About Grymwold the ShieldstormAppearance:
Grym is not a handsome fellow. He wears his scars proudly, earned in service to his God and his Clan. His most notable item is his obviously magical, mirror bright heavy shield with Torags holy symbol in the center. The bright mithral shield stands in stark contrast to his dull adamantime Fullplate that he’s as comfortable in as some are in their pajamas. Background:
BAH! Cheliax, a stinking pit of devil worshippers! Grymwold Shieldstorm has (HAD) no desire to ever go to that Good Gods forsaken place til the letter/invitation from the Headmaster of the Acadamae inviting him to participate in this years Breaching Festival. Not interested in that at all! Let the mages have their twisted entertainment at someone else s expense and Chelaxian Mages even worse. Grym moves to tear up the invite when a subtle sensation stays his hand and calms his mind. Grym knows and REVERES this feeling this sensation, the subtle guiding touch of his God TORAG! It’s a feeling he knows best in the midst of battle when his God, the Master of Strategy and Tactics guides him to adapt to the changing opponents or battle conditions, and adapt new tactics (Martial Flexibility), sometimes things he’s never heard of in any tales told in long nights of drinking by fires with fellow accomplished warriors. Grym, though not a Paladin of Torag, has traveled and trained with the Toragadins and follows THE Code of Torag. His belief and service to Torag and His church has been rewarded over a lifetime of battle with a greater understanding of his faith than is typically found outside of Clerics and Paladins. It is that faith that stays his hand before any tearing damages the letter. Grym starts once again from the top reading slowly and intently and at the bottom of the letter reads the following sentence And should you succeed in this years Breaching, you will be rewarded with an item that I recently acquired. Through painstaking divination I’ve determined it to be the long lost Hammer of the ForgeFather from the founding of your Clans home many centuries ago. Grym’s hands shake while reading this last line. The HAMMER has been found Every dwarf in the Clan knows the tale of how the Clan Founders hammer was transformed into the Fathers Forgehammer as a sign of Torags approval on the year anniversary of founding their new home. The loss of the Hammer was a great blow to the pride of the Clan and to be able to return it to it’s rightful place in the forges of his Clan would cause momentous joy to his people. All thoughts of loathing Infernal Cheliax vanish from Grym’s mind as he sets out on the road hurrying to make it in time for the Breaching Festival.
Statblock:
Grymwold the Shieldstorm, renowned Warrior of Torag LG Male Dwarf Fighter (Siegebreaker)5, Monk (Far Strike/Iron Mountain)1, Brawler(Shield Champion)7 Follower of Torag, Dwarven God of Forges, protection, strategy XP, 13th lvl -------------
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HP133
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Heavy Throwing Shield 1d6 x2 range 30ft, Far Shot
2handed, Melee, Flurry-2Shield +23/+23/+18/+13 1d6+27 {+5shield+7str+3WT, Breaker Rush (5+2+5)}
2handed, Melee, Flurry-2,( PA-4,+12) +19/+19/+14/+9 1d6+39 {+5shield+7str+3WT+12PA, Breaker Rush(5+2+5)
Skills:
Skills 36 (10+32-13int+7FCB) Fullplate ACP -6 (comfort+1, AT+1) =-4ACP -----------
Know Religion(Int)____+3{+1rank,-1Int, +3Class} Background Skills 26 ranks
While not a paladin, Grymwolds rare powers of martial strategy(Martial Flexibility) are divinely inspired from his Toragian faith and are bolstered by weapons and armor crafted and honed on Toragian forges and as such he follows Torags Paladin Code:
Paladins of Torag are dedicated to protecting not just the lives but the way of life for those under their charge, and hold the ways of their chosen people as holy, especially when they are the centuries-old works and traditions of an entire race. Their tenets include the following affirmations. My word is my bond. When I give my word formally, I defend my oath to my death. Traps lie in idle banter or thoughtless talk, and so I watch my tongue. I am at all times truthful, honorable, and forthright, but my allegiance is to my people. I will do what is necessary to serve them, including misleading others if need be. I respect the forge, and never sully it with half-hearted work. My creations reflect the depth of my faith, and I will not allow flaws save in direst need. Against my people’s enemies, I will show no mercy. I will not allow their surrender, except when strategy warrants. I will defeat them, yet even in the direst struggle, I will act in a way that brings honor to Torag. Dwarf Racial abilities:
-------------------- Racial Abilities -------------------- Dwarf Racial Traits +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype. Greed: replaced with Craftsman Hatred: replaced with Fey Thoughts Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Alt Racial Traits Fey Thoughts UMD, Fly
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above). Craftsman
Feats and Traits:
Traits Defender of the Society +1ac while wearing medium or heavy armor Glory of Old +1 trait bonus on saving throws against spells, spell-like abilities, and poison. Snowstride: The wide stance and sure footing you developed while traipsing over ice-covered rock and frozen earth provides you with a +1 trait bonus on Acrobatics checks made on slippery surfaces and enables you to trip or bull rush opponents two size categories larger than you instead of just one. Drawback
Feats Item Feats
Combat Trick (from the Combat Stamina feat)
Blind-Fight(ioun stone)
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Combat Trick (from the Combat Stamina feat)
Class and Level Feats Lvl 1 Fighter1
Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. Lvl 3 Fighter3
Lvl 4 Fighter4
Combat Trick (from the Combat Stamina feat)
Lvl 5 Fighter5
Lvl 6 Monk1
BF Quick Draw
Bf IUS Lvl 7 Brawler1
Lvl 8 Brawler2
Combat Trick (from the Combat Stamina feat)
Lvl 9 Brawler3
Lvl 11 Brawler5
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity. Combat Trick (from the Combat Stamina feat)
BF Advanced Armor Training= Armored Juggernaut DR6/- with Adamantine Fullplate Lvl 13 Brawler7
Combat Trick (from the Combat Stamina feat)
Class Abilities:
Siegebreaker Fighter 5 Breaker Rush (Ex), (5Str +5shield+2Imp Maneuver)=+12: At 1st level, a siegebreaker can attempt bull rush or overrun combat maneuvers without provoking attacks of opportunity. When he performs either combat maneuver, he deals an amount of bludgeoning damage equal to his Strength bonus (minimum 1). If he has Improved Bull Rush or Improved Overrun, the damage dealt by the appropriate maneuver increases by 2 and he adds any enhancement bonus from his armor or shield (though such enhancement bonuses do not stack, if both armor and shield are magic). This ability replaces the feat gained at 1st level. Armored Vigor 7/day (Ex): At 2nd level as a swift action, a siegebreaker can gain 2 temporary hit points that last for 1 minute. He can use this ability a number of times per day equal to 3 + his Constitution modifier (minimum 1 per day), but only while wearing armor. At 6th level and every 4 levels thereafter, the number of temporary hit points the siegebreaker gains increases by 2, to a maximum of 10 at 18th level. This ability replaces bravery. Breaker Momentum (Ex): At 2nd level, when a siegebreaker successfully bull rushes a foe, he can attempt an overrun combat maneuver check against that foe as a free action. This ability replaces the feat gained at 2nd level. Persistent Menace (Ex): At 4th level, a siegebreaker must choose either Step Up orDisruptiveas his bonus feat, but need not meet the prerequisites. Armor Training 1
Far Strike/Iron Mountain Monk 1
Shield Champion Brawler 7
Martial Flexibility 6/day (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. Martial Training (Ex) (effectively Fighter 12th, Monk 8th): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks. Throw Shield (Ex): At 3rd level, a shield champion can throw a heavy or light shield as a normal (nonimprovised) thrown weapon with a range increment of 10 feet or the shield’s range increment, whichever is greater. The thrown shield deals the same damage as a shield bash, and any damage increases from shield spikes apply to this attack. A shield champion is treated as having the Far Shot feat for the purpose of determining range increment penalties for throwing a shield. At 7th level, a shield champion can use a thrown shield to perform a bull rush, dirty trick, disarm, reposition, or trip combat maneuver as if she were making a melee shield bash attack. Knockout 1/day DC18 (Ex): At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a fullround action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. Returning Shield (Ex): At 5th level, a shield champion can throw a shield so it ricochets off her target (and possibly other solid objects) to return to her at the end of her turn. This ability functions whether or not the shield champion hits her opponent or moves on her turn. The shield deals no damage to targets it bounces off other than the original target of the shield champion’s attack. Other circumstances can prevent the shield from returning to the shield champion, such as an opponent using a readied action to catch the shield, or the shield sticking to a mimic’s adhesive. The shield champion can opt to not have a thrown shield return to her, in which case it falls to the ground as it normally would. If the shield has the returning weapon special ability, she can use either that or this ability. If a shield champion has additional attacks from a high base attack bonus, these additional attacks can be ricochets off an earlier target. The distance to each additional target adds to the total range of the shield, and range penalties apply, but there are no additional penalties for attacking in this manner. Because ricocheting attacks are treated as separate attacks, effects and modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not to the others. A shield champion can throw a shield as part of a brawler’s flurry. Gear:
Magical Gear 140k +30k crafting feat=170k
Heavy Shield Throwing 70gp, non-magic backup shield in haversack Armor
Spiked Gauntlet +1 Training (Greater Bull Rush) 8k Head
Hands
Belt
Shoulders
Ring
Eyes
Headband
Feet
Neck
Slotless
Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Implanted in the center of his chest. Bead of Newt Prevention 1k Complete Adventurers Handy Haversack with contents 3,185gp Wands
Potions and other consumables
--Air Crystals x3 150gp
Coin
Martial Flexibility notes:
Vs Gaze Monsters= Weapon Trick, Shielded View vs swarms= Rat Catcher Vs Incorporeal= Ghost Slayer Vs general, same type= Dedicated Adversary, +2favored enemy Vs 3sizes larger= Poised Bearing Vs casters= Combat Reflexes, Pin Down or Teleport Tactician vs spells= Shatterspell, and possibly AWT Abundant Tactics Warrior Spirit: training, bane, Ghost Touch, Underwater, Life Surge, Speed, etc Item Mastery options via AWT Item Mastery
curative mastery 5 uses/day
dice:
[dice=perception]1d20+24[/dice] Ranged Flurry-2
[dice=attack#2]1d20+23[/dice]
[dice=attack#3]1d20+18[/dice]
[dice=attack#4]1d20+13[/dice]
Melee, 2handed, Flurry-2
[dice=attack#2]1d20+23[/dice]
[dice=attack#3]1d20+18[/dice]
[dice=attack#4]1d20+13[/dice]
Melee, 2handed PA(-4 +12), Flurry-2
[dice=attack#2]1d20+19[/dice]
[dice=attack#3]1d20+14[/dice]
[dice=attack#4]1d20+9[/dice]
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