| Full Name |
Aggghh the Unclean |
| Size |
M |
| Alignment |
NG |
| Deity |
Maradin |
| Languages |
Dwarf,Common,Goblin |
| Strength |
14 |
| Dexterity |
14 |
| Constitution |
16 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
8 |
About Aggghhh the Unclean
Full Name : Agghh the Unclean
Race: Dwarf
Classes/Levels: Sorcerer 1
Gender M
Size M
Age 40
Special Abilities :
Alignment: NG
Deity : Moradin
Location : Trunau
Languages : Dwarf,Common, Goblin
Occupation : Sorcerer
Strength 14 (+2)
Dexterity 14 (+2)
Constitution 16 (+3)
Intelligence 10
Wisdom 16 (+3)
Charisma 8 (-1)
Height: 5' Weight: None of yer darn buisness! Hair Bald Eyes: Brown
Favored Class: Sorcerer (Skill)
EXP: 0
Hit Points: 9
Spd: 20
Init: +6
AC: 12 (armor shield +2 Dex)/Touch 12 /FF 10 )
BAB: +0
CMB:
CMD:
Saves: Fort +3 Ref +2 Will +5 +2 vs. poison/spells/spell like abilities
Weapons:
Heavonly Ray +2 Touch 1d4
Skills:3 /level
Know- Arcana (1+3) 4
Spellcraft (1+3) 4
Perception (1+3+3) 7
Background skills 2/level
Appraise (1+3) 4
Linguistics (1) 1
Bloodline Arcana: Empyreal Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.
This ability replaces the Celestial Bloodline Arcana.
Spells Per day 4/////
Spells Known
0. Detect Magic,Message,Mage Hand,Jolt
1. Mage Armor, Magic Missile
2.
3.
4.
Feats: Enschew Material(Free),Improved Initiative (+4)
Traits: Artifact Hunter (+1 Spellcraft to ID Magic items) +1 Use Magic Device. UMD is class skill
You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.
Millitant Mercehnt +1 Perception to determine surprise, perception is class skill
Special Abilities:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
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.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
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.
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.
Bloodline Power : Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess.1d4 This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess.1d4 A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 2
Equipment
Description:
Background