Warden Rogard Hammerfell

Thorgrim Snowblade's page

162 posts. Alias of Rocan.


Full Name

Thorgrim Snowblade

Race

Dwarf

Classes/Levels

Cleric of Gorum (Crusader) 2/Hierophant 1

Gender

Status:
HP: 23/23; AC: 18, T: 10, FF: 18; CMD: 14; Fort: 6, Ref: 0, Will: 6; Init +2; Perception +5; Mythic 5/5

Alignment

CG

Deity

Gorum

Location

South of Taldor

Languages

Common, Dwarven, Celestial

Occupation

Battlefield Medic, Iron Knight

Strength 17
Dexterity 11
Constitution 15
Intelligence 13
Wisdom 17
Charisma 12

About Thorgrim Snowblade

Thorgrim Snowblade:

Thorgrim Snowblade
Male Dwarven Cleric of Gorum (Crusader) 2/Hierophant 1
CG Medium Humanoid (Dwarf)
Init +2; Senses: Perception +5, Darkvision

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DEFENSE
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AC 18, touch 10, flat-footed 18. . (+7 Armor, +1 Shield)
HP 23 (8 + 1d8 + 4 + 2 +4(Hierophant)
Fort +6, Ref +0, Will +6 (Cold Resistance 2, +1 vs cold, +2 vs cold weather effects, +2 vs poison, spells, spell-like abilities)

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OFFENSE
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Speed 20 ft. (Heavy Armour)
Melee: mwrk Greatsword +5 (2d6+4, 19-20/x2)
Warhammer + 4 (1d8+3, x3)

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STATISTICS
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Str 17, Dex 11, Con 15 (13+2), Int 13, Wis 17 (15+2), Cha 12 (14-2)
Base Atk +1; CMB +4; CMD 17 (10 + 3 Str +1 BAB+ +3 Feat)
Feats: Heavy Armor Proficiency (Crusader Bonus feat), Selective Channeling, Battlefield Healer (Bonus Story Feat), Warrior Priest (+1 Initiative, +2 to concentration checks, Boon Feat)
Mythic Feats: Mythic Heavy Armour Proficiency: Benefit(s): When wearing heavy armor, add half its non-magic armor bonus to your CMD. You may expend a use of mythic power to also add it to your touch AC for one minute.

Traits: Northern Ancestry; You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
Snowbound; You gain a +1 trait bonus on saving throws against cold effects and a +2 trait bonus on Fortitude saves against the effects of cold weather.
Veteran of Battle; You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.
Skills: Heal 2 rank (+8), Sense Motive 2 rank (+8), Perception 2 rank (+5)
Languages: Common, Dwarven, Celestial
Combat Gear: mwrk Greatsword (350gp 8lbs), Steel Light Shield (9gp 6lbs), Warhammer (12 gp 5lbs), Banded Mail (250gp, 35lbs)
Other Gear: Cold-Weather Outfit (0gp, 7lbs) Pouch Belt (1gp, 0,5lbs), Waterskin (1gp, 4lbs), Bandolier (5sp), mwrk Backpack (50gp, 4lbs), 3 Dwarven Trail Rations (6gp, 4,5 lbs), 4 Trail Rations (2gp, 4lbs), Flint and Steel, Common Shovel (2 gp, 8lbs), Bedroll (1sp, 5lbs), 2 Winter Blankets (1gp, 6lbs). Bandages of Rapid recovery (200gp 1lbs), Holy Iron Symbol of Gorum (5gp, 1lbs), Flask of Holy Water (25 gp, 1 lbs)
Encumbrance: 100 lbs; Light Load, (Light Load up to 100lbs, Medium up to 200lbs, Heavy up to 300lbs)
Money Spent: 25 gp, 9 sp left,

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SPECIAL ABILITIES
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+2 to Concentration checks
Special Tactics Subdomain
Tactics Inquisition + war domain spells
Inquisitor’s Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1).
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su)(Positive)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Diminished Spellcasting
A crusader chooses only one domain and gains one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if they are domain spells or if her Wisdom allows bonus spells of that level.
Battlefield Healer Benefit: When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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.
Favored Class Bonus: Cleric (+2HP)

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MYTHIC ABILITIES
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Hard to Kill (Ex)

Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Recalled Blessing (Su)

You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Channel Shockwave (Su)

You can expend one use of channel energy whenever you score a critical hit against a creature that has an element of alignment opposite to your own (chaotic and lawful are opposite, as are evil and good, so if you were lawful good, you could use this ability against a chaotic creature or evil creature). If you do, add your channel energy damage to the damage from the critical hit. This damage is the same type as your channeled energy (positive or negative) but damages the target regardless of whether it's living or undead. The target can attempt a Will save against your channel energy DC to halve this bonus damage. All other effects of your critical hit still apply.
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SPELLS
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3 0-level spells per day
2 1-level spell per day + 1 Magic weapon

Background:
Thorgrim’s father was a white-haired dwarf from the north that moved to Taldor. Thorgrim himself was raised in the city of Zimar, where his father served in the military.

Thorgrim enjoyed his childhood and was proud to be a dwarf, especially one with such an unusual ancestry. His father always told him stories of his own motherland and often took Thorgrim on trips and voyages to the north and let him see with his own eyes the beauty of the snow and ice landscapes. As a kid on the early journeys, the snow was a very enjoyable distraction and fascination for the young dwarf. As he got older though, the trips north became less frequent but more serious. His father told him the stories of why he traveled to the south into Taldor.

He survived when his small dwarven community outside the mountains was attacked by a group of marauding giants. As such he instructed his son Thorgrim in the ways to defend, track and hunt against these same giants so as to never let the same thing happen again as long as they could help it. Thorgrim’s long training resulted in small victories, hunting down one menacing giant a t a time, in the north as well as in Taldor. When coming home they prayed in the temple of Gorum for their skill in arms and tracking, resulting in Thorgrim’s adoption into the Church of Gorum as an acolyte in training.

When Thorgrim came of age, he joined the fighting order of Gorum, the Iron Knights as soon as he could, vowing to always fight when needed, especially when confronting giants. As the Gorumite Knights are mostly mercenaries, Thorgrim and his order were hired for specific missions as cleaning out bandit camps, beast lairs and military duty. As one of the few clerics among the Iron Knights it was his duty to lend first aid to anyone in need of it, though his order were mercenaries they were a tight-knit group. As soon as one of his brothers would seem to fall, Thorgrim risked his life to give him healing provoking attacks left and right to do so. Usually his armour soaked up the blows, but the last time he got a blow that knocked him out cold.

After waking up and recuperating in the hospital, Thorgrim made his way to a town called Heldren, somewhere where he had heard his old group of brothers was called out to. Thorgrim now searches for them in these cold wastes, a bit too cold for this time of year.

Personality:

Thorgrim is a dwarf with a hands-on approach, if anything needs to be done, he'll do it. Fighting, digging in the dirt, gathering firewood, you name it. He loves fighting and brawling, feeling alive when doing so, however he is not a brute. Although he is a follower of Gorum he hates unnecessary violence, though the term unnecessary has a pretty broad spectrum, he would be the first to punch someone if things tend to escalate. Outside of battle he is still pretty gruff and stoic, but his bond to his fighting companions is as strong as for his family.

Appearance:
Throgrim stands at 4ft 2, weighing 210 lbs, he has red hair with white locks in it, not of old age, but something genetic. His light-blue eyes look quite grim, mostly because of his scars and the number of battles he has seen, at the age of 66 he has seen much of the world already. His latest scar is on the left side of his face, large puts and a healed gash from the morningstar that knocked him out cold.