlord and the ally may use the warlord's Charisma modifier (min +2) for the bonus they receive on flanking their opponent.

Commando Prowess:

At 5th level, the prowess of the steelfist commando expresses itself in his mastery of the unarmed arts as well as in stealth. While in a martial stance, he adds a +1 competence bonus to attack and damage rolls, and +2 competence bonus to his CMB and CMD. This improves by +1 for attack and damage rolls and +2 to CMB and CMD at 12th level and again at 19th level. Additionally, while in a martial stance, he may add his Charisma modifier to Stealth rolls.