Grimgor Ghoulsbane, Dwarven Warder

Grimgor set his pike aside as he studied the bug, then peered in the direction of the retreating sounds of buzzing. Crouched on his haunches, Grimgor sighed, removed his helmet and ran a hand through his hair. Already the heat was pressing back in and his companions didn't seem to be acclimating well. He knew he'd be joining them soon, if they weren't careful. Unfortunately, the way back was at least three hours ... so what to do until then.

Glancing at Aramus, he shrugged slightly. ”We could set up camp, true ... but it still be early. Course, Ah'm nae sure we want ta be testin' those spikes the lad found leading down.

As fer the heat, kin one o' you lot summon some water? Might be nice t'cool yer necks and such. Oh, and mebbe someone kin send one o' those birds back with a message.

Whaddya say Cap'n?"


OOC - Not sure if we're close enough to evening time. If so, camping at the edge of the jungle makes sense. If not, I think we need a professional climber's perspective on whether we can make it down without incident.

any create water cantrips/orisons out there?

Spoiler: Crunch
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HP 55 / AC 24 (26) CMB/D +7/18
F +6 R +5 (+7) W +8 Init +4 (+8) Move 20’
Skills: Perception +14; Diplomacy +13; Sense motive +12; Acrobatics +6; Religion +6; Climb/Swim +2 (+7 w/o armor); Craft-Weapons/Armor +5; Bluff +5; Intimidate +3
Spoiler: Known maneuvers
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Encouraging Roar (B; w/in 30’ +2 att/dam, 3rnds), Defending the Pride (B; w/in 60’ +4 AC, 3rnds), Enduring Shell (C; add shield to Fort/Ref saves), Warning Roar (C; use Dip check vs at attack to protect ally w/in 60’), Panthera on the Hunt (w/charge, gain +2 att/dam, no AOO), Tactical Strike (add 1d6 dam; with successful att, ally gets free 10’ move), Bronze Lancet Charge (w/charge, add 1d6 dam; no AOO), Piercing Strike (gain 5’ reach, can attack 2 adjacent targets), Throwing Thunder (throw weapon, add 2d6 dam, DC16 Ref or target is prone), Greater Snapping Turtle (add 3d6, ignore DR)

Readied Maneuvers: Encouraging Roar, Defending the Pride, Enduring Shell, Warning Roar, Greater Snapping Turtle
Stances: Silver Crane Waltz (+4 Init; +2 Ref/AC [insight]); Running Hunter’s Stance (+10’ move, gain scent); Primal Warrior Stance (+1 size for CMD/B, vs size-based attacks - weapon counts as +2 sizes; ignore diff terrain when charging)
Weapons: Dwarven pike (+8, 2d6+4, x3/20); Lucern hammer (+8, 1d12+3, x2/20)
Armiger's Mark: 5/6 marks per day (can maintain up to 7)
Effects: Aegis (+3 AC / +2 Will save [morale], allies w/in 10’); Stance (see above), Darkvision 60’