Matrena Goldthorpe

Agna Tarnhammer's page

162 posts. Alias of Gerald.


Race

Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6;

Classes/Levels

F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

About Agna Tarnhammer

Female Dwarf
Deep Earth Sorcerer 1//Monk 1
XP:
Lawful Good follower of Torag
Medium Size (4'0", 176 pounds, Eyes: Brown, Hair: Brown)
Age: 49
Move: 20'
Darkvision 60'

Languages: Common, Dwarven, Giant, Goblin, Terran

Strength 20 (+5)
Dexterity 16 (+3)
Constitution 19 (+4)
Intelligence 16 (+3)
Wisdom 22 (+6)
Charisma 20 (+5)

Initiative: +3 (+3 Dexterity)
AC: 19 (19 Touch, 16 flat footed)
Hit Points: 16/16 (1d8 + 4 Con + 1 FC + 3 Toughness)

BAB: +0
Melee:
+5 Unarmed Strike, 1d6+5/x2, or
+3 Unarmed Strike, 1d6+5/x2 and +3 Unarmed Strike, 1d6+5/x2.

Ranged:
+3 Spells

CMB: +5
CMD: 25 (29 vs. Bull rush or Trip)

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
SB. Eschew Materials
MB. Improved Unarmed Strike
MB. Deflect Arrows
MB. Stunning Fist: 1/day. Fort DC 17. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.

Skills:

Spoiler:

(4 per level + 3 Int = 7/level)

Acrobatics +7 (1 rank + 3 Dex + 3 Class)
Diplomacy +9 (1 ranks + 5 Cha + 3 Class)
Handle Animal +10 (1 rank + 5 Cha + 3 Class +1 Trait)
Know. Arcana +7 (1 ranks + 3 Int + 3 Class)
Ride +7 (1 rank + 3 Dex + 3 Class)
Spellcraft +7 (1 ranks + 3 Int + 3 Class)
Sense Motive +10 (1 rank + 6 Wis + 3 Class)

Traits:

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*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.
*Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat). A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
*Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above.
*Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
*Stunning Fist (Ex): At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Spells Known:

Spoiler:

(Unlimited)0 level spells-Acid Splash, Detect Magic, Message, Read Magic.
(5 per day)1 level spells-Enlarge Person, Shield^
*Bloodline spell

Save DCs for 0 level = 15 (16 if target and caster are underground)
Save DCs for 1 level = 16 (17 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)
Dagger 1 lb., 2 gp.
Explorer's Outfit 8 lbs., Free
Backpack 2 lbs., 2 gp.
Waterskin 4 lbs., 1 gp.
Small Mirror, 1 lb., 10 gp
Belt Pouch .5 lbs., 1 gp.
3 day's rations 3 lbs., 1.5 gp.
Ink vial-, 8 gp.
Parchment (x5)-, 1 gp.
Ink Pen-, 1 sp.
Scroll case .5 lbs, 1 gp.

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.