Campaign of the Month: September 2012
A Manifestation of Chaos
Minotaur Polearm Master
Grimmjur Cowman, Polearm Master (P) 17th Large Humanoid Alignment: Neutral Hit Dice: 17d10+85 (206 hp) Initiative: +4 Speed: 20' (4 sq) (light enc.) Space/Reach: 10 ft./10 ft. AC: 39 (+13 Armor, +1 Dex, -1 Size, +1 Dodge, +4 Natural Armor, +5 Deflection, +4 Other) Touch 20, Flat-Footed 37 Saves: Fort +19, Ref +13, Will +10 Abilities: Str 26, Dex 18, Con 20, Int 10, Wis 12, Cha 7 Base Att/CMB/CMD: +17 / +26 / 46(+4*) Single Attack: Adamantium Glaive of Corrosion +3: +35 melee (2d8+22+1D6 Acid/20/x3) Adamantium Glaive of Corrosion +3: +35 melee (8d8+40+1D6 Acid/20/x3) PA, FF, VS Adamantium Glaive of Corrosion +3: +34 melee (2d8+22+1D6 Acid/20/x3) SG Adamantium Glaive of Corrosion +3: +34 melee (8d8+40+1D6 Acid/20/x3) SG, PA, FF, VS Full Attack: Adamantium Glaive of Corrosion +3: +35/+30/+25/+20 melee (2d8+22+1D6 Acid/20/x3) Adamantium Glaive of Corrosion +3: +35/+26/+21/+16 melee (2d8+34+1D6 Acid/20/x3) PA, FF Adamantium Glaive of Corrosion +3: +34/+29/+24/+19 melee (2d8+22+1D6 Acid/20/x3) SG Adamantium Glaive of Corrosion +3: +34/+25/+20/+15 melee (2d8+34+1D6 Acid/20/x3) SG, PA, FF ==| FEATS |== Endurance, Diehard, Power Attack, Vital Strike, Furious Focus, Cleave, Great Cleave, Wpn Focus: Glaive, Greater Wpn Focus: Glaive, Improved Vital Strike, Devastating Strike, Toughness, Combat Reflexes, Pin Down, Dodge, Wpn Spec: Glaive, Greater Wpn Spec: Glaive Greater Vital Strike ────┤ SKILLS ├──── Acrobatics -5-4, Appraise +0, Bluff -2, Climb +3, Diplomacy -2, Disguise -2, Escape Art -5, Fly -5, Heal +1, Intimidate +18, Perception +15, Ride -5, Sense Mot +1, Stealth -9, Survival +5, Swim +3+4 ==| EQUIPMENT |== ARMOR WORN: Large Titanic Adamantium Full Plate of Improved Energy Resistance (all) +4. Adamantium Glaive of Corrosion +3, Handy Haversack, Wand of Light (3/day), Large Pipe, Tobbacco, *1x* Potion of Darkvision, *1x* Potion of Displacement, *1x* Potion of Fly, *1x* Potion of Invisibility, *1x* Potion of Gaseous Form, *1x* Potion of Neutralize Poison, *1x* Potion of Spider Climb, 3x *3x* Potion of CSW, 6x *2x* Potion of Keen Edge, 3x *2x* Potion of Barkskin (+5), 3x *2x* Potion of Mirror Image, Large Potion Belt (*x* indicates how many of that potion are in the belt) ==| MAGICAL ITEMS WORN |== Jingasa of the Fortunate Soldier Quick Runner's Shirt Amulet of Natural Armor +4 Bracers of Dexterity +4 Gloves of Dueling Ring of Protection +5 Magical Ring Belt of Physical Might CON/STR +6 Cloak of Minor Displacement Codpiece of Tar Bolen Bull Ring of Enlargement (no slot) ==| Language (x1) |== Common ────┤ Damage Reduction ├──── 3 / — ────┤ Energy Resistance ├──── Acid: 20, Cold: 20, Electricity: 20, Fire: 20, Sonic: 20 ────┤ Class Features: Polearm Master (P) 16th ├──── 9x bonus combat feat Pole Fighting (Ex): As an imm. action, you can shorten the grip on your spear/polearm with reach and use it against adjacent targets. This action results in a -1 penalty on attack rolls with that weapon until you spend another imm. action to return to the normal grip Steadfast Pike (Ex): Gains +4 on attack rolls with readied attacks and attacks of opportunity made with a spear or polearm Polearm Training (Ex): +3 on attack and damage rolls with spears & polearms Flexible Flanker (Ex): You may choose any square adjacent to you and treat that square as your location for determining who you are flanking, even if that square is occupied by a creature, object, or solid barrier Sweeping Fend (Ex): You can use any spear or pole arm to make a Bull Rush or Trip maneuver, but at -4 to your CMB when making such attempts. Weapons with the trip property do not incur this penalty on trip maneuvers ────┤ Conditional Bonus - Magical Items Worn ├──── +4 CMD vs Disarm/Sunder. Don't drop wpn on Stun/Panick [Gloves of Dueling] ────┤ Conditional Bonus - Feats ├──── +4 to Swim checks made to resist nonlethal damage [Endurance] +4 to CON to continue running, avoid NL-Dmg from forced march [Endurance] +4 to CON to hold breath, avoid NL-Dmg from starvation or thirst [Endurance] +4 Fort to avoid NL-Dmg from hot/cold env., and resist suffocation [Endurance] ────┤ Conditional Bonuses - Armor ├──── Treated as one size larger for being effected by attacks or abilities that rely on size, 1/day enlarge person for 1 min, 1/min add enhancement bonus to single str check or to CMD or CMB for single combat manuever check ────┤ Conditional Skill and Synergies ├──── -4 on Acrobatics checks made to jump [Base Speed] ────┤ Language (x1) ├──── Common ────┤ Description for the Magical Items Worn ├──── Jingasa of the Fortunate Soldier: AC +1 luck, 1/day negate crit or sneak attack Amulet of Natural Armor +4: +4 enhancement bonus to natural armor Quick Runner's Shirt: 1/day take an add. move action to move on your turn Gloves of Dueling: +4 bonus to some CMD checks and +2 to weapon training class feature Ring of Protection +5: +5 deflection bonus to armor class Magical Ring: Forged in the fires of hell, this ring provides the ability to make their armor appear in any form the wearer chooses, and provided the wearer meets certain obligations, provides a special +4 to AC and saves. Belt of Physical Might CON/STR +6: +6 enhancement bonus to Constitution and Strength Cloak of Displacement, Minor: Continually grants a 20% miss chance on attacks against the wearer Bracers of Incredible Dexterity +4: +4 enhancement bonus to Dexterity Codpiece of Tar Bolen: Creature size large or bigger - After this codpiece has been worn for 24 hours, it grants a +4 circumstance bonus on diplomacy checks to persuade the opposite sex. In addition, this piece also grants a + 1 to armor class (profane). This protection provides heavy fortification to critical hits inflicted upon the groin. Handy Haversack: Backpack similar to a Bag of Holding Bull Ring of Enlargement: Enlarge Person at will ────┤ MONEY ├──── Platinum:0 Gold:60 Silver:0 Copper:0. ────┤ PRECIOUS STONES AND GEMS ├──── 1x 50 gp, 1x 250 gp
Grimmjur is the middle child of three brothers. He and his brothers were champions of thier clan. Conflicts between clans of the region are settled in single combat of each clan’s chosen champion. Each of the brothers specialized in a particular form of combat and were selected based on who the clan leaders felt they would oppose. Grimmjur was a master of polearms and spears, prefering the glaive for it’s raw power. Thuirjum, the youngest, prefered fighting with a pair of hammers, while the eldest, Folthjur, weilded a mighty axe.
The night of the eclipse, Grimmjur was out hunting. He smelt the smoke before he heard the sounds of battle coming from his village. Running as fast as his hooves would take him, he made his way back to the settlement. He arrived far too late unfortunately. Every last member of the village was slaughtered, young and old. His brothers were not among the dead however. There was no sign sign of them anywhere, nor of the attackers other than the occasional splatter of a foul black blood. He could tell where they had made a stand, but then they simply seem to have disapeared.
He is on a new hunt now. He travels to find the fate of his brothers and bring vengeance upon those that razed his village.