Harsk

Beechbar Grumbletongue's page

45 posts. Organized Play character for Leg o' Lamb.


Full Name

Beechbar Grumbletongue

Race

| HP: 10/10 | AC: 13 (10 Tch, 13 Fl) | CMB -1; CMD 9 (13 vs. bull rush, 13 vs. trip) | F: +3, R: +0, W: +4,+2 vs. poison, spells, and spell-like abilities | Init: +0 | Perc: +7, SM: +2

Classes/Levels

| Speed 20ft | Spells: 1st 2/2 +1| Active conditions: Spell Failure 15% chance

Gender

NG Male Dwarf transmuter 1

About Beechbar Grumbletongue

B!+*%bar Grumbletongue
Dwarf transmuter 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d6+4)
Fort +3, Ref +0, 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.
Melee battleaxe -1 (1d8-1/×3) or
. . dagger -1 (1d4-1/19-20)
Special Attacks hatred
Arcane School Spell-Like Abilities (CL 1st; concentration +7)
. . 7/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +7)
. . 1st—color spray (DC 16), enlarge person (DC 15), magic weapon
. . 0 (at will)—acid splash, detect magic, mage hand
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 8, Dex 10, Con 17, Int 18, Wis 14, Cha 6
Base Atk +0; CMB -1; CMD 9 (13 vs. bull rush, 13 vs. trip)
Feats Light Armor Proficiency, Spell Focus (illusion)
Traits focused mind, observant
Skills Acrobatics -3 (-7 to jump), Appraise +8 (+10 to assess nonmagical metals or gemstones), Craft (blacksmith) +8, Knowledge (arcana) +8, Knowledge (local) +8, Perception +7 (+9 to notice unusual stonework), Spellcraft +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Giant, Goblin, Orc
SQ arcane bond (amulet), physical enhancement (+1)
Other Gear studded leather, battleaxe, dagger, - arcane bond amulet -, wizard starting spellbook, 113 gp
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Special Abilities
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Arcane Bond (Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinetic Fist (1d4 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Confirmation Scrolls:
scroll of gust of wind
scroll of identify
scroll of mage armor (CL 6th)
scroll of obscuring mist

Spell book:

Level Zero:
Acid Splash
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation
Ray of Frost
Read Magic
Resistance
Touch of Fatigue

Level One:
Color Spray
Enlarge Person
Grease
Magic Missile
Magic Weapon
Protection from Evil
Shield