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Tirion Jörðhár's page

***** Venture-Agent, New Hampshire—Bow 3,996 posts (28,600 including aliases). No reviews. No lists. No wishlists. 32 Organized Play characters. 61 aliases.


Full Name

Tirion Jörðhár

Race

Gnome

Classes/Levels

Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

Gender

Male

Size

S

Age

53

Alignment

NG

Languages

Common, Gnome, Sylvan, Draconic, Goblin, Undercommon, Terran

Strength 10
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 8
Charisma 22

About Tirion Jörðhár

___________________________________________________________
Offense:
___________________________________________________________
+9 Initiative (+2 Dex, +1 Rapscallion, +2 Excitable, +4 Feat),
+4 BAB

+3 CMB (+4 BAB, 0 Str,-1 Size)
+16 CMD (+4 BAB, 0 Str,+2 Dex. -1 Size, +10, +1 Bracers of Armor)

+5 Dagger (+4 BAB, 0 Str +1 Size) Damage: (1d3)
+7/8 Crossbow, Light (+4 BAB, +2 Dex, +1 Size, +1 Point Blank Shot if < 30') Damage: (1d6)(+1 Point Blank Shot if < 30') (Range 80')
+8 Ray vs. Touch (+4 BAB, +2 Dex, +1 Size, +1 Point Blank Shot) (Damage: 1d6+3 levels) (+1/2 per level)
+1 to attack vs humanoid creatures of the reptilian and goblinoid subtypes

Spells Available:

Zero Level: Unlimited
First Level: 7/8
Second Level: 5/8
Third Level: 0/7
Fourth Level: 3/5

Special Abilities Available:

Elemental Ray: 8/8
Breath Weapon: 1/1 - 9d6 acid damage

Rod of Toppling Spell, lesser: 3/3
Rod of Reach Spell, lesser: 3/3
Rod of Silent Spell, lesser: 2/3
Rod of Persistent Spell, lesser: 3/3

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 49
Max hp: 49 (+6+6+3+6+5+5+3+4+2, +9 Con)
AC 16 [+2 Dex, +1 Size, +2 Natural Armor, +1 Bracers, +10]
Flatfoot AC 14 [+1 Size, +2 Natural Armor, +1 Bracers, +10]
Touch AC 14 (+1 Size, +2 Dex, +1 Bracers)
+4 dodge bonus to AC against monsters of giant type

+6 Fort (+3 base, +1 Con, +2 Cloak)
+7 Ref (+3 base, +2 Dex, +2 Cloak)
+7 Will (+6 base, -1 Wis, +2 Cloak)
+10 Elemental Resistance vs. Earth/Acid (Draconic Bloodline)

Current Status:

AC 19 - Mage Armor (negates +1 from Bracers)
HP: 37/37

Spells:
Mage Armor - 9 hours left
Message - 90 Minutes left

Skills:

+9 Acrobatics (Dex +2, Ranks 2, +5 Boots of Elvenkind),
+7 Appraise (Int +3, Ranks 1, +3 Class Skill),
+13 Bluff (Cha +6, Ranks 3, +3 Class Skill, +1 Fast Talker)
+2 Climb (Str 0, Ranks 2)
+9 Craft, Stonemasonry (Int +3, Ranks 1, Class Skill +3, Obsessive +2)
+13 Diplomacy (Cha +6, Ranks 5, +2 Persuasive)
+6 Disguise (Cha +6)
+3 Escape Artist (Dex +2, +1 Rapscallion)
+8 Fly (Dex +2, Ranks 1, +2 Size, +3 Class Skill)
-1 Heal (Wis -1)
+13 Intimidate (Cha +6, Ranks 2, Class Skill +3, +2 Persuasive)
+10 Knowledge, Arcana (Int +3, Ranks 3, Class Skill +3, +1 Mathematical Prodigy)
+4 Knowledge, Dungeoneering (Int +3, Ranks 1)
+8 Knowledge, Engineering (Int +3, Ranks 1, Class/Trait Skill +3, +1 Mathematical Prodigy)
+4 Knowledge, Geography (Int +3, Ranks 1)
+4 Knowledge, History (Int +3, Ranks 1)
+* Knowledge, Local (Int +3, Ranks 0)
+4 Knowledge, Nature (Int +3, Ranks 1)
+4 Knowledge, Planes (Int +3, Ranks 1)
+4 Knowledge, Religion (Int +3, Ranks 1)
+4 Linguistics (Int +3, Ranks 1)
+13 Perception (Wis -1, Ranks 9, Racial +2, Class Skill +3)
+5 Profession, Miner (Wis -1, Ranks 1, Class Skill +3, Obsessive +2)
+3 Ride (Dex +3)
-1 Sense Motive (Wis -1, Ranks 0)
+15 Spellcraft (Int +3, Ranks 9, Class Skill +3)
+7 Stealth (Dex +2, Ranks 1, Racial +4)
-1 Survival (Wis -1)
+0 Swim (Str 0)
+10 Use Magic Device (Cha +6, Ranks 1, Class Skill +3)

Each level skill points gained = 5 (2+Int)

Traits:
• Rapscallion (+1 on Escape Artist, +1 on Initiative)
• Excitable (+2 on Initiative)
• Mathematical Prodigy (Level 1 DM Choice) (+1 on Knowledge (Arcana and Engineering), Engineering is a class skill))

Feats:

Eschew Materials (Sorcerer 1)
Persuasion (Level 1)
Point Blank Shot (Level 3) (+1 Attack and Damage against Targets < 30' away)
Spell Penetration (Level 5) (+2 to SR checks).
Spell Penetration, Greater (Level 7) (additional +2 to SR checks).
Improved Initiative (Level 7 - Sorcerer Bloodline Feat)
Metamagic, Piercing Spell (Level 9 - reduce SR by 5, +1 level)

Racial:

Small
Slow Speed - 20 feet
Low Light Vision
Defensive Training + 4 AC vs Giants
Gnome Magic: 1/day
* Dancing Lights
* Ghost sound
* Prestidigitation
* Speak with Animals
Hatred +2 attack vs Reptilian and Goblin Subtypes
Illusion Resistance +2 save vs Illusion Spells
Keen Senses +2 Racial Bonus on Perception,
Obsessive +2 on Craft and Profession Checks
Weapon Familiarity - Exotic Gnome Weapons are Martial

Level Advancement:

Favored Class: Sorcerer
Lvl 1 (Skill +1)
Lvl 2 (Skill +1)
Lvl 3 (Skill +1)
Lvl 4 (Skill +1)
Lvl 5 (Bonus Level 1 Spell)
Lvl 6 (Bonus Level 2 Spell)
Lvl 7 (Bonus Level 2 Spell)
Lvl 8 (Bonus Level 3 Spell)
Lvl 9 (Bonus Level 3 Spell)

_________
+1 Cha @ level 4
+1 Cha @ level 8
+2 Cha from Headband

Sorcerer:
Black Linnorm Draconic

Class Skill: Perception.

Bonus Spells:

Draconic Bloodline - mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats:

Draconic Bloodline - Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Arcana:

Draconic Bloodline - may change damage spells to Acid. --> DM approved alternate

Bloodline Powers:

Elemental Spit (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Spells:

Spells Per Day:
8 - 1st Level;
8 - 2nd Level;
6 - 3rd Level
4 - 4th Level

Spells Known
8 Level 0

• Detect Magic: Detects all spells and magic items within 60 ft.
• Mage Hand
• Mending: Makes minor repairs on an object.
• Message: Whisper conversation at distance.
• Open/Close
• Read Magic: Read scrolls and spellbooks
• Ray of Frost: Ray deals 1d3 cold damage.
• Prestidigitation

5 Level 1 + Bonus Bloodline Spell +1 Favored Class

• Mage Armor*: +4 to AC - 1hr/lvl.
• Feather Fall: Objects or Creatures Fall Slowly.
• Charm Person
• Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
• Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Mount - 2 hours/level
• Enlarge Person

4 Level 2 + Bonus Bloodline Spell +2 Favored Class
• Web: Fills 20-ft.-radius spread with webs that can grapple foes and impair movement.
• Resist Energy*
• Invisibility
• Spectral Hand - allows ranged touch attacks
• Glitterdust
• Badger's Ferocity
• Mirror Image

3 Level 3 + Bloodline + 2 Favored Class Bonus

• Haste
• Fly*
• Protection from Energy (replaced Slow @ level 8)
• Fireball
• Stinking Cloud
• Chain of Perdition

2 Level 4 + Bloodline

• Black Tentacles
• Globe of Invulnerability, Lesser
• Fear*

*Indicates Bloodline Spell

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Bracers of Armor +1, 1 lbs
Dagger, 1 lbs
Crossbow, Light, 4 lbs.
20 Bolts - 2 lbs. (1lb/10)

Ring of Sustenance
Ring to release an Arcane Lock (Moderate Aura of Abjuration); CL 8.
Wand of Magic Missile (Moderate Aura of Evocationn); CL 5th (11 charges remain)(used:14)
Boots of Elvenkind (+5 Acrobat)
Rod of Toppling Spell, lesser
Rod of Reach Spell, lesser
Rod of Silent Spell, lesser
Rod of Persistent Spell, lesser
Rod of Extend Spell, lesser
Headband of Alluring Charisma +2
Cloak of Resistance +2
Handy Haversack

Staff of Fire (10 charges)

Scroll of Cone of Cold
Scroll of Dimensional Anchor

Wand of Scorching Ray (CL3, 20 charges)

Cloak of Elvenkind

9 lbs

In Handy Haversack

Bedroll, 1.25 lbs
Spell Components Pouch, 2 lbs.
Canvas Cloth, 1 lb.
Climber's Kit, 1.25 lbs.
2 Pitons, 1 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Lantern, Bulleseye 3 lbs.
12 days of trail rations, 3 lbs.
Pick, Miner's, 5 lbs.
Stonemason Tools, 5lbs.

29 lbs

Belt Pouch

Chalk, 3 pieces
4 p.p.
967 g.p.
11 s.p.
15 c.p.

Carrying Capacity

Current Weight: 38 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Kraz-War Pony:

Pony, War
N Medium animal
Init +3; Senses low-light vision, scent; Perception +7

DEFENSE
AC 15, touch 13, flat-footed 15 (+3 Dex, +2 Natural Armor)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee 2 hooves –1 (1d3+2)
STATISTICS
Str 17, Dex 17, Con 18, Int 6, Wis 15, Cha 8
Base Atk +1; CMB +4; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +7

A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds.

Background:

Born in 4657, Tirion Jörðhár was raised in the hamlet of Uldar located on a small tributary of the Elsir River between the Westdeep and the Wyrmsmoke Mountains.
Although born and raised in Uldar, Tirion never felt accepted by his community due to his unusual charcoal skin and hair and his golden eyes. Tirion is not the first member of his family to be blessed/cursed with his charcoal gold appearance, his sire and grandsire also have similar complexions. According to his grandsire Karan Jörðhár, Karan’s complexion was similar to that of most gnomes with brown hair and eyes when he was born. However, during his youth, Karan was a member of the adventuring party Underdark Anvil. After several years of adventure, the Anvil heard of the abandoned dwarven keep Marblegate in the middle of the Wyrmsmoke Mountains. Unlike most dwarven holds which were lost to dark forces only after extensive battles, Marblehome was rumored to have been abandoned for unknown reasons.

Karan and the Anvil travelled to Marblegate and entered the dark hold. Despite expectations of battles against orcs and other humanoids, the upper levels of Marblegate remained unnaturally quiet and abandoned even after many hundreds of years. Thus, Karan and the Anvil travelled to the lower levels and there discovered the levels overrun not with Underdark denizens, but rather with extra-planar monsters from the Elemental Plane of Earth. The Anvil fought a pitched battle resulting in the whole party being magically sucked through a portal into the Elemental Plane of Earth. There the members of the Anvil were trapped for several years.

Finally after three years of subsisting in the plane of earth, Karan and two of his surviving Anvil companions finally escaped and returned to Marblegate. However, when they returned, Karan's appearance had been transformed such that his skin color and hair were almost charcoal in color and his eyes were golden.

Following this final adventure, Karan settled in the hamlet of Uldar. A few years later his son Flardan was born. Unexpectedly, Flardan was also born with the unusual charcoal hair and skin and golden eyes. After many years adventuring and following in his father’s footsteps as an illusionist and cleric, Flardan also returned to Uldar where Tirion was born in 4657.

Many people in Uldar are gnomes and Tirion had many friends. However, due to his unusual complexion, Tirion was always the youth singled out and chased whenever an adult believed mischief was being undertaken. Thus, from a young age, Tirion learned to be the first to run and hide so that he was rarely caught. Unlike his father and grandsire, Tirion did not show the normal gnome proficiency with illusions, but rather began to develop an unusual affinity for earth, earth related skills and even innate earth related magical abilities. His affinity for the earth drew Tirion apprentice as a miner, while frequently exploring local dungeons and learning the tongues associated with those living beneath the surface of the earth.

After years of exploring the dungeons near Ulgar and fighting against the few humanoid bands and subterranean menaces in the area, Tirion recently learned of the Elsir Vale’s Tournament of Heros and decided the time had come to leave his home and follow in his forefather’s steps as an adventurer. Tirion planned to compete in both the magical competition and the stonemasonry competition. Unfortunately, while traveling to Brindol, Tirion was waylaid by bandits and arrived two days late to compete in the Tournament.