Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 6 (1d6)
Fort -1, Ref +4, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2)
Special Attacks acid cloud (1d6) (8/day) (dc 15)
Wizard Spells Prepared (CL 1):
1 (3/day) Mage Armor, Snowball (DC 16), Color Spray (DC 16), Burning Hands (DC 16)
0 (at will) Detect Magic, Prestidigitation (DC 15), Jolt
Base Atk +0; CMB +0; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
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Spellbook:
Level One Spells:
burning hands
colour spray
grease
mage armour
magic missile
reduce person
silent image
snowball
Feats, Traits and Special Abilities:
Feats Additional Traits, Scribe Scroll
Traits Darklands Delver (Survival), Insular, Student of Philosophy, Heir of Dammerhall
SQ
Acid Cloud (1d6) (8/day) (DC 15) (Su) 5'r cloud deals 1d6+0 Acid damage and sickens for 1r. Fort halves/negates.
+3 to Diplomacy checks You gain the Alertness feat while your familiar is within arm's reach.
Ancient Enmity +1 Gain a racial bonus to attacks vs Elves.
Darklands Delver (Survival) +1 trait bonus on Survival in the Darklands.
Insular -1 penalty on Diplomacy checks with non-dwarves.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, drag, reposition, trip, and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground.
Skills and Languages:
Acrobatics +4 (+0 jump)
Diplomacy +13 (+12 with non-dwarves)
Knowledge (arcana) +9
Knowledge (dungeoneering) +10
Knowledge (engineering) +9
Knowledge (history) +9 (+11 on checks that pertain to dwarves or their enemies)
Perception +6 (+8 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Sense Motive +11
Spellcraft +9
Survival +7 (+8 in the Darklands)
Languages: Aklo, Common, Dwarven, Elven, Goblin, Terran, Undercommon
gear:
Combat Gear
Scroll of Mage Armor
Scroll of Reduce Person
Dagger
Other Gear Backpack: Bedroll, Dried Citrus Fruit(3lbs), Meat (Salt beef(2lbs), Mess kit, Pot, Powdered milk (4lb), Soap, Trail rations (10 days), Wheat (10lbs), Whiskey (bottle) x3
Belt pouch: Flint and steel, 10 GP, 6 SP
Waterproof bag: Ink (black), Inkpen, Journal, Spell component pouch, Spellbook
Waterskin
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Back Story:
Elmador is an engineer by trade and a diplomat by nature. Though rough around the edges, sporting an embarrassingly short beard and a nose a gnome would be proud of, he possesses a keen insight into social situations and is able to sway others with logical arguments.
He is well respected in the community by dwarves and humans alike for his ability to solve disputes through seeing both sides of an argument and offering rational solutions to disagreements (Student of Philosophy social trait). Elmador has difficulty understanding the brash and flighty nature of human disagreements and is not as adept at understanding their emotions and reasoning (Insular race trait). He doesn't dislike non-dwarves he just does not understand them as well as his kin.
His natural love of knowledge, theory and the history of the dwarven people blended together with an extremely astute mind to naturally leading him to the path of wizardry in which he is self taught. He has made extensive studies of the Darklands and has made forrays into the near surface level on several occasions in order to gain a better understanding of that deep realm (Darklands Delver regional trait) despite his lack of fortitude.
Elmador is a distant cousin of the old royal family and is fascinated with tracking down all other members of the family (Heir of Dammerhall campaign trait. Throughout his studies he has produced an extensive genealogical tree of the old royal family dotted with stories, facts, myths and legends of the dwarven people (Lorekeeper Racial Trait). This work he intends to be his magnum opus but there is a glaring hole that tears at the edges of every entry he makes - what was the cause of the fall of Dammerhall. His own conspiracy theory is that it was the work of Drow and he has a hatred of this race fuelled by his theory and his not knowing the truth of the matter (Ancient Emnity racial trait).
Hearing that others may be looking to find a way into Dammerhall he sees an opportunity to find the answers he craves. And if the rumours that some of the others in the expidition have the grand ambition of reestablishing the dwarven kingdom then he will offer his skills as a diplomat, architect and engineer and what magic he can bring to bear.
Appearance:
Elmador is 4'2" and weighs 182lbs. He appears as hardy as most dwarves on first glance. However, a sickness in his youth has left him with underdeveloped lungs and he often suffers from a wracking cough (8 Con). Despite his bookish nature he still tries to exercise regularly, in part to keep his lungs from deteriorating any further and so whilst no power house of muscle is able to lug around his tools and books with no problems (11 strength).
Elmador is not an attractive man, nor is he particularly forceful of character, preferring to analyse and offer insight. He has a nose that is somehow both bulbous and hooked and his beard is kept short - a mere 5 inches long - and is prematurely white. Elmador could have a full head of hair but finds it annoying when he is bent down over his drawings and writings to have to sweep it aside and so has shaved it close.
He prefers to wear clothes of grey to match his eyes. He likes them well cut and functional with many pockets in which to place pens, sketches, inks and architectural tools.
Familiar - Cūka:
Elmador has summoned a familiar that he felt matches his personality. A pig he has named Cūka. Elmador feels that the pig, being a smart animal that is either well liked or misunderstood depending on the individual doing the judging is his kindred animal.
Cūka is a large boar with shaggy dark grey fur and stunted tusks.