About Tirion Jörðhár
+3 CMB (+4 BAB, 0 Str,-1 Size)
+5 Dagger (+4 BAB, 0 Str +1 Size) Damage: (1d3)
Zero Level: Unlimited
Special Abilities Available:
Elemental Ray: 8/8
+5 Fort (+2 base, +1 Con, +2 Cloak)
AC 19 - Mage Armor (negates +1 from Bracers)
+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)
+9 Knowledge, Arcana (Int +3, Ranks 2, 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)
+11 Perception (Wis -1, Ranks 7, 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)
+13 Spellcraft (Int +3, Ranks 7, 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)
• 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))
Eschew Materials (Sorcerer 1)
Slow Speed - 20 feet
Low Light Vision
Defensive Training + 4 AC vs Giants
Gnome Magic: 1/day
* Dancing Lights
* Ghost sound
* 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
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)
Black Linnorm Draconic
Class Skill: Perception.
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).
Draconic Bloodline - Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Draconic Bloodline - may change damage spells to Acid. --> DM approved alternate
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 Per Day:
8 - 1st Level;
8 - 2nd Level;
6 - 3rd Level
4 - 4th Level
• Detect Magic: Detects all spells and magic items within 60 ft.
4 Level 1 + Bonus Bloodline Spell +1 Favored Class
• Mage Armor*: +4 to AC - 1hr/lvl.
2 Level 2 + Bonus Bloodline Spell +1 Favored Class
• Web: Fills 20-ft.-radius spread with webs that can grapple foes and impair movement.
1 Level 3
1 Level 4
• Black Tentacles
*Indicates Bloodline Spell
Arms, Armor, and Clothing
Ring of Sustenance
Cloak of Elvenkind
In Handy Haversack
Bedroll, 1.25 lbs
Chalk, 3 pieces
Current Weight: 38 lbs
Light Load: x < 33 lbs.
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.
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.
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.