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About Agna TarnhammerFemale Dwarf
Languages: Common, Dwarven, Giant, Goblin, Terran Strength 20 (+5)
Initiative: +3 (+3 Dexterity)
BAB: +0
Ranged:
CMB: +5
Saves: Spoiler:
Fort: +6 (Base 2, +4 Con) Ref: +5 (Base 2, +3 Dex) Will: +8 (Base 2, +6 Wis) (*+2 racial bonus on saving throws against poison, spells, and spell-like abilities) Feats: Spoiler:
1. Toughness
Skills: Spoiler:
(4 per level + 3 Int = 7/level) Acrobatics +7 (1 rank + 3 Dex + 3 Class)
Traits:
Spoiler:
*Pioneer: You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition. Benefit You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Monk abilities:
Spoiler:
*AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Spells Known: Spoiler:
(Unlimited)0 level spells-Acid Splash, Detect Magic, Message, Read Magic.
Save DCs for 0 level = 15 (16 if target and caster are underground)
Deep Earth Bloodline Features: Spoiler:
*Cantrips. *Bonus Feat: Eschew Materials *Class Skill: Knowledge (Dungeoneering). *Bonus Spells: expeditious excavation (3rd), Darkvision(5th), shifting sand (7th), stone skin (9th), spike stones (11th), stone tell (13th), repel metal or stone (15th), earthquake (17th), clashing rocks (19th). *Bonus Feats: Acrobatic Steps, Alertness, Blind Fight, Forge Ring, Nimble Moves, Skill Focus (Perception), Stealthy, Still Spell. *Bloodline Arcana: Whenever you cast a spell when you and the target are both underground, increase the save DC by 1. *Bloodline Powers: -Tremor (Sp): At 1st level, as a standard action, you can cause the ground to shake underneath one target within 30' functioning as a trip maneuver using sorcerer level plus Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. -Rockseer (Su): At 3rd level, you gain stonecunning as a dwarf. If already a dwarf, the bonuses increase to +4. At 9th level you gain tremor sense within 30'. At 15th level, you can see through solid objects, as if using a ring of x ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not have to be consecutive. -Crystal Shard (Sp): At 9th level, you can touch a metal or stone weapon (or 50 pieces of ammunition) as a standard action, giving it the bane property against any creature with the earth subtype, oozes, or constructs ,are of stone or metal for one minute. You may use this ability twice per day at 17th level and three times per day at level 20. -Earth Glide (Ex): At 15th level, you can glide through natural earth or stone with a movement rate equal to half your land speed. You do not leave a tunnel or trace of your passage. You can use this ability for a number of one minute increments, equal to total sorcerer levels each day. -Strength of Stone (Su): At 20th level, you gain DR 10/adamantium and become immune to Petrification. You suffer no penalties while attempting to squeeze through tight spaces, and are immune to bull rush, drag, grapple, reposition and trip maneuvers, and to push and pull effects so long as you are standing on the ground. Racial Abilities: Spoiler:
*Favored Class Bonus: at first level, hit point. *+2 to Charisma, +2 to Wisdom, and -2 to Strength as Respected Speaker Dwarf *Medium Sized *20' movement *Darkvision 60' *+2 Dodge bonus to AC vs. Aberrations and +2 to grapple them or continue a grapple. *+2 to Know. history checks concerning dwarves and their enemies. Can be made untrained. *+1 to attack v. Elves *+2 on saves v. poison, spells, and SLA's *+4 to CMD v. bull rush or trip *Proficient w/ battle axes, heavy picks, warhammers and "dwarven" weapons *Stonesinger (APG)-Spells with earth descriptor are treated as being cast at one level. *Stone cunning from sorcerer bloodline: +2 to Perception to notice unusual stonework. Equipment: Spoiler:
600 gold Potion of Cure Light Wounds, 50 gp Horse (free per trait)
Appearance: Spoiler:
Agna is an attractive female dwarf. She keeps a clean chin, much to the dismay of her family. She has dark brown hair and eyes. She is more than just a pretty dwarven face, however. Spending only a few minutes with her reveals a strong force of personality for one so young. Background: Spoiler:
Clan Tarnhammer has long been a powerful family in the city of Highhelm. Agna's father is an assistant and advisor to the current Chief Councilman, Kaztor Strongforge. Her innate talents were quickly discovered and he was pushed into his career as a arcanist at an early age. Like most of the dwarven casters, she was a sorcerer. Most of her abilities were directed at enhancing her own fighting abilities with her bare hands. Chief Kaztor, impressed with the young mage's ability has sent her out to explore rumors of a lost dwarven city in the local area. She has been there several months seeking out rumors, and has found zero leads so far. She has decided to continue exploring the areas, and perhaps she will eventually hear some rumors about her goal. She realizes that might take a while, so she is making the most of her time by mapping some of the strange topography of the area. |