Lord of Shadow & Flame
Male Shield Dwarf Barbarian
Thorgrimm Grimmaldus/Dwarf/Barbarian/Lvl 11
AC 24, touch 13, flat-footed 21 (armour 9, shield 0, dex 3, size 0, natural 2, deflection 0, misc 0)
Fort +14, Ref +8, Wil +9
Kill Tally: 72
Death Tally: 2
Space 5ft.; Reach 5ft.
Melee: Great Axe +2 Frost enchantment, Orc Bane
Great Hammer +1
Ranged: Composite Longbow (+4 strength bonus) +1
Throwing Axe +2 Shocking Burst, Distance, Returning
Rage Powers: Swift foot, Renewed Vigor, Superstitious, Witch Hunter, Increased Damage Reduction 1/-
Weight: 164 lbs
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 6
Base Atk: +11/ +6/ +1 ; CMB +15; CMD 28
Feats:Endurance, Diehard, Weapon Focus (Great Axe), Toughness, Iron Will, Power Attack.
Craft Armour 5
Craft Weapons 6
Craft Bows 4
Handle Animal* 3
Knowledge (nature)* 5
Sleight of Hand*
Use Magic Device*
Languages: Common, Dwarven, Elven, Orc, Undercommon.
- Damage reduction 2/-
- Darkvision: Dwarves can see in the dark up to 60 feet.
- Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
- Craftsman: Dwarves receive a +2 racial bonus on craft skill checks made to craft goods that contain metals or stones.
- Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
- Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
- 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 such features whenever they pass within 10 feet of them, whether or not they are actively looking.
- Trap Sense (Ex): At 3rd level, a barbarian gains a +1
bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses
increase by +1 every three barbarian levels thereafter (6th,
9th, 12th, 15th, and 18th level). Trap sense bonuses gained
from multiple classes stack.
- Improved Uncanny Dodge (Ex): At 5th level and higher,
a barbarian can no longer be flanked. This defense
denies a rogue the ability to sneak attack the barbarian
by flanking her, unless the attacker has at least four
more rogue levels than the target has barbarian levels.
If a character already has uncanny dodge from another class,
the levels from the classes that grant
uncanny dodge stack to determine the minimum rogue
level required to flank the character.
Great Axe +2
Throwing Axe +2
Great Hammer +1
Mighty Composite Longbow +1
Dwarven Adamantine Breastplate +3, SR 15, 3 enhancement slots
Cloak of Resistance +3
Amulet of Natural Armour +2
Bracers of Archery, Lesser
Bag of Holding 3
Bag of Tricks, Grey
Stubborn, Fearless, Stalwart, Hardy.
Quote “I have always wanted to cut my way out of something’s stomach.”
Dogma:Through battle, you find validation, liberation, and exultation. Trust in Haela to see you through the fray, and the monsters of the world shall fall to the sharp blades of your axes, regardless of their apparent strength and numbers The Luckmaiden blesses those dwarves who believe in her beneficence, and she, through her faithful, will always be there for the beleaguered and besieged. Rejoice in the power of your swing in battle, the sound of your weapon smiting a worthy foe, and the challenge of the fray. If asked, show mercy on a noble foe who abides by a code of honor, but hold not your hand against the treacherous, the liars, and the honorless.
I am from Witch Mountain, approximately 100 miles North of Mithral Hall, where a Drow Queen, centuries ago, carved a passage out of the Underdark with her arcane powers. The Dwarven warriors of clan Grimmaldus led by my ancestor, Beloric Grimmaldus descendant of Bruenor Battlehammer, gathered quickly to battle the drow scourge hoping to catch the queen in a weakened state, after a scouting party witnessed the mountainside erupt in a deafening blast. The drow fought fiercely to protect their queen from the attacking dwarves, but the dwarven warriors pushed the dark filth back into their hole. It was at this moment in the battle that the queen showed herself and began conjuring a spell that was never completed, as Beloric cast one of his enchanted throwing axes, the axe flew true and embedded itself in her skull. Seeing their queen collapse with an axe in her skull, the drow hastily retreated back into the underdark carrying the queen’s body with them. The axe that slew the dark queen is part of a set, relics of the clan, a set of enchanted throwing axes inscribed with runes to the four winds and it has been the goal of the clan Grimmaldus to retrieve the lost axe ever since that day many moons ago.
After the battle dwarven engineers constructed a keep around the entrance to the underdark and clan Grimmaldus maintain it to this day, often sending young dwarven warriors into the drow’s domain to be blooded in battle. There have been many attempts to find the axe of the winds in the underdark, each attempt, though unsuccessful, allowed the dwarves to explore the realm of the dark elves and even settle some of the abandoned villages and utilise the mines left behind by the fleeing drow.
During my first foray into the underdark, after several small skirmishes, we came across a chamber with images of the ancient battle etched into the walls. The images showed the witch queen’s rise and untimely end. Surprisingly the axe was shown being carried away with two words inscribed beneath it which the scribes translated to “Witches Bane”. I began piecing together scraps of information from translated drow parchments gathered over the centuries, and came to the conclusion that the axe was traded to some orcs of the Many Arrows tribe in the ancient dwarven Citadel Felbarr. I heard of an expedition gathering together from various dwarven clans to reclaim the Citadel from its orc occupiers and joined them at Mithral Hall. The orcs were deeply entrenched into the citadel and it took many dwarven lives to regain the citadel, as the Many Arrows tribe lived up to its name and darkened the sky with their arrows. However the stubbornness of dwarves is well known and the orcs couldn’t stop the dwarven assault, and as many orcs were cut down fleeing as were slain in combat. Clearing out the citadel it became clear that any record that may have been left of the axe had been obliterated by the orcs destruction of the Citadel interior. I needed some prisoners to question, but my compatriots were overzealous in their punishment of the orc prisoners and they were reluctant or unable to talk so I gathered some of my clan and began chasing down fleeing bands of Broken Arrow orcs in order to find information about the axe. North of citadel Felbarr nearing the Cold Wood my party and I were ambushed by a large group of greenskin filth. We fought fiercely but the green vermin were able to capture us, and tied us up to torture us at their leisure.
Haela knows how long we were tortured for, all my companions having already succumbed to their wounds and I not far from death myself, I prayed to Haela to save me so I could wipe out the Many Arrows tribe, when as if by a miracle, a travelling band of mercenaries appeared and slew the orcs. In return for their healing me, I agreed to join the group as it would give me a chance to continue my search for the axe and maybe their expertise could help me learn more about the axes whereabouts than I could on my own. We travelled south over the Nether Mountains, through the High Forest then east along the Black Road taking various jobs where we could. We had completed a job in Teshwave where there was talk on orcs down south in the Dalelands. We were sitting in an inn at a town called Shadowdale discussing our next course of action when a man called Lhaeo who was apparently the wizard Elminster’s scribe offered us a job.