Rolan

Tholgrin Stonebeard's page

136 posts. Organized Play character for Tom G.


Full Name

Tholgrin Stonebeard

Race

| HP 82+16/82 | AC 26 / 12 T / 25FF | CMD +10 CMD 22 | F +9, R +8, W +6 | Init +9 | Perc +5 (+8 traps) SM +3

Classes/Levels

|Speed 50 ft | Spells 1st: 2/5, 2nd: 4/4; Phrenic Pool 3/3; Inspiration 5/6; Mythic 5/9| Active Conditions: Expeditious Retreat, shield, reroll used

Gender

“Tholgrin Stonebeard” | Male LG Medium Dwarf Figher 1/Investigator (Psychic Detective) 6

Size

4' 2''

Age

58

Alignment

Lawful Good

Deity

Torag

Location

Highhelm

Languages

Abyssal, Ancient Osiriani, Celestial, Common, Dwarven, Ignan, Orc, Osiriani, Polyglot, Skald, Terran, Undercommon

Occupation

Weapon-smith

Strength 20
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 9
Charisma 7

About Tholgrin Stonebeard

Tholgrin is a gruff Dwarf that is very hard to connect with. He'll happily fade into the back of the room and won't usually engage in conversation, but he be overcome with excitement if you engage him on any of his three favourite subjects; strategy, investigations, and Beryl his Dwarven Longhammer (named after his wife)
Full PDF Character sheet
Tholgrin
Male dwarf fighter 1/investigator (psychic detective) 6 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Occult Adventures 119)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +5

Defence:

AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 70 (7 HD; 6d8 + 1d10 + 24 + 3 retrained)
Fort +9, Ref +8, Will +6; +2 vs. psychic spells and spell-like abilities, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior[APG], trap sense +1

Offence:

Speed 20 ft.
Melee Beryl - +2 dwarven longhammer +12 (2d6+14/×3) or
. . dagger +7 (1d4+8/19-20) or
. . dwarven boulder helmet +7 (1d4+8) or
. . cold iron warhammer +7 (1d8+8/×3)
. . Roslar's Justice - Adamantine Greataxe +10 (1d12+12)
Ranged darkwood composite longbow +7 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with Beryl - +2 dwarven longhammer)
Special Attacks hatred, studied combat (+3, 3 rounds), studied strike +2d6
Investigator (Psychic Detective) Spells Known (CL 6th; concentration +9)
. . 2nd (4/day)—false life, hypercognition, mirror image, thought shield I
. . 1st (5/day)—burst of adrenaline, detect thoughts (DC 14), expeditious retreat, magic missile, shield
. . 0 (at will)—detect magic, detect psychic significance, mage hand, mending, stabilize, telekinetic projectile

Statistics:

Str 18, Dex 12, Con 16, Int 16, Wis 9, Cha 7
Base Atk +5; CMB +9; CMD 21 (25 vs. bull rush, 25vs. trip)
Feats Additional Traits, Furious Focus[APG], Improved Initiative, Power Attack, Weapon Focus (dwarven longhammer)
Traits armor expert, clever wordplay, defensive strategist, pragmatic activator
SQ automatic writing (linguistics), hypnotism (diplomacy), inspiration (5/day), investigator talent (quick study[ACG]), keen recollection, phrenic amplification (mindshield[OA]), phrenology (knowledge [arcana]), prognostication (sense motive), psychic dabbler, psychic meddler, psychometry (appraise), read aura (perception), rock stepper[ARG], trapfinding +2

Skills and Languages:

Skills Acrobatics -3 (-7 to jump), Appraise +10, Bluff +2, Climb +5, Craft (armor) +9, Craft (stonemasonry) +9, Craft (weapons) +14, Diplomacy +7 (+9 when dealing with guards and city officials in Absalom), Disable Device +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +7, Knowledge (history) +11 (+12 Regarding Taldor, +13 on checks associated with Cheliax, +13 on checks that pertain to dwarves or their enemies), Knowledge (local) +7 (+9 on checks associated with Cheliax), Knowledge (nature) +7, Knowledge (nobility) +7 (+9 on checks associated with Cheliax), Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +13, Perception +5, Sense Motive +3, Spellcraft +8, Stealth +1, Swim +4, Use Magic Device +15; Racial Modifiers lorekeeper[APG]
Languages Abyssal, Ancient Osiriani, Celestial, Common, Dwarven, Ignan, Orc, Osiriani, Polyglot, Skald, Terran, Undercommon

Gear:

Combat Gear cold iron durable arrow (50), oil of bless weapon (2), oil of daylight, potion of cure light wounds, potion of remove fear, scroll of air bubble, scroll of comprehend languages, scroll of deja vu, scroll of endure elements, scroll of enlarge person, scroll of feather step, scroll of fly (x2), scroll of invisibility sphere, scroll of placebo effect, scroll of see invisibility, scroll of restoration, scroll of lesser restoration x5, wand of cure light wounds (41 charges), wand of endure elements (30 charges), wand of magic missile (44 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin, holy water (2), oil (2), water purification sponge[UE]; Other Gear +1 full plate, beryl - +2 dwarven longhammer[ARG], cold iron warhammer, dagger, darkwood composite longbow (+3 Str), dwarven boulder helmet[ARG], roslar's justice - adamantine greataxe, sling bullets (20), belt of giant strength +2, cloak of resistance +2, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, game of fortunate passing, lesser pentacle talisman, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], ring of protection +1, shard of psychic power (magic missile), traveler's any-tool[UE], bedroll, canteen[UE], cold weather outfit, flint and steel, grappling hook, imperial conquest, lady's mercy (worth 150 gp), masterwork backpack[APG], masterwork thieves' tools, scroll case, scroll case, silk rope (50 ft.), simple hollow cane, torch, trail rations (3), wrist sheath, spring loaded (2), 940 gp, 8 sp, 6 cp

Special Abilities:

Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mindshield (6 rounds) (Su) 1 or 2 pool per creature: grant creatures +2/+4 to Will saves vs. linked spell.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychic Dabbler (3/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +2/+1 (Su) Bonus on saves vs. psychic spells & spell-likes/CL checks to dispel psychic effects.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Quick Study (Ex) Use studied combat as a swift action.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Studied Combat (+3, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Backstory:

"Mind over matter" was the mantra Tholgrin Stonebeard's mentor encouraged him with. PauferyThunderiron was his name, an ancient proprietor of a curio and magic shop in a deep run-down district of High Helm. They first met when Tholgrin's rounds as a city guard took him past the shop and he found Paufery cleaning up after some youths had smashed his windows again.

They became friends over the years, and Tholgrin reluctantly submitted to Paufery's teaching of psychic magic, never really believing he had the knack. He eventually learned to his delight to float feathers with his mind, but he didn't see how it would help him solve crimes with the guard.

It wasn't until a robbery and Paufery's death that Tholgrin's powers quickened. He found a scrap of cloth left by the invaders and saw a flash of a snake emblem and the hiss of the word "Aspis". He set out to avenge his friend and bring justice to the consortium, and with his eyes set to the horizon and his travelling pack slung over his shoulder he whispered to himself, "Mind over Matter".

Chronicles:


  • 1 - #9-08 Birthright Betrayed
  • 2 - #7-14 Let Bygones Be Bygones
  • 3 - #7-16 Lost Colony of Taldor
  • 4 - #7-18 Faithless and Forgotten
  • 5 - #3-18 The God's Market Gamble
  • 6 - #5-01 The Glass River Rescue
  • 7 - #5-12 Destiny of the Sands Part 1
  • 8 - #5-15 Destiny of the Sands Part 2
  • 9 - #6-18 From Under Ice
  • 10 - #41: The Devil We Know: Part 3
  • 11 - #7-24 Dead Man's Debt
  • 12 - #3-25 Storming the Diamond Gate
  • 13 - #10-06 Treason's Chains
  • 14 - #10-05 Mysteries Under Moonlight
  • 15 - #10-07 Mysteries Under Moonlight part 2
  • 16 - #4-14 My Enemy's Enemy
  • 17 - #6-07 Valley of Veiled Flame
  • 18 - #9-02 A Case of Missing Persons
  • 19 - #10-04 Reaver's Roar