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Gunder Undertable's page

472 posts. Alias of The Friendly Lich.

Full Name

Gunder Undertable




Oracle 3








Chaotic Neutral


Kaer Maga


Common, Halfling



Strength 8
Dexterity 12
Constitution 12
Intelligence 11
Wisdom 10
Charisma 20

About Gunder Undertable

Gunder grew up in Kaer Maga. He was still a little child, when his accident happened (he remembers very little of it himself): He and some other kids broke into a wizard's shop one night and played there. Someone tipped over an apparatus that drew energy from the void. It fell on Gunder and broke.

Gunder's life could be saved. But his crushed leg never healed - and he started to hear the calling of the void.


STR 8 (-1)
DEX 12 (+1)
CON 12 (+1)
INT 11 (+0)
WIS 10 (+0)
CHA 20 (+5)

HP: 19
Base speed 15 feet / 10 feet in armor
INI: +1(DEX)

Saving Throws:
FORT +3 = +1(halfling luck)+1(CON)+1(Oracle lvl)
REF +3 = +1(halfling luck)+1(DEX)+1(Oracle lvl)
WILL +4 = +1(halfling luck)+0(WIS)+3(Oracle lvl)
+2 against fear (Fearless)

Base attack bonus: +2
AC: 20/18 = 10+6/+4(armor chainmail/cloak)+1(shield)+1(shield enhancement)+1(DEX)+1(size)
CMB: -1 = 1(bab)-1(STR)-1(size)
CMD: 10 = 1(bab)-1(STR)+1(DEX)-1(size)+10


Curse: Lame (base speed -5, never reduced by encumberance)

Mystery: Dark Tapestry

Cloak of Darkness (+4 armor bonus; +2 stealth; 1h/level)
Interstellar Void (1d6/level cold damage Fort halves; 1/day)
Many Forms (alter self; 1min/level)


Acrobatics: 3= 1 (DEX)+2(sure-footed)
Bluff: 10 / 13* = 5(CHA)+1(rank)+3(class skill)+1(fast talker)+3*(cheap to feed)
Climb: 1 = -1(STR)+2(sure-footed)
Craft (Alchemy) 4 = 0(INT)+1(rank)+3(class skill)
Diplomacy: 9 = 5(CHA)+1(rank)+3(class skill)
Disguise: 9 = 5(CHA)+1(rank)+3(class skill)
Heal: 4 = 0(WIS)+1(rank)+3(class skill)
Intimidate: 9 = 5(CHA)+1(rank)+3(class skill)
Knowledge Arcana 4 = 1(rank)+3(class skill)
Knowledge Planes 4 = 1(rank)+3(class skill)
Knowledge Religion 4 = 1(rank)+3(class skill)
Perception: 4 = 0(WIS)+2(rank)+2(keen senses)
Spellcraft 4 = 0(INT)+1(rank)+3(class skill)
Stealth: 10 = 1(DEX)+2(rank)+3(class skill)+4(size)


Lucky Halfling
Extra Revelation


0th level spells (5 known): Detect Poison, Guidance, Read Magic, Spark, Virtue
1st level spells (2 known, 4+2=6 per day): Doom, Command, Entropic shield*, Burning Disarm
plus all "cure" spells
* = mystery spell


Sling (S) - 1d3, crit x2, 50ft, B
Bullets x9
Morningstar (S) - 1d6 crit x2, B and P
Dagger (M) - 1d4, crit 19-20/x2, P or S

Chainmail (S) - armor +6, speed 15ft (usually not worn)
Light wooden shield, magic +1 (S)

Explorers outfit (S)
Bedroll (S)
Backpack (S)
Sack (S)
Waterskin (S)
Trail rations (S) x30
Torch x6
Spell components pouch (S)

vial of holy water
potion of Eagle's Splendor
ring of swimming
Kassen's boon

602 GP
2 SP
5 CP

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