Rosie Cusswell

Nalnera Tharnhammer's page

285 posts. Alias of Deaths Adorable Apprentice.

Full Name

Nalnera Tharnhammer


NG female Dwarf lvl 3 Spiritualist Init +1; HP 27/27 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+6, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects)


darkvision 60ft, Perc +9/+11 stonecunning : CMB +4 (+2 bonus to grapple aberrations); CMD 15 (+4 bonus on bullrush and trip on solid ground


spells 1st (4/5)



Strength 14
Dexterity 12
Constitution 15
Intelligence 14
Wisdom 16
Charisma 12

About Nalnera Tharnhammer

Nalnera is a fairly average dwarf, if a little on the lean side. She has thick brown hair, which due to age, is fairly unadorned. She has fairly pale skin and honey colored eyes that are constantly moving. Her fingers are commonly stained with ink. Her left hand has a thick scar which she has no issue showing off and has a jagged scar across her stomach that she never shows to anyone

Nalnera's typical manner of dress is a brown leather overtunic, which reaches just above her knees and has not sleeves, that is worn over a comfortable blue shirt and snug brow pants tucked in well scuffed leather boots. The overtunic laces in the front and she laces it with a bright red ribbon. An old well used belt hangs around her waist and a dark brown cloak drapes around her shoulders. Her favorite article of clothing is a crimson colored scarf she was given as a gift when she was a child. That scarf is always with her and worn either around her neck or tied around her waist. She keeps a dagger on her belt along with a small pouch. Recently she found a old battleaxe that is covered in scuffes and clearly had seem many battles. This now also hangs from her belt.

Should be dressed for combat then she adds leather armor of a simple make. Fitted leather pieces cover most of her clothing in this case.

Nalnera Tharnhammer NG female Dwarf lvl 3 Spiritualist Init +1; Senses darkvision 60ft, Perception +9/+11 stonecunning
AC 13, touch 11, flat-footed 12 (+2 armor+1 Dex,) (+2 dodge bonus vs. Aberrations)
hp 27(d8)
Fort +3 base, +3 mod =+6
Ref +0 base, +1 mod = +1
Will +3 base, +3 mod =+6/+8 (+2 bonus vs. ench compulsion & charm spells & spell like abilities. If fail the save next rnd gets another) (+4 vs. all mind affecting effects if phantom is in head)
Spd 20ft
Melee dagger +4(1d4+2 19-20x2 10ft), Battleaxe +5 (1d8+2 x3)
Special Attacks
Spells: CL 3, concentration +6
level 1 (per day 5)= Mage armor, Cure light wounds, Remove fear, Touch of Gracelessness, compel hostility,
level 0 = Mending, Read magic, Detect magic, Telekinetic projectile, Message, Guidance

Str 14, Dex 12, Con 15, Int 14, Wis 16, Cha 12
Base Atk +2; CMB +4(+2 bonus to grapple aberrations); CMD 15 (+4 bonus on bullrush and trip on solid ground)

Feats: power attack, Emotional Conduit:

1st—compel hostility, 2nd—life pact, 3rd—ectoplasmic snare, 4th—entrap spirit, 5th—dominate person, 6th—unwilling shield.

Traits: Relic of the Dwarven Smithy: You possess a weapon forged in the foundries of old Dammerhall.
Benefit: You begin the campaign with a free masterwork melee weapon of dwarven construction.
It is missing a gemstone from a socket. If that gem were restored, the weapon would likely become magical.
Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Nomadic:You have lived many places and know how to provide for yourself.
Benefit:[ You gain a +1 trait bonus on Knowledge (geography) and Survival checks, and one of these skills (your choice) is always a class skill for you.
Patron Keys Secrets beneath the Mountain , , Songs and Stories
Skills 4 base, +2 GM extra, +1 level, +2 int =9 per level (* is the background skill)
Str 14, Dex 12, Con 15, Int 14, Wis 16, Cha 12

Skills: +4 class, +1 level, +2 GM added, +2 int = 9 ranks per level. * is a background skill rank
Appraise (Int) +2* rank, +2 mod =4 (+3 skill focus if Phantom is in head) (+2 determine price of non-magical goods that contain precious metals or gemstones.)
Bluff (Cha) +3 rank, +1 mod, +3 class = 7(+3 skill focus if Phantom is in head)
Craft (Int)
Diplomacy (Cha) +3 rank, +1 mod, +3 class = 7(+2 to gather info which takes half time)
Fly (Dex)
Heal (Wis)
Intimidate (Cha)
Knowledge(Arcana) (Int) +1 rank, +2 mod, +3 class =6
Knowledge(Dungeoneering) (Int) +2 rank, +2 mod, +3 class =7
Knowledge(Engineering) (Int)+2* rank, +2 mod, +3 class =6
Knowledge(Geography) (Int) +2* rank, +2 mod, +3 class, +1 trait=8
Knowledge(History) (Int) +2 rank, +2 mod, +3 class =6
Knowledge(Local) (Int) +1 rank, +2 mod, +3 class =6
Knowledge(Nature) (Int)+2 rank, +2 mod, +3 class =7
Knowledge(Nobility) (Int)+1 rank, +2 mod, +3 class =6
Knowledge(Planes) (Int)+2 rank, +2 mod, +3 class =6
Knowledge(Religion) (Int)+1 rank, +2 mod, +3 class =6
Linguistics (Int)
Perception (Wis) +3 rank, +3 mod, +3 class =9 (+2 notice unusual stonework, ie traps and hidden doors located in stone walls or floors. Free check if 10 feet of them, whether or not they are actively looking.)
Profession (Wis)
Sense Motive (Wis) +1 rank, +2 mod, +3 class =6
Spellcraft (Int)+1 rank, +2 mod, +3 class =6
Stealth (Dex) +2 rank, +1 mod, +3 class =6
Survival (Wis) +2 rank, +3 mod, +3 class, +1 trait = 9
Use Magic Device(Cha)

Background Skills
• Appraise
• Artistry(Int),
• Craft
• Handle Animal
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)*
• Knowledge (nobility)
• Linguistics
• Lore
• Perform
• Profession
• Sleight of Hand

Languages Dwarven, Common, Terran, Gnomish
Money: 6 GP 2 SP 0 CP

Always worn: explorer's outfit, dagger in boot, leather armor
attached to belt:belt pouch, dagger waterskin, small pouch with grooming kit. battle axe, Traveler's Anytool
backpack: bedroll, a clay mug, a week's worth of trail rations, waterproof bag, mess kit, cooking kit, 1 holy water, 1 acid flask, 1 alchemist fire, 1 cure lights wounds potion

waterproof bag inside backpack: 6 chalk, journal, Scrivener's Kit with full ink, Bird Feather token
belt pouch: two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a whetstone, 3 chalk, 1 cure lights wounds potion

Gear with prices and details.:
explorers outfit
(This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)
Scrivener's Kit (This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.), 2 gp
Pathfinder's Kit, (This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone. ) 12 gp
Kit, Cooking (This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.) 3 gp
Mess Kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.) 2 sp
Gear Maintenance Kit (This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.)5 gp,
Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)1 gp,
ink 8gp, 10 chalk 1sp, journal 10gp, waterproof bag 5sp, dagger 2gp, battle axe 10gp, leather armor 10gp

Nalnera is a studious your dwarf with a strong stubborn streak. She is more than willing to lie to get what she wants, wither it is more time with a book or the chance to see those ruins up close with her own eyes.

She has a deep love for history and the written word, "We can learn so much from our pasts. What we did right and what we did wrong. Without our past we are nothing and no one." But history is constantly being written and Nalnera does not just want to learn from page. Frequently she ignored the rules on running around by herself and leaves home to go check out some ruins on her own.

Nalnera is the second child of Gryron and Katwaen. Not an planned child like her brother, Reggeron.

Katwaen looks very much like her daughter, a slighter build and thick brown hair. By trade she is a seamstress. Katwaen is a stern woman who rules her home with a firm but not unkind fist. Though she and Nalnera tend to fight a lot as she would rather her daughter find a respectable profession.

Gryron is a typical dwarven man. He has black and grey hair with dark blue eye, he claims that is what drew Katwaen to him. His beard is well groomed, well decorated, and handsomely braided. Many scars line his body from various battles in his past and he is proud of all of them. Honor and glory are what matter. But he is a man lost in the past. Things were better then, similar. Gryron's wistful views of the once glory of his family instilled a deep love of history in Nalnera.

Reggeron looks like a younger version of his father. Thick black hair, which earns more rings all the time, and bright blue eyes. Nalnera and Reggeron were never particularly close, the four decades separating them had always proved to be too much. They do not hate each other but they did not grow up together. When Nalnera was learning to walk her big brother was off traveling. When she said her first word Reggeron was battling orcs. Be when he was home Nalnera would forgo anything she was doing to listen to his latest tale of adventure. Hanging on every word, gasping when it sounded like he might have died, and grinning when he, of course, prevailed.

Her favorite place is curled up with a book, lost in the story. Her brother gets to go out and live them while she is expected to learn some boring profession and get none of the glory. No one writes ballads about seamstresses or cobblers. Nalnera lives for the stories she hears from her father, even though she has heard them all, or the rare times when her brother is home and has time for her. In the last few years she has taken to spending time at the taverns, working and listening to the travelers.

It was those stories that lead her to make a grave mistake and think she was ready for an adventure. Sitting with a group of fairly drunken proclaimed adventurers after her shift was over and drinking far too much herself. They all decided that she should get an adventure. It is dwarven tradition after all!

Wearing no armor and having only a dagger for protection Nalnera foolishly followed the drunken strangers. Wondering a few miles from civilization to a old barrow mound well known for the rising dead. The group thought it would be funny to see what the young girl could do so they shoved her towards the wright that stood down the hall. Fueled by youthful stupidity and ale she charged the abomination and was had her belly opened up.

Dropping immediately and ignoring the creature as it rushed over to the others in favor of the warmth pouring out of her. Everything grew cold and dark. But a voice started hissing in her head, "Get up you weakling. Get up and we can leave." and she felt a little warmer. Opening her eyes and slowly standing up Nalnera quickly realized that the creature that opened her up was still there but so was this furious red dwarf that charged while screaming at her, "Grab that axe and help me kill this thing so we can get the hell out of here!"

Looking around she did spot the weapon the red dwarf was talking about and slow steps lead her to it, all the while the two creatures fought just past her. Grabbing the handle with bloody hands and moving to help. Together they killed the creature.

The action proving to much for the badly wounded Nalnera she dropped back down to her knees. That red dwarf turned blue and he spoke again to her, "Stupid child. Put your hands on that wound and do as I say." Nalnera had never used magic before but she felt and saw that wound close back up.

With the strange dwarf, Regnir, help she limped away from the barrow mounds. Regnir was also apparently dead but coming with her. His form faded away and simply became a presence in her mind. Magically mending her clothing with Regnir's assistance and getting most of the blood out in a nearby stream before returning home.

This incident was just over a year ago and for the most part Regnir never comes out of Nalnera's mind. More content to offer his criticism of her life to just her. His not coming out around others was her one rule for them staying together. Life was suprisingly easy with a ghost in her head until word about the expedition to Dammerhall arrived. Regnir obsessed over it. Constantly nagging her to join. Her brother was not noble enough to get to go. They needed to be involved in this.

But her father was sending Reggeron and that was that. So it was by a strange occurrence that Nalnera is even on this expedition. Her older brother was supposed to go but the night before he refused to. This was a strange thing because he had been preparing for this venture since his father told him. Regnir seemed shaken and steadfastly refused even when the argument nearly came to blows. Seeing a chance to become part of history Nalnera said that she would go. Mostly saying it to shut up Regnir. Who still refuses to admit that he had something to do with her brothers change of plans.

[spoiler=Relationship to the Tharnhammer Family:] Nalnera is a direct member of the family, this is true. Her mother married into the Tharnhammer Family many years ago. Her father has the family name but is the descendant of a younger sibling to the last ruler of Dammerhall.


• Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
• Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
• Type: Dwarves are humanoids with the dwarf subtype.
• Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonusto AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
• Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails.
• Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
• Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
• Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits
• Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces hatred. Picked perception and stealth
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Feat plan that is subject to change:

1= power attack
3= Emotional Conduit: Jealousy: 1st—compel hostility, 2nd—life pact, 3rd—ectoplasmic snare, 4th—entrap spirit, 5th—dominate person, 6th—unwilling shield.
5= Armor Proficiency (Medium +)
7= scribe scrollFurious Focus
9= Outflank
13= Logical Spell
15= Expanded Arcana

Spiritualist Class Info:

Weapon and Armor Proficiency: A spiritualist is proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.
Spell Casting: A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist's spell equals 10 + the spell level + the spiritualist's Wisdom modifier.
A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score.
A spiritualist's selection of spells is limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of the spiritualist's choice. At each new spiritualist level, she learns one or more new spells as indicated on Table: Spiritualist Spells Known. Unlike her number of spells per day, the number of spells a spiritualist knows does not affect her Wisdom score. The numbers on Table: Spiritualist Spells Knownare fixed.
Upon reaching 5th level, and at every third spiritualist level thereafter (8th, 11th, and so on), a spiritualist can learn a single new spell in place of one she already knows.
In effect, the spiritualist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spiritualist spell she can cast. A spiritualist can swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.
Phantom: A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignmentas the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.
A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.
The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.
While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishmentwork normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life.
A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.
Fully manifested phantoms can wear armor magic items [see FAQ] and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.
Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.
A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.
A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section for more information.
Shared Consciousness: At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.
Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.
Etheric Tether:
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.
This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.
When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.