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<blockquote data-quote="Old Fezziwig" data-source="post: 2103005" data-attributes="member: 59"><p><strong>Gripir Horn</strong>, Male Shield Dwarf Brb1/Drd1; CR 2; Size M; HD 1d12+4 plus 1d8+4; hp 28 <span style="color: yellow">[32]</span>; Init +2 (+2 Dex) <span style="color: green">[+1]</span>; Spd 30 ft.; AC 12 (+2 Dex), flatfooted 10, touch 12 <span style="color: green">[11/10/11]</span>; BAB +1; Atk +4 melee <span style="color: yellow">[+6 melee]</span> <span style="color: green">[+3 melee]</span> (masterwork dwarven waraxe, 1d10+3/x3 <span style="color: yellow">[1d10+6]</span> <span style="color: green">[1d10+2]</span>), +3 ranged <span style="color: green">[+2 ranged]</span> (throwing axes, 1d6+2/x2/10 ft. <span style="color: yellow">[1d6+4]</span> <span style="color: green">[1d6+1]</span>); SA rage; SQ fast movement, darkvision 60 ft.; AL NG; SV Fort +8 (+2 Brb, +2 Drd, +4 Con) <span style="color: yellow">[+10 (+2 Brb, +2 Drd, +6 Con)]</span>, Ref +2 (+2 Dex), Will +4 (+2 Drd, +2 Wis) <span style="color: yellow">[+4 (+2 Drd, +2 Wis, +2 Rage]</span>; Str 14 <span style="color: yellow">[18]</span> <span style="color: green">[12]</span>, Dex 14 <span style="color: green">[12]</span>, Con 18 <span style="color: yellow">[22]</span>, Int 10, Wis 14, Cha 8.</p><p></p><p><strong>Skills, Feats, Languages</strong>: Climb +5 (+2 Str, 4 ranks, -1 armor) <span style="color: green">[+4]</span>, Intimidate +3 (-1 Cha, 4 ranks), Handle Animal +4 (-1 Cha, 5 ranks), Knowledge/Nature +6 (+2 Wis, 2 ranks, +2 Drd), Survival +9 (+2 Wis, 5 ranks, +2 Drd); Track; Common, Dwarf.</p><p></p><p><strong>Barbarian Abilities</strong>: Rage 1/day for 9 rounds (+6 Con) [Stats while raging in <span style="color: yellow">yellow</span>, while fatigued, <span style="color: green">green</span>], illiteracy [canceled out by Drd1], fast movement +10 ft.</p><p></p><p><strong>Druid Abilities</strong>: Animal companion (Roryn the Badger), nature sense, wild empathy.</p><p></p><p><strong>Dwarf Abilities</strong>: +2 Con/-2 Cha, Medium, base speed 20 ft., darkvision 60 ft., stonecunning, weapon familiarity (urgroshes, dwarven waraxe), stability (+4 to resist bullrushes, trips), +2 racial bonus to saves against poison, +2 racial bonus to saves against spells/spell-like abilities, +1 racial bonus to attack rolls against goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus to Appraise checks for stone/metal, +2 racial bonus to Craft checks for stone/metal items.</p><p></p><p><strong>Spells Typically Prepared</strong>: 3/2, Save DCs 12/13</p><p>0-level: <em>detect poison, know direction, purify food and drink</em></p><p>1st level: <em>endure elements, produce flame</em></p><p></p><p><strong>Equipment</strong>: studded leather armor (+3 AC, +5 Max Dex, -1 Armor check), masterwork dwarven waraxe (1d10/x3/slashing), 4 throwing axes (1d6/x2/10 ft./slashing), backpack [waterskin, 1 day trail rations, bedroll, sack, flint & steel), belt pouch (8 gp).</p><p></p><p><strong>Home Region</strong>: Shield dwarf.</p><p></p><p><strong>Personality/Description</strong>: 52 years old, 4 ft. 0 in., 163 lbs, dark brown hair, blue eyes. Although friendly and extremely loyal, Gripir is also completely incomprehensible. He tends to mutter and mumble unintelligible phrases in Dwarf more often than not. Young and rather lean for a dwarf, he dresses like Illuskan humans as opposed to wearing the typical dress of a shield dwarf from the Sword Coast. Despite his short temper and somewhat uncouth ways, he has a neat appearance and almost regal bearing.</p><p></p><p><strong>Background</strong>: From a small shield dwarf village of Wanderers located in the foothills of the Spine of the World, Gripir, separated from his clansmen, was captured by some orcs on a routine hunting sortie. Dragged, tortured, and beaten, he eventually found himself in a series of orc caves in the Sword Mountains just outside Waterdeep. Eventually, as he got better, he got angry and plotted his escape, until one day, too angry to actually follow his plan, and he went beserk, killing the orcs one by one. Escaping into the wild, he foraged and scrounged for food, finding that he was better able to survive than he expected (he still finds his druid abilities to be somewhat surprising and sometimes uncontrollable). Forging a new life in a small grove near Waterdeep, Gripir and his badger, Sigulf, go into the city frequently for weapon maitenance and ale.</p><p></p><p><strong>Sigulf the Badger</strong>: Coming soon.</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 2103005, member: 59"] [b]Gripir Horn[/b], Male Shield Dwarf Brb1/Drd1; CR 2; Size M; HD 1d12+4 plus 1d8+4; hp 28 [color=yellow][32][/color]; Init +2 (+2 Dex) [color=green][+1][/color]; Spd 30 ft.; AC 12 (+2 Dex), flatfooted 10, touch 12 [color=green][11/10/11][/color]; BAB +1; Atk +4 melee [color=yellow][+6 melee][/color] [color=green][+3 melee][/color] (masterwork dwarven waraxe, 1d10+3/x3 [color=yellow][1d10+6][/color] [color=green][1d10+2][/color]), +3 ranged [color=green][+2 ranged][/color] (throwing axes, 1d6+2/x2/10 ft. [color=yellow][1d6+4][/color] [color=green][1d6+1][/color]); SA rage; SQ fast movement, darkvision 60 ft.; AL NG; SV Fort +8 (+2 Brb, +2 Drd, +4 Con) [color=yellow][+10 (+2 Brb, +2 Drd, +6 Con)][/color], Ref +2 (+2 Dex), Will +4 (+2 Drd, +2 Wis) [color=yellow][+4 (+2 Drd, +2 Wis, +2 Rage][/color]; Str 14 [color=yellow][18][/color] [color=green][12][/color], Dex 14 [color=green][12][/color], Con 18 [color=yellow][22][/color], Int 10, Wis 14, Cha 8. [b]Skills, Feats, Languages[/b]: Climb +5 (+2 Str, 4 ranks, -1 armor) [color=green][+4][/color], Intimidate +3 (-1 Cha, 4 ranks), Handle Animal +4 (-1 Cha, 5 ranks), Knowledge/Nature +6 (+2 Wis, 2 ranks, +2 Drd), Survival +9 (+2 Wis, 5 ranks, +2 Drd); Track; Common, Dwarf. [b]Barbarian Abilities[/b]: Rage 1/day for 9 rounds (+6 Con) [Stats while raging in [color=yellow]yellow[/color], while fatigued, [color=green]green[/color]], illiteracy [canceled out by Drd1], fast movement +10 ft. [b]Druid Abilities[/b]: Animal companion (Roryn the Badger), nature sense, wild empathy. [b]Dwarf Abilities[/b]: +2 Con/-2 Cha, Medium, base speed 20 ft., darkvision 60 ft., stonecunning, weapon familiarity (urgroshes, dwarven waraxe), stability (+4 to resist bullrushes, trips), +2 racial bonus to saves against poison, +2 racial bonus to saves against spells/spell-like abilities, +1 racial bonus to attack rolls against goblinoids, +4 dodge bonus to AC against giants, +2 racial bonus to Appraise checks for stone/metal, +2 racial bonus to Craft checks for stone/metal items. [b]Spells Typically Prepared[/b]: 3/2, Save DCs 12/13 0-level: [i]detect poison, know direction, purify food and drink[/i] 1st level: [i]endure elements, produce flame[/i] [b]Equipment[/b]: studded leather armor (+3 AC, +5 Max Dex, -1 Armor check), masterwork dwarven waraxe (1d10/x3/slashing), 4 throwing axes (1d6/x2/10 ft./slashing), backpack [waterskin, 1 day trail rations, bedroll, sack, flint & steel), belt pouch (8 gp). [b]Home Region[/b]: Shield dwarf. [b]Personality/Description[/b]: 52 years old, 4 ft. 0 in., 163 lbs, dark brown hair, blue eyes. Although friendly and extremely loyal, Gripir is also completely incomprehensible. He tends to mutter and mumble unintelligible phrases in Dwarf more often than not. Young and rather lean for a dwarf, he dresses like Illuskan humans as opposed to wearing the typical dress of a shield dwarf from the Sword Coast. Despite his short temper and somewhat uncouth ways, he has a neat appearance and almost regal bearing. [b]Background[/b]: From a small shield dwarf village of Wanderers located in the foothills of the Spine of the World, Gripir, separated from his clansmen, was captured by some orcs on a routine hunting sortie. Dragged, tortured, and beaten, he eventually found himself in a series of orc caves in the Sword Mountains just outside Waterdeep. Eventually, as he got better, he got angry and plotted his escape, until one day, too angry to actually follow his plan, and he went beserk, killing the orcs one by one. Escaping into the wild, he foraged and scrounged for food, finding that he was better able to survive than he expected (he still finds his druid abilities to be somewhat surprising and sometimes uncontrollable). Forging a new life in a small grove near Waterdeep, Gripir and his badger, Sigulf, go into the city frequently for weapon maitenance and ale. [b]Sigulf the Badger[/b]: Coming soon. [/QUOTE]
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