Onward, to Death!

Grimgor Silversmelt

A dwarven monk of Highhelm in Druma.

Grimgor Silversmelt

Description

Bio

A total packrat, but also a big believer in keeping things neat and tidy.

John:
Grigor Silversmelt, originally from Highhelm, Druma, currently resident of Jalmeray.
His adventure started when he received a note from his mentor, Sastra, asking hi to go investigate the disappearance of an order of Dwarven monks in Varisia. She would meet him there at the Raging Bull Inn in Kaer Maga and they would speak to an agent named “Skitch” who had further information. Grimgor left quickly, making a single stop on the shores of Okeno, where he briefly visited the Fleshfairs. Upon boarding his ship again, he found a Keleshite barbarian woman hiding in the hold of the ship. They eventually befriened each other, and now Kefka loyally follows him. Later on, he stopped in Absalom, then headed northward to the River Kingdoms. A sphinx was met on the road toward Woodsedge, and its riddles were solved, giving Grimgor several prizes. Woodsedge was visited, pamphlets were handed out on the revolution, and the dwarf continued on. In the River Kingdoms, Grimgor met up with a hardy riverboat captain, who took him through the River Kingdoms. On the way, they were ambushed by a band of thieving, orphaned children, who, after being dissuaded from stealing and attacking the group, joined them. After, the group coes upon what appears to be a pirate raid in the middle of the night. Bandits fight against ninja pirates known as the “Water Stalkers”, and Grimgor and Co. help the Water Stalkers out. Most children end up staying with the pirate ninjas, John is given the Water Stalker amulet by their Captain, Lavinia. Along Sellen River, they come to the town of Riverton, where Grimgor meets Brother Naerel Twice-Born, also known as the River Preacher, and undergoes a christening ritual where he almost drowns. The river captain takes Grimgor and Co. to Xer, at Lake Encarthan, and bids them farewell. Three children agree to stay with the dwarf. They travel across the lake and into Nirmathas. During their journey through S. Fangwood, Grimgor overhears a unicorn, dryad, and leprechaun arguing over the nearby goblin problem. Grimgor agrees to help, and the dryad watches the children as the dwarf rides into the fortified goblin fort atop the unicorn. They, Kefka, and the leprechaun dispatch of all goblibs, enter the main hall, and discover a shrine to the chain lord, as well as what appears to be war plans. Unicorn gives Grimgor a ring, and the Co. continues on their way. They make it to Skelt, Grimgor talks to some dwarves, and he continues into the Bloodsworn Vale. When he makes it to the hall, he finds a celebration for the champion who killed the beast in the trade routes. Later, he discovers the knight (Sathros), is also going to Kaer Maga, and the dwarf had dreamed of them traveling together (literally.) They continue on. Weretigers attack in the plains of Varisia, one child contracts the disease, but seems to be cured. They continue on into Kaer Maga, where they discover that the entrance to the cliff, where Duskwardens are usually waiting, is empty and half destroyed. They move through the passage ways until they enter a death maze. Managing to make it out alive, they meet up with a strange druid, whom they travel with into a city of closed doors. The children wander off, Grimgor unbars a door.

Basic Information

Character Name Player Race Class
Level Alignment Deity Gender
Age Size Height Weight
Eyes Hair Skin Experience Points
Languages

Abilities

Name Score Mod Temp
Dmg
Temp
Boost
Str
Dex
Con
Int
Wis
Cha

Hit Points

Max Current Nonlethal

Initiative

Total Dex Mod Misc

Speed

Land Burrow Climb Fly Swim

Armor Class

= + + + + + +
Total Touch Flat-F. Armor Shield Dex Mod Size Natural Defl. Misc

Defenses

Miss % Damage Red. Spell Res.

CMB/CMD

= + +
CMB Base Att. Str Mod Size
= + +
CMD Base Dex Mod Misc Conditional

Saving Throws

  Total Base Abil. Mod Magic Misc. Temp. Conditional
Fort
Reflex
Will

Attack Bonuses

Melee = + + +
Ranged = + + +
Total Base Attack Bonus Abil. Mod Size Misc

Weapons+ Add

Name Attack Bonus Damage Critical Range Type Special Qualities

Protective Items

Armor

Name Type Bonus Max Dex Check Penalty Spell Failure Max Speed Special Qualities

Shield

Name Type Bonus Check Penalty Spell Failure Special Qualities

Ring / Amulet / Etc.

Name Type Bonus Special Qualities Name Type Bonus Special Qualities

Skills+ Add

CS Skill Key
Abil.
Total Abil.
Mod
Ranks Misc
Acrobatics Dex
Appraise Int
Bluff Cha
Climb Str
Craft () Int
Craft () Int
Craft () Int
Diplomacy Cha
Disable Device Dex
Disguise Cha
Escape Artist Dex
Fly Dex
Handle Animal Cha
Heal Wis
Intimidate Cha
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Knowledge () Int
Linguistics Int
Perception Wis
Perform () Cha
Perform () Cha
Perform () Cha
Profession () Wis
Profession () Wis
Ride Dex
Sense Motive Wis
Sleight of Hand Dex
Spellcraft Int
Stealth Dex
Survival Wis
Swim Str
Use Magic Device Cha

Feats+ Add

FeatDescription

Special Abilities+ Add

AbilityDescription

Traits+ Add

TraitDescription

Inventory+ Add

Carrying Capacity

lbs. lbs. lbs. lbs. lbs.
Light Load Medium Load Heavy Load Lift Over Head Push/Drag

Money

Total PP GP SP CP

Spells

New Spells Section: Spell Levels+ Add

Character Bio



Campaign:
Pathfinder RPG Universal Sheet by: