Grimmnir is a chaotic neutral kobold sorcerer with a background as a warrior, specializing in draconic magic that is perceived as creepy and foreboding. She possesses various spells, including cantrips and 1st-level spells, and has abilities that enhance her combat and magical prowess. Despite her ambitions of becoming a powerful being, she has chosen not to follow the destructive path of dragons, instead focusing on self-improvement and protecting her tribe.
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Grimmnir
Grimmnir is a chaotic neutral kobold sorcerer with a background as a warrior, specializing in draconic magic that is perceived as creepy and foreboding. She possesses various spells, including cantrips and 1st-level spells, and has abilities that enhance her combat and magical prowess. Despite her ambitions of becoming a powerful being, she has chosen not to follow the destructive path of dragons, instead focusing on self-improvement and protecting her tribe.
Ancestry Ability Scamper Skill Feat Intimidating Glare Class Abilities Bloodline (demonic), Glutton’s Jaw, Spellcasting Equipment Items adventurer’s pack, candle, dented brass crown, scroll of ray of enfeeblement, scroll of mending, silver ouroboros tail circlet. Wealth 4 gp, 2 sp, 9 cp Who is Grimmnir? Equipment Rules Grimmnir is a dragon mage, a scion of draconic magic Agile (trait): The multiple attack penalty you take on the who almost all kobolds respect and honor. At least, second attack each round with this weapon is –4 instead of – that’s what Grimmnir claims. Other Hookclaws have 5, and –8 instead of –10 on the third and any further attacks noticed that her magic doesn’t seem much like that of in the round. other kobold dragon mages. To put it simply, Grimmnir is... creepy. Where dragons pulse with arcane power and Finesse (trait): You can choose to use Dexterity instead of unfettered charisma, Grimmnir’s sorcery has always felt Strength on attack foreboding and hateful, laced with a shivering chill of damnation that crawls up the spine and chews on the Nonlethal (trait): You can make a nonlethal attack in an effort back of the mind. Grimmnir always gets very scary and to knock someone out instead of killing them (see Knocked glows her eyes whenever anyone brings it up, though, so Out and Dying). Weapons with the nonlethal trait (including the Hookclaws keep their mouths shut and don’t argue fists) do this automatically. You take a –2 circumstance with her. penalty to the attack roll when you make a nonlethal attack Grimmnir pays them little mind. She knows she is using a weapon that doesn't have the nonlethal trait. You also a true child of dragons. Ever since she was a hatchling, take this penalty when making a lethal attack using a Grimmnir has dreamed of them: world-ending wyrms nonlethal weapon. that lurk in the deepest recesses of reality, beneath the waves and beyond the universe, who gnaw on the roots Scroll of Ray of Enfeeblement (attack, necromancy): of existence and will rise up from the depths at the end of Activate ♦♦ somantic, verbal; Effect A ray with the power days. Yet though that destructive power is her legacy, to sap a foe's strength flashes from your hand. Attempt a Grimmnir has decided not to follow in those great wyrms’ ranged spell attack against the target. If you succeed, that footsteps—not completely. The kobold has performed a creature attempts a Fortitude save in order to determine the careful consideration of all the pros and cons, and spell's effect. If you critically succeed on your attack roll, use decided that destroying the world would be both the outcome for one degree of success worse than the result personally inconvenient and more trouble than it’s worth. of its save. All the same, Grimmnir feels compelled to embrace Critical Success The target is unaffected. her destiny to become one of the devourers of worlds, Success The target becomes enfeebled 1. even if she never actually does any world-devouring. Failure The target becomes enfeebled 2. In her mind, this means growing much, much taller, Critical Failure The target becomes enfeebled 3. and building her strength through any means possible. Despite cramming herself full of food and other brilliant Scroll of Mending: Activate 10 minutes somatic, verbal; ideas, the kobold has had no luck increasing her height, Range touch; Targets non-magical object of light Bulk or so she has been forced to turn all her efforts to less; You repair the target item. You restore 5 Hit Points per selfimprovement. spell level to the target, potentially removing the broken To this end, Grimmnir has joined the kobold condition if this repairs it past the item's Broken Threshold. militia, intending to turn her acid-tipped claws and You can't replace lost pieces or repair an object that's been fearsome bite against whatever obstacles she completely destroyed. encounters. The Hookclaws appreciate her prowess at protecting the tribe—and appreciate it even more when Unarmed (trait): An unarmed attack uses your body rather Grimmnir is out on patrol and thus nowhere to be seen! than a manufactured weapon. An unarmed attack isn't a weapon, though it's categorized with weapons for weapon groups, and it might have weapon traits. Since it's part of your body, an unarmed attack can't be Disarmed. It also doesn't take up a hand, though a fist or other grasping appendage Cantrips (At Will) generally works like a free-hand weapon. Acid Splash (acid, attack, cantrip, evocation) Feats and Abilities Cast ♦♦ somatic, verbal; Range 30 feet; Targets 1 Intimidating Glare: You can Demoralize with a mere creature or object; Effect When you cast this spell, make glare. When you do, Demoralize loses the auditory trait a spell attack against one creature or object within 30 and gains the visual trait, and you don’t take a penalty if feet; if you hit, you deal 1d6 acid damage plus 1 acid the creature doesn’t understand your language. splash damage. On a critical success, the target also takes 1 persistent acid damage. Scamper♦Requirements You are adjacent to at least one enemy; Effect You instinctively know how to flee Detect Magic (cantrip, detection, divination) danger. You Stride up to your Speed, with a +5-foot Cast ♦♦ somatic, verbal; Area 30-foot emanation; status bonus to your Speed, and you gain a +2 Effect You send out a pulse that registers the presence circumstance bonus to AC against reactions triggered by of magic. You receive no information beyond the this movement. You must end this movement in a space presence or absence of magic. You can choose to ignore that's not adjacent to any enemy. magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion Bloodline (Demonic): Demons debase all they touch. magic only if that magic’s effect has a lower level than the One of your ancestors fell victim to their corruption, and level of your detect magic spell. However, items that have you are burdened by that sin. an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) are typically detected normally. Blood Magic: The corruption of sin weakens a target’s defenses or makes you more imposing. Either a target Message (cantrip, auditory, illusion, linguistic, mental) takes a –1 status penalty to AC for 1 round, or you gain a Cast♦ verbal; Range 120 feet; Targets 1 creature; +1 status bonus to Intimidation checks for 1 round. Effect You mouth words quietly, but instead of coming Sorcerer Spellcasting: You can cast divine spells using out of your mouth, they're transferred directly to the ears the Cast a Spell activity. See the Spells section below for of the target. While others can't hear your words any details on the spells you can cast. better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The Focus Points: You gain a pool of Focus Points that target can give a brief response as a reaction, or as a allow you to cast your bloodline spell: Glutton’s Jaw. free action on their next turn if they wish, but they must Each use of this spell uses 1 Focus Point and you be able to see you and be within range to do so. If they currently have a total focus pool of 1. respond, their response is delivered directly to your ear, Glutton’s Jaw Cast ♦ somantic, verbal; Duration 1 just like the original message. minute; Effect Your mouth transforms into a shadowy maw bristling with pointed teeth. These jaws are an Read Aura (cantrip, detection, divination) Cast 1 minute unarmed attack with the forceful trait dealing 1d8 piercing somatic, verbal; Range 30 feet; Targets 1 object; Effect damage. If you hit with your jaws and deal damage, you You focus on the target object, opening your mind to gain 1d6 temporary Hit Points. perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you Spells learn the school of magic. If the object is illusory, you Grimmnir can cast the following spells. She can cast her detect this only if the effect's level is lower than the level 1st-level spells three times per day in any combination. of your read aura spell. Shield (abjuration, cantrip, force) Cast ♦ verbal; Effect amount of Hit Points. The number of actions you spend You conjure a magical shield of force that lasts until the when Casting this Spell determines its targets, range, start of your next turn. This counts as the Raise Shield area, and other parameters. action and grants you a +1 circumstance bonus to AC ♦ (somatic) The spell has a range of touch. (though it doesn’t require a hand to use) and allows you ♦♦ (somatic, verbal) The spell has a range of 30 feet. to use the Shield If you're healing an undead creature, increase the Hit Block reaction. This shield has Hardness 5. After you use Points restored by 8. the Shield Block reaction, this spell ends and you can’t ♦♦♦ (material, somatic, verbal) You disperse use it again for 10 minutes. negative energy in a 30-foot emanation. This targets all Shield Block ↩ Trigger You would be damaged by a living and undead creatures in the area. physical attack while your shield is conjured. Effect You interpose your magical shield between you and the attack, reducing the damage by 5. You take any remaining damage. 1st Level Spells Bane (enchantment, mental) Cast ♦♦ somatic, verbal; Area 5-foot emanation; Saving Throw will; Duration 1 minute; Effect You fill the minds of your enemies with doubt. Enemies in the area must succeed at a Will save or take a –1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation's radius by 5 feet and force enemies in the area that weren't yet affected to attempt another saving throw. Bane can counteract bless.
Fear (emotion, enchantment, fear, mental); Cast
♦♦somantic, verbal; Range 30 feet; Targets 1 creature; Saving Throw will; Duration varies; Effect You plant fear in the target; it must attempt a Will save. Critical Success The target is unaffected. Success The target is frightened 1. Failure The target is frightened 2. Critical Failure The target is frightened 3 and fleeing for 1 round
Harm (necromancy, negative) Cast ♦, ♦♦ or
♦♦♦ (see spell text); Range varies; Targets 1 living creature or 1 willing undead creature; Effect You channel negative energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 negative damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that