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<blockquote data-quote="Cloudgatherer" data-source="post: 175876" data-attributes="member: 66"><p><span style="font-size: 12px">Grimwall Kronka</span></p><p></p><p>Physical Description: Standing six and a half feet tall, his skin appears slightly scaly and has an almost black hue to it, yet he is not a drow elf. His sharp claws, fanged teeth, and glowing green eyes give an indication to Grim’s parentage. He wears a black cloak to conceal his bat-like wings and an emblem of a black star encircled with fire on his dark gray full plate shows his allegiance is with the God of Fire and Death, Balahnin. </p><p></p><p>Male Half-Fiend elven Ftr7/Blk4: CR 13; Medium (elven outsider); HD 11d10+33; hp 112; Init +3 (+3 Dex); Spd 20 ft., fly 20 ft.; AC 26 (+1 Natural, +1 Dex, +10 full plate, +4 shield); Atk (BAB +11) with adamantine battle axe (+21/+16/+11, 1d8+10/x3), with bite and 2 claws (+19/+14/+14, 1d6+8, 1d4+4, 1d4+4); SA fiendish abilities, sneak attack +1d6, command/rebuke undead as 2nd level cleric; SQ half-fiend traits, elven traits, detect good, poison use, dark blessing, smite good, aura of despair; AL CE; SV Fort +15, Ref +10, Will +10; Stat increases: +1 Str at 4th and 8th; Str 26 (24), Dex 15, Con 16, Int 17, Wis 14, Cha 14.</p><p></p><p>Skills (70 points) and Feats (8): Craft (weapon-making) +13 (10), Handle Animal +12 (10), Heal +10 (8), Intimidate +16 (14), Knowledge (planes) +10 (14cc), Listen +11 (14cc, racial Bonus), Search +4 (racial bonus), Spot +4 (racial bonus); Blind-Fight, Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Sunder.</p><p></p><p>Special Attacks: Fiendish abilities: darkness 3/day, desecrate 1/day, unholy blight 1/day, poison 3/day, and contagion 1/day (Cast as an 11th level sorcerer).</p><p></p><p>Special Qualities: Elven traits: immune to sleep effects, +2 save versus enchantment, low light vision 120 ft., +2 to Listen, Search, and Spot checks, automatic Search check when within 5 feet of hidden door, only needs 4 hours of “trance”. Half-fiend traits: Darkvision 60 ft., immune to poison, and acid, cold, fire, lightning resistance 20. Dark blessing: Grim adds his Charisma bonus to his saving throws (already included above). Smite good: Once per day Grim can add his Charisma bonus (+2) to his attack roll and his blackguard level (4) to his damage. Aura of despair: enemies within 10 feet of Grim suffer a –2 morale penalty to saving throws.</p><p></p><p>Possessions: full plate armor +2, cloak of resistance +1, adamantine battle-axe, lion’s shield (+2 large steel shield, 2d6/x2 attacks at bearers base attack bonus 3/day), gloves of ogre power +2, two doses of poison (deathblade, DC 20, 1d6/2d6 Con).</p><p></p><p>Blackguard Spells per Day: 2/1. Base DC = 12 + spell level. Caster level 2nd.</p><p></p><p>Languages: Abyssal, Common, Elven, Infernal</p><p></p><p>The product of an elf and a balor, Grim has had a life of pain, misery, and a lust for power. He is among the highest ranking members of the Mithral Blades, only a level or two below Doombringer himself in the organization. He often works alone or with a specialized group only after getting to know them for at least a month’s time.</p><p></p><p>Grim is tight lipped and quick to solve his problems with a good fight. He won’t hesistate to resort to stabbing someone in the back to accomplish his mission and dreams of one day fighting alongside other demons against the celestials. He has the occasional contact with his father, a balor by the name of Gerimthas.</p><p></p><p><strong>DM's Notes:</strong> Grim has gone against the party twice, and been killed both times. Not as effective as he looks I'm afraid, but he was operating under less than optimal circumstances. If you read the story hour, Grim is the "green-eyed" villain who was slain in the hostage situation along with the hostages. He was later brought back to life by Armathon Enforo, and slain again when the party defeated Armathon while he attempted to revive the arch-devil Namarra.</p></blockquote><p></p>
[QUOTE="Cloudgatherer, post: 175876, member: 66"] [size=3]Grimwall Kronka[/size] Physical Description: Standing six and a half feet tall, his skin appears slightly scaly and has an almost black hue to it, yet he is not a drow elf. His sharp claws, fanged teeth, and glowing green eyes give an indication to Grim’s parentage. He wears a black cloak to conceal his bat-like wings and an emblem of a black star encircled with fire on his dark gray full plate shows his allegiance is with the God of Fire and Death, Balahnin. Male Half-Fiend elven Ftr7/Blk4: CR 13; Medium (elven outsider); HD 11d10+33; hp 112; Init +3 (+3 Dex); Spd 20 ft., fly 20 ft.; AC 26 (+1 Natural, +1 Dex, +10 full plate, +4 shield); Atk (BAB +11) with adamantine battle axe (+21/+16/+11, 1d8+10/x3), with bite and 2 claws (+19/+14/+14, 1d6+8, 1d4+4, 1d4+4); SA fiendish abilities, sneak attack +1d6, command/rebuke undead as 2nd level cleric; SQ half-fiend traits, elven traits, detect good, poison use, dark blessing, smite good, aura of despair; AL CE; SV Fort +15, Ref +10, Will +10; Stat increases: +1 Str at 4th and 8th; Str 26 (24), Dex 15, Con 16, Int 17, Wis 14, Cha 14. Skills (70 points) and Feats (8): Craft (weapon-making) +13 (10), Handle Animal +12 (10), Heal +10 (8), Intimidate +16 (14), Knowledge (planes) +10 (14cc), Listen +11 (14cc, racial Bonus), Search +4 (racial bonus), Spot +4 (racial bonus); Blind-Fight, Cleave, Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Quick Draw, Sunder. Special Attacks: Fiendish abilities: darkness 3/day, desecrate 1/day, unholy blight 1/day, poison 3/day, and contagion 1/day (Cast as an 11th level sorcerer). Special Qualities: Elven traits: immune to sleep effects, +2 save versus enchantment, low light vision 120 ft., +2 to Listen, Search, and Spot checks, automatic Search check when within 5 feet of hidden door, only needs 4 hours of “trance”. Half-fiend traits: Darkvision 60 ft., immune to poison, and acid, cold, fire, lightning resistance 20. Dark blessing: Grim adds his Charisma bonus to his saving throws (already included above). Smite good: Once per day Grim can add his Charisma bonus (+2) to his attack roll and his blackguard level (4) to his damage. Aura of despair: enemies within 10 feet of Grim suffer a –2 morale penalty to saving throws. Possessions: full plate armor +2, cloak of resistance +1, adamantine battle-axe, lion’s shield (+2 large steel shield, 2d6/x2 attacks at bearers base attack bonus 3/day), gloves of ogre power +2, two doses of poison (deathblade, DC 20, 1d6/2d6 Con). Blackguard Spells per Day: 2/1. Base DC = 12 + spell level. Caster level 2nd. Languages: Abyssal, Common, Elven, Infernal The product of an elf and a balor, Grim has had a life of pain, misery, and a lust for power. He is among the highest ranking members of the Mithral Blades, only a level or two below Doombringer himself in the organization. He often works alone or with a specialized group only after getting to know them for at least a month’s time. Grim is tight lipped and quick to solve his problems with a good fight. He won’t hesistate to resort to stabbing someone in the back to accomplish his mission and dreams of one day fighting alongside other demons against the celestials. He has the occasional contact with his father, a balor by the name of Gerimthas. [b]DM's Notes:[/b] Grim has gone against the party twice, and been killed both times. Not as effective as he looks I'm afraid, but he was operating under less than optimal circumstances. If you read the story hour, Grim is the "green-eyed" villain who was slain in the hostage situation along with the hostages. He was later brought back to life by Armathon Enforo, and slain again when the party defeated Armathon while he attempted to revive the arch-devil Namarra. [/QUOTE]
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