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Dwarven Trader

Steinki Uðr's page

131 posts. Alias of michaelane.


AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

About Steinki Uðr

Steinki's Story:

Behave or the black dwarves will take you. Every misbehaving child in Talingarde has heard tales of the black dwarves from bitter old grandmothers or even well-meaning parents desperate to get their children to behave. Legends tell that the black dwarves worship Asmodeus. They tell that the dwarves drag those who disobey off to hell. Few adults know how true the warnings really are.

Markadian II had his reasons for destroying the Church of Asmodeus 28 years ago. The black dwarves were one of them. The Asmodean purges weren't limited to the surface of Talingarde. Interrogations of Asmodeans by the Church of Mitra found connections to the black dwarves. Whispers of plots to harvest mithril and tame evil dragons fanned flames against a race already feared on the surface. It culminated with the Knights of the Alerion striking savage blows before the dwarves shrank back into the darkness below the roots of the earth.

The dwarves were outraged. Hatred of Mitra already ran deep. Their memories are long and their patience chilling. The black dwarves know all too well that they live far longer than the mewling human babes who bow before the altars of Mitra. Furious over the desecration of their sacred lands, the high primate personally selected eight cells of four dwarves to strike fear and despair into the hearts of Mitra's faithful. They would strike back. They would destroy Mitra's most holy sites. They would take hundreds, perhaps thousands of his faithful.

The Uðr clan was honored to have nine of their number selected for the high primate's plan. Steinki Uðr was raised and trained for the most holy mission of the eight. The Cathedral of the Sun. Knowing they would almost certainly face Mitra's divine guardians, the high primate prepared the team for the Cathedral like no other. Not only did they train incessantly, they were subjected to ancient Asmodean rituals to resist Mitra's magic...and others as well.

It was no mistake that Steinki was selected for the most difficult and most honored team. Early in the selection process, he showed a remarkable knack for the right decision and an unbreakable will. It was also clear that he had a calling. Asmodeus blessed the dwarf with both magic and a frightening elusiveness in battle. He showed a special gift for enchanting armor and weapons. While not the ideal cell leader, Steinki made a perfect companion and complement to the team. After years of training, finally the high primate summoned the teams to carry out their missions.

At first, everything was going right with the mission. Then, it went terribly wrong. Somehow, the cell was betrayed. Somehow, the Alerions knew of the plot. Worst for Steinki, his protections failed. He found himself frozen by the magic of Mitra while one by one his team members fell around him. Humiliated, bitter, but thirsting for vengeance, he finds himself trapped in Branderscar Prison.


Steinki is a xenophobic fanatic. At the beginning of the story, he only speaks dwarven and distrusts those of other races. Like all black dwarves he is predisposed to disdain humans. But above all, he hates Mitra and will do anything to destroy the sun god and his followers, especially his captor, Sir Balin of Karfeld. Fortunately, he also has the patience of all black dwarves. Having seen his mission crumble from beneath him, Steinki now looks for new opportunities to persevere and strike back. He is adaptive, intelligent, and eager. A perfect weapon ready to be forged anew.

Stat Block:

Steinki Uðr
Male Dwarf Inquisitor (Witch Hunter) 2/Cleric (Forgemaster) 2
LE Medium Humanoid (dwarf)
Init +5; Senses Darkvision 60 ft.; Perception +9
AC 15, touch 11, flat-footed 14 (+4 Armor, +1 Dex)
hp 14 (2d8); Judgement of Profane Healing 1
Fort +3, Ref +1, Will +6; +1 trait bonus vs. spells, spell-like abilities, and poison, +2 vs. poison, +4 vs. spells and spell-like abilities, +2 dodge bonus vs. dragon's exceptional, supernatural, and spell-like abilities, +1 bonus vs. mind-affecting, non fear effects
Defensive Abilities Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Resist Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (Fire)
Speed 20 ft.
Melee Club +4 (1d6+3/x2) and
Battleaxe +4 (1d8+3/x3) and
Longsword +0 (1d8+3/19-20/x2)
Ranged Longbow +2 (1d8/x3)
Special Attacks Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic)
Spell-Like Abilities Artificer's Touch (7/day)
Cleric (Forgemaster) Spells Known (CL 2):
1 (3/day) Lead Blades (x2), Magic Weapon, Animate Rope
0 (at will) Create Water, Purify Food and Drink, Sotto Voice, Stabilize
Inquisitor (Witch Hunter) Spells Known (CL 2):
1 (3/day) Protection from Good, Shield of Faith, True Strike
0 (at will) Read Magic, Detect Magic, Guidance, Light, Sift
Str 16, Dex 13, Con 10, Int 14, Wis 18, Cha 7
Base Atk +1; CMB +4; CMD 15 (19 vs. Bull Rush, 19 vs. Trip when standing on ground)
Feats Steel Soul
Traits Glory of Old, Resilient
Skills Acrobatics -1 (-5 jump), Climb +5, Intimidate +3, Knowledge (arcana) +7 (+9 to identify dragons and can make such checks untrained), Knowledge (dungeoneering) +6, Knowledge (nature) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Sense Motive +10, Spellcraft +7, Stealth +4, Survival +8 (+9 to track) Modifiers lorekeeper
Languages Dwarven
SQ Aura, Divine Smith, Cleric Domain (Artifice), Inquisitor Domain (Deception), Forgemaster's Blessing, Knowledgeable Defense +1, Hardy, Judgement (1/day), Runeforger (5/day), Runes (Ancient Splendor), Slow and Steady, Spell Sage +4, Spontaneous Casting, Stability, Sudden Shift (7/day), Wyrmscourged, Xenophobic
Other Gear None
Special Abilities
Artificer's Touch (1d6+1)(7/day)(Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Aura (Ex) Steinki has a Lawful Evil aura.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divine Smith (Su) Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).
Glory of Old You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Hardy +2 Poison/+4 Spells or Spell-like Effects Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Inquisitor (Witch Hunter) Domain (Deception) Associated Domain: Trickery; Bluff, Disguise, and Stealth are class skills.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Knowledgeable Defense +1 At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell. This bonus increases every four levels (to a maximum of +5 at 18th level). At 20th level, once per day as a swift action, she can grant this bonus to all her allies within 60 feet, for 1 minute. The allies gain the bonus when the witch hunter identifies the spell, and those among the allies who have at least 1 rank in Spellcraft can aid the witch hunter's next Spellcraft check as a swift action while under the effect of this ability. This ability replaces detect alignment, discern lies, and true judgment.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Runeforger (5/day)(Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level:
- Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).
- Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Sage +4 (Ex) At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.
Spontaneous Casting Steinki can “lose” any prepared spell that is not an orison or domain spell in order to cast any inflict spell (an inflict spell is one with “inflict” in its name).
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Sudden Shift (7/day) (Su) As an immediate action after being missed by a melee attack, teleport up to 10' away, within the reach of the attacker.
Wyrmscourged +1 to attack/+2 to AC & saves Gain bonus to att/AC and saves vs dragons. Use Knowledge untrained at +2 if related to dragons.
Xenophobic +1 Gain bonus vs mind-affecting effects unless it is a fear effect.

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