About Breg SlaghammerProfile:
NAME BREG SLAGHAMMER ALIGNMENT LAWFUL NEUTRAL DEITYYmeri, Queen of the Inferno VITAL STATS:
AGE 57 SIZE MEDIUM HEIGHT 4'2" WEIGHT 185 SKIN Copper Toned EYES Browny Red – Think Red Clay FEATURES/MARKS Red full beard encompasses his chest / face (see pic) completely bald on top. Deep running creases and cracks form the rough skin that adorns his hands and forearms. EXPERIENCE(XP) 0 SPEED / INITIATIVE / SENSES:
SPEED 20FT INITIATIVE +1 SENSES PERCEPTION +2 HEALTH :
HP[Hit Points]6 ARMOUR CLASS:
AC= XXX SAVING THROWS:
Fortitude = +2 Base Save = +0 ; Ability Mod = +2 Reflex = +1Base Save = +0 ; Ability Mod = +1 Will = +4 Base Save = +2 ; Ability Mod = +2 PROFICIENCY BONUS:
Proficiency Bonus+0 Melee Attack[+0 BAB + 2 Str Mod + 0 Misc] Ranged Attack[+0 BAB +1 Dex Mod + 0 Misc] Spell Attack +6[+0 Prof & +3 Int Bonus] Spell Save DC 13 +Spell Level10 + Spell Level + 3 Int bonus WEAPONS:
Daggers1d4 piercing + str mod ABILITY SCORES:
STR 15[15; MOD +2] DEX 12[12; MOD +1] CON 14[12+2 Dwarf; MOD +2] INT 17[17; MOD +3] WIS 14[12+2 Dwarf; MOD +2] CHA 9[11-2 Dwarf; MOD -1] RACE: DWARF:
SIZE AND TYPEMedium Humanoid ABILITY SCORE INCREASE+2 CON; +2 WIS; -2 CHA DWARF TRAITS [DEFENSIVE TRAITS] 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. [/ooc] [FEAT AND RACIAL SKILL TRAITS] 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. [/ooc] [SENSES RACIAL TRAIT] Darkvision Dwarves can see perfectly in the dark up to 60 feet. [OFFENSE RACIAL TRAIT] 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. [/ooc] MAGIC:
BONUS SPELLS --- FIRST – 2 SECOND 2 – THIRD 2 (+1 From Int Bonus; +1 specialist bonus must be from fire school) SPELL SLOTS – 0TH [3] – FIRST [3] (Bonus spell slot from 1 and up due to specialist) -------Fire Wizard------- FIRE JET:
As a standard action, you can send forth a 20-foot line of fire. Anyone in this line takes 1d6 points of fire damage + 1 point for every two wizard levels you possess. A successful Reflex save halves this damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their saving throw catch fire and take 1d6 points of fire damage on the following round. Creatures that catch fire can avoid this damage by taking a full-round action to extinguish the flames by making a DC 15 Reflex save. Rolling on the ground gives a +2 circumstance bonus on the save. Dousing the creature with water automatically extinguishes the flame. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. ----------CANTRIPS---------- [3] Spark:
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object. Read Magic:
Read scrolls and spellbooks Scrivener’s Chant:
Animate quill to make a copy of writing on another page. ----------First Level------------- [3] Spellbook:
[spoiler= Fire Spells]Burning Hands, Dancing Lanern ------CLASS: WIZARD PRIMALIST FIRE -------- School of Opposition Water – Requires two spell slots to memorize a spell. Primalist:
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.
You may use primal magic in this manner once per day. This ability replaces arcane bond. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day. Something can go here:
Bleh bklah blook Maybe something ehre?:
sadf FEATS:
Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. SKILLS:
APPRAISE© [+4][1 Rank; +3 Int Bonus’ Class Skill Bonus] CRAFT© [+3][1 Rank; +3 Int Bonus; +3 Class Skill Bonus] FLY© [+3][OOC][0 Rank; +1 Dex Bonus KNOWLEDGE (ALL)© [+6][OOC][1 Rank; +3 Int Bonus; +3 Class Skill Bonus] LINGUISTICS© [+3][OOC][1 Rank; +3 Int Bonus; +3 Class Skill Bonus] PROFESSION (SLAG MINER)© [+2][OOC][0 Rank; +2 Wis Bonus] SPELLCRAFT© [+6][OOC][1 Rank; +3 Int Bonus; +3 Class Skill Bonus] LANGUAGES:
Dwarven, Common, Ignan (Tongue of Fire) Terran (Tongue of Earth) Auran (tongue of the heaven), Aquan (Tongue of the Sea) Equipment:
CREDITS / VALUABLES:
GOLD:[0gp] BIOG::
BregRinging steel and spark flew from the forges of the Ragehammer clan for generations. Their unrivalled craftsmanship in weaponry brought fame to their family name and with it wealth and power. For centuries they provided service to the Dwarven Kings, crafting weapons of great power, infused with long forgotten magics and the might of the elemental fire. Calamity befell the great forges of the Ragehammer, wrought with flame and destruction the forges failed catastrophically during creation of one such powerful hammer, long forgotton to time and only vague memories serve to remember the lost Artifact given the same name of the family who dared to forge it, The Ragehammer. In his anger at his lost prized possession once king Buldar Stonearm stripped the clan of their title to be forever known as the Slaghammer’s. Generations have come and gone and what remains of the clan now forges whatever they may out of scrap and otherwise unwanted material in the lowest reaches of the city, selling weapons to those who are dangerous, or stupid enough to use them. Breg lived the life of a Slaghammer, shielded by his mother and molded by his father Breg learned not only the trade of forging forgettable weapons but also that of a scholar. Born with cracked and crevassed hands and forearms that glowed faintly of a dying forge made Breg unique amongst his kin. Rumor speculated amongst the clan elders that the flame of the Ragehammer had been rekindled inside of Breg. It didn’t take long before Breg discovered his own talent for the arcane. He spent many a night sneaking or bribing his way into the arcane libraries of the great houses. His lantern hovering near his head, and his summoned pen scribbling furiously as he read aloud, hoping to take any information he could back with him. It was during this very act that Breg was found out. Round up in shackles, his prized possession (spell book) taken from him. He now finds himself aboard a boat, off to lands unexplored. |