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Nephilim

Mukluk Muletender's page

611 posts. Alias of Painlord.


Full Name

Mukluk Muletender

Race

Dwarf

Classes/Levels

Earthmage 4

Gender

Male

Size

Medium

Age

42

Alignment

Lawful Neutral

Deity

Moradin

Location

Greyhawk

Languages

Common, Draconic, Dwarven, Terran, Undercommon

Occupation

War Wizard for Clan Highforge

Strength 9
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 9

About Mukluk Muletender

acid cloud:

Acid Cloud: (1d6+2) (7/day) (DC 14)
Acid Cloud (Su): Stnd action: create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. Deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. DC= (10+1/2 level+Int mod)=16.

Sickness = –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks

Mukluk's Status:

HP: 27/27
AC: 12 (13 with shield)
Status:
Effects:
Acids Used/Left: 0/7

Cuts/Pastes:

Stumble Gap, (Ref DC 17)

[dice]1d20+11[/dice] Knowledge: Arcana
[dice]1d20+10[/dice] Knowledge: Dungeoneering
[dice]1d20+8[/dice] Knowledge: Engineering
[dice]1d20+9[/dice] Knowledge: History
[dice]1d20+10[/dice] Knowledge: Local
[dice]1d20+10[/dice] Knowledge: Nature
[dice]1d20+8[/dice] Knowledge: Planes
[dice]1d20+10[/dice] Knowledge: Religion
[dice]1d20+11[/dice] Spellcraft
[dice]1d20+5[/dice] Perception

Main Stats:

hp 27 (4d6+8+1)
Fort +3, Ref +3, Will +5
Init +8; Senses Darkvision (60 feet); Perception +5

AC 13, touch 12, flat-footed 11 (+1 shield, +2 Dex)
Base Atk +2; CMB 1; CMD 13
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
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.
Stability +4 to avoid being bull rushed or tripped while standing.

Spd 20 ft.

Cold Iron Dagger +0 (1d4-1/19-20/x2)
Pick, Heavy +0 (1d6-1/20/x4)

Special Qualities/Misc:
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Darkvision (60 feet).
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy: +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred: +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady: Your base speed is never modified by encumbrance.
Stonesinger: +1 CL on spells with Earth Descriptor.
Wood Five-Element opposition school for: Earth. You must spend 2 slots to cast spells from the Wood school.

Spells, Acid Attacks & Scrolls:

Acid Cloud: (1d6+2) (7/day) (DC 16)
Acid Cloud (Su): Stnd action: create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. Deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. DC= (10+1/2 level+Int mod)=16.

Wizard Spells Known:
2 (2/day) Create Pit (DC 17), Invisibility, Glitterdust (DC 18), Glitterdust (DC 18)
1 (3/day) Grease (DC 16), Grease (DC 16), Mage Armor, Stumble Gap (DC 17), Protection from Evil
0 (at will) Dancing Lights, Detect Magic, Mage Hand, Prestidigitation, Read Magic

Spellbook:
2: Create Pit, Fire Breath, Flaming Sphere, Glitterdust, Invisibility, Mirror Image, Shatter
1: Color Spray, Comprehend Languages, Enlarge Person, Feather Fall, Grease, Mage Armor, Protection from Evil, Shield, Shocking Grasp, Stumble Gap

Scrolls:
#1:Comprehend Languages
#2:Identify, Identify, Bull's Strength
#3:Enlarge Person & Enlarge Person
#4:Protection from Evil, Mage Armor, Enlarge Person
#5:Glitterdust, Glitterdust, Mage Armor, Mage Armor (IC#1138)
#6:Mage Armor, Mage Armor (IC#1318)

Wands:
#1: Wand of Magic Missile (20/50)
#2: Wand of Magic Missile (32/50)

Potions:
Potion of Cure Light Wounds

*=cast

Gear:

Buckler
Cold Iron Dagger
Pick, Heavy

Backpack (9 @ 14 lbs)
Bag, Waterproof (empty)
Bedroll, Blanket
Case, map or scroll (4 @ 0 lbs)
Hammer
Ink (1 oz. vial, black)
Inkpen, Oil (1-pint flask)
Parchment (sheet) (4)
Piton
Pouch, belt (2 @ 1 lbs)
Ring
Sealing wax
Spell component pouch
Waterskin
Whistle, Signal

History:

His parents never thought he would have much of a life when he was born. He was the 4th son in the family...and only a 3rd cousin to the leadership of Clan Highforge. However, by showing some quick wits and keen judgement as a child, Mukluk's talents soon outgrew his parent's simple horse and mule stable.

Mukluk moved from the 3rd cousin ring of family, to the 2nd cousin ring, and finally close enough to be noticed by the Clan leadership itself for his talents and potential.

Mukluk has had an unusual training path for a dwarf: he has received the usual weapons training, some shield & armor training, but more of it has focused on the command and magical facets of dwarven warfare.

Clan Highforge, still obsessed with recovering the cursed Pits of Azak-Zil, sent Mukluk along with a few other promising dwarven recruits to Greyhawk for training in the prestigious School of Wizardry, the preeminent institution of arcane study in the Flaeness.

Having just graduated, Mukluk has a few months of time to enjoy the splendor of Greyhawk and do some post-graduate studies. It is expected that he will receive word when the Clan expects him back to help plan and execute the raid on the Pits.

He looks forward to that day with his every breath.

Personality and Appearance:

Mukluk is stubborn. In fact, he still carries a small shield even though his Masters at the Greyhawk School of Wizardry tried in vain to break him of the habit. It nearly got him expelled a few times, but Mukluk's stubbornness won out. After several failures, he has realized that he can't cast in full armor (yet), but still thinks about overcoming that obstacle.

As a student, Mukluk is serious and dedicated, trying to learn whatever he can to help his Clan. As a friend, Mukluk's loyalty is unquestioned.

Mukluk likes to wear dark blue robes (with white trim, the color of his clan), a small buckler on his left arm, and has a spellpouch and dagger at his belt. On his right hand, he wears a special ring (an emerald set upon gold): a gift from the Clan Leader when he left for Greyhawk...it is reminder of his duty to the clan.

Mukluk has little pride in his beard (it tends to interfere with his spellcasting) and he keeps it short and braided. He wishes he could shave it off, but realizes that his Clan might not take him seriously if he did.

Mukluk has black hair and brown eyes.

Feats & Traits:

Feats:
Spell Focus (Conjuration, via campaign trait)
Greater Spell Focus (Conjuration)
Scribe Scroll
Improved Initiative

Traits:
Militant Merchant (Perception)
Reactionary +2 Init
Greyhawk School of Wizardry Grad: Spell Focus (conjuration)

Skills:

Skills:
Acrobatics -1
Appraise +9
Bluff -1
Climb -4
Diplomacy -1
Escape Artist -1
Fly -1
Heal +1
Knowledge: Arcana +11
Knowledge: Dungeoneering +10
Knowledge: Engineering +8
Knowledge: History +9
Knowledge: Local +10
Knowledge: Nature +10
Knowledge: Planes +8
Knowledge: Religion +10
Linguistics +8
Perception +5
Ride -1
Sense Motive +1
Spellcraft +11
Stealth -1
Swim -4

Languages: Abyssal Common, Draconic, Dwarven, Giant, Terran, Undercommon

Gold and Treasure:

Gold:
250 gp (post #200 OOC)
235.25 gp (post #270 OOC)
-175 gp (scribing, 1138 IC)
-50 gp (scribing, 1318 IC)
-140 gp (spellbooking, IC 2361



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