Pahmet Monk

Rogar Ulthain's page

115 posts. Alias of Lazyclownfish.


Race

| HP: 19/19 | AC 11 (T11, FF 10) | CMB: +4 CMD: 15 | F:+2 R:+1 W:+3 | Init +1 | Perception +0, Darkvision 60ft.

Classes/Levels

| Speed 20 ft. | Spells lvl1: 4/4 | Telekinetic Fist 4/6 | Arcane Bond 0/1

Gender

Male NG Dwarf Transmuter 2

About Rogar Ulthain

The Doleful Mage-Smith.

Statistics:
Male Middle-aged Dwarf Transmuter 1
NG Medium Humanoid (Dwarf)
Init +1; Senses Darkvision 60ft, Perception +0
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 dex)
hp 19
Fort +2, Ref +1, Will +3
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OFFENSE
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Speed 20 ft.

Melee Bonded Warhammer +5 (1d8+4)

Ranged Telekinetic Fist +2 (1d4)
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STATISTICS
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Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Scribe Scroll, Toughness
Skills (10 points; 4 class, 6 INT)
ACP -0
(2) Craft: Weapons +10
(1) Knowledge: Arcana +7
(1) Knowledge: History +7
(1) Knowledge: Local +7
(1) Knowledge: Nature +7
(1) Knowledge: Planes +7
(1) Knowledge: Religion +7
(2) Spellcraft +8

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Appraise for Nonmagical Metal/Gemstones
+2 Perception for unusual stonework

Languages Common, Dwarven, Goblin, Giant, Terran

Special Abilities:

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SPECIAL ABILITIES
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.
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.
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.
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.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Transmutation SchoolPrihibited Schools: Enchantment, Necromancy
Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells:

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Spells
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0th (at will)
Resistance
Acid Splash
Detect Magic
Detect Poison
Read Magic
Dancing Lights
Flare
Light
Ray of Frost
Ghost Sound
Mage Hand
Mending
Message
Open/Close
Arcane Mark
Prestidigitation

1st (4/day)
Enlarge Person*
Animate Rope
Burning Hands
Expeditious Retreat*
Magic Weapon*
Feather Fall
Obscuring Mist
Protection from Evil
Shield
Grease
Mage Armour
Comprehend Languages
Endure Elements

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 176 lb.
Backpack 2 gp 2 lbs.
Bedroll 1 sp 5 lbs.
Blanket, winter 5 sp 3 lbs.
Candle 1 cp x10
Chalk 1 cp x10
Crowbar 2 gp 5 lbs.
Flask (empty) 3 cp 1-1/2 lbs
Flint and steel 1 gp
Grappling hook 1 gp 4 lbs.
Jug, clay 3 cp 9 lbs.
Lantern, bullseye 12 gp 3 lbs.
Mug/Tankard, clay 2 cp 1 lb.
Oil (1-pint flask) 1 sp 1 lb. x9
Pick, miner's 3 gp 10 lbs.
Piton 1 sp 1/2 lb. x10
Pot, iron 8 sp 4 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.
Rope, hemp (50 ft.) 1 gp 10 lbs. x2
Sack (empty) 1 sp 1/2 lb. x2
Shovel 2 gp 8 lbs.
Signal whistle 8 sp
Tent 10 gp 20 lbs.
Torch 1 cp 1 lb. x10
Waterskin 1 gp 4 lbs. x2
Whetstone 2 cp 1 lb.
Spell component pouch free 2 lbs.
Spell component pouch 5 gp 2 lbs.
Spellbook, wizard's free 3 lbs.
Artisan's outfit free 4 lbs.
Rations, trail 5 sp 1 lb. x10

Artisan's tools, MW 55 gp 5 lbs.

Warhammer, MW free 5 lbs.

Money 59 GP 0 SP 0 CP

Listen while reading Background.

Background:

It hasn’ been the same since she died. Everythin’ else I love is still here. The forge an’ the flames; me friends and family. Me friends don’ understand. Not really. They act like jus’ because we’re dwarves, we’re s’posed ta trudge on. “The forge’s fire n’er sleeps” an’ all that. But when I sleep, all I see is her face. Her stoic ‘spression. Her grim smile. This whole place reminds me o’ her.

I think I ‘ave ta leave…

Rogar Ulthain was always meek for a dwarf. It’s not that he was weak-willed, or shy. He just enjoyed watching others in the spotlight. He was always perfectly content with cheering on his friends from the sidelines. So, when his friends went out adventuring, he stayed home and tended the forge. And nothing made Rogar happier than when his friends came home safe and he got to tend to their weapons while he listened to stories of their grand adventures. Yes. This was the life Rogar wanted.

Over the years, Rogar became one of the best smiths in Janderhoff. There were certainly better, but nobody could argue with the consistent quality the dwarf put out. There’s an undeniable pride that comes with producing quality weapons for many decades, and Rogar had the respect of many dwarves for it. And that’s how he met Halda.

His reputation brought her to him. She had just gotten back from her latest adventure and she needed a particular kind of weapon. Halda was small for a dwarf, and while her pride wouldn’t allow her to admit it, wielding oversized weapons was hindering her ability to fight. She didn’t know exactly what to do about it, but she was flush with coin and Rogar was an expert. He could craft her the perfect weapon. She didn’t need a smaller weapon, exactly. Just a thinner grip, and a bit different on the balance.

Their courtship took almost two decades. She’d go off on her adventures and he’d toil at his forge. And every time she returned, he knew that they belonged together. Eventually, she knew it too. She told him she loved him but she wouldn’t give up adventuring forever. He said that he’d do whatever it took to be with her. She was overjoyed when he started learning wizardry. Well, she smiled slightly, which was significantly more than usual. A wizard could go on the road with her. Their engagement was a mere year and a half, remarkably short for dwarves. They got married and Halda contentedly took a guard position in Janderhoff while Rogar finished the last few years of his apprenticeship.

She fell ill before he could finish his schooling and Rogar Ulthain’s whole world turned upside-down. The sickness was swift and remorseless. By the end, it left him barely able to recognize her. The healers said it wasn’t a disease or other curable malady. It was something she was born with. She was destined to die from it.

Still mourning, it didn’t take long for Rogar to decide to leave. The last few years with her close had built too many precious memories and he needed to go elsewhere. He would adventure for her. He would imagine her spirit along with him. He would share this aspect of her life, even if only after she was gone. He would look for the joy she found in it. She deserved that from him… and more.

Appearance and Personality:

At 4’ even and 160lbs, Rogar is slight for a dwarf. He has blond hair and beard that he keeps braided and tidy, and grey-blue eyes. With his typical artisan’s clothing in beige and brown, he would look altogether unremarkable if it weren’t for the warhammer he carries in his tool belt. He calls it Aevi. It means life, time, age and story. Its slender handle is meant to be held higher on the grip and its sleek elegance is rare in dwarven craftsmanship. Rogar couldn’t be more proud or more sad to be carrying it with him.

Somber and solemn, Rogar is still in mourning. He’s always polite and respectful, and he still doesn’t like the spotlight, though he’ll take it when he has to, if only for Halda. But if he can support others while they do the daring deeds and slay the monsters, he’s happier in that role. Mechanically, he’ll focus on buffing his allies and on crafting useful items and weapons for them.

Motivation:

Janderhoff is on the eastern edge of Varisia. Rogar doesn’t know it yet, but he’s been plodding west in search for friends to fill the hole left by his late wife. He ran into a little bit of trouble on the road here and there, which he mostly solved using liberal application of Aevi to his enemies. His dwarf-blood gives him some built in tenacity that he didn’t expect.

Rogar’s wandering feet bring him into Sandpoint at a time when, though he won’t admit it, he’s desperate to connect with someone. He hasn’t been able to lean on his friends back home for support in a long time and his heart yearns for a friend or three(or four, depending).