Dwarf

Alk Caskenflagon's page

148 posts. Alias of Shane Gifford.


Full Name

Alk Caskenflagon

Race

Dwarf

Classes/Levels

Wizard 3/ Rogue 1

Gender

Male

Strength 11
Dexterity 15
Constitution 12
Intelligence 16
Wisdom 12
Charisma 12

About Alk Caskenflagon

Alk Caskenflagon is a merchant dwarf from the River Kingdoms. He puts morals above profits and treats others with respect. He likes to meet new people, hear new tales, and see new things; his profession as a merchant is more an enabler for these things than a means to profit. To him, living happily is more important than living in wealth. He practices arcane magic, and puts it to use in protecting himself out in the River Kingdoms.

Alk enjoys living vicariously through stories of adventure, and he sometimes tells himself he'll go out and be an adventurer one of these days. He thinks of his own profession as merely "careful travelling", something that anyone can do. However, he tends to give practical advice about the dangers in travelling the River Kingdoms.

Alk thinks of divine magic as relying on capricious, unknowable powers, and thus doesn't like relying on it (though he won't object to help if he needs it!). He much prefers arcane magic, which he sees as more reliable and practical. He still offers prayers to Torag and Abadar, but more out of respect for the traditions of Dwarves and merchants than any personal faith.

Current HP: 17/24
Arcane Bond: 1/1 uses
Teleporter's Shift: 6/6 uses

Statblock:
Alk Caskenflagon
Male Dwarf Rogue 1 Wizard 3
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
Favored Class: Wizard (+1 skill point per Wizard level)
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Defense
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AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 24 (1d8+3d6+4)
Fort +2, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft., shift (5') (6/day)
Melee Masterwork Shortsword +2 (1d6/19-20/x2)
Ranged Masterwork Shortbow +4 (1d6/x3)
Special Attacks hatred, sneak attack +1d6
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Statistics
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Str 11, Dex 15, Con 12, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +1; CMD 14 (14 vs. Bull Rush, 14 vs. Trip)
Feats Blind-Fight, Dodge, Scribe Scroll
Traits Classically Schooled, Deft Dodger
Skills Acrobatics +2 (-2 jump), Appraise +10 (+12 for small or highly detailed items when using a magnifying glass, +12 to determine the price of nonmagic items with precious metals or gemstones), Diplomacy +8, Linguistics +7, Perception +8 (+9 to locate traps, +10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +8, Sleight of Hand +9, Spellcraft +11, Stealth +9
Languages Celestial, Common, Draconic, Dwarven, Gnome, Orc
SQ arcane bonds (object [ring] [1/day]), greed, hardy, opposition schools (evocation, necromancy), slow and steady, specialized schools (teleportation), stability, stonecunning +2, summoner's charm (+1 rds), trapfinding +1
Gear Arrows (15), Masterwork Shortsword, Masterwork Shortbow; Arcane Bond Ring, Bedroll, Winter Blanket, Backpack, masterwork (empty), Flint and Steel, Black Ink (3), Invisible Ink (DC 25, blood to reveal), Inkpen (2), Waterproof Lamp, Magnifying glass, Oil (2), Paper (5), Parchment (2), Scroll Case (2), Spell Component Pouch, Trail Rations (4), Waterskin
Magic Items Hat of Disguise, Wand of Enlarge Person (25 charges), Wand of Magic Missile (48 charges)
Magic Consumables Potion of cure light wounds, Potion of shield of faith, Scroll of endure elements, Scroll of identify, Scroll of mount
Other Possessions Ælfwine (old Light Horse), Riding Saddle, Saddlebags, Bit and Bridle, 2 Days' Feed
Wealth 0 GP (11 gp owed to Harad)
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Blind-Fight Re-roll misses because of concealment, other benefits.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Magnifying glass +2 Appraise for small or highly detailed items.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5') (6/day) (Sp) Short-range teleport
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Spells Prepared & Spellbook Contents:
Prepared
Level 2 (2, DC 15)- Invisibility, Summon Monster II
Level 1 (3, DC 14)- Color Spray, Mage Armor, Summon Monster I
Level 0 (4, DC 13)- Detect Magic, Ghost Sound, Message, Prestidigitation
CL 3 for all spells

Spellbook
Level 2 - Invisibility, Summon Monster II
Level 1 - Color Spray, Expeditious Retreat, Illusion of Calm, Mage Armor, Reduce Person, Sleep, Summon Monster I, Unseen Servant, Vanish
Level 0 - All