Dwarf

Brynark the Cold's page

72 posts. Alias of rpblue.


Race

Resources:
Sorc: 1st: 4/4 | Witch: See List

Classes/Levels

Current Adjustments:
--

Gender

Vision Quester 5 HP: 32/32 | AC 16 | T 12 | FF 14 | Fort +4 | Ref +6 | Will +6 | CMD 12 | Initiative +2 | Perception/Sense Motive +1 | Knowledge(Arc/Pla) +13/(His) +10/(Nat) +12 | Spellcraft +13

About Brynark the Cold

Brynark the Cold
Male Dwarf Crossblooded Tattooed Sorcerer 1 / Winter Medium Witch 4
N Medium Humanoid (dwarf)
Initiative +2;

Defense::

AC 16, touch 12, flat-footed 14 (+2 Dex; +4 Armor)
HP 32 (5d6+10)
Fort +4, Ref +6, Will +6
Defensive Abilities
Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities

Offense::

Speed 20 ft.
Melee dagger +0 (1d4-2; 19-20)

Spells:

Sorcerer - CL 1
Spells: 1st (4/day)
Spells Known:
0th (4): Ray of Frost; Prestidigitation; Mage Hand
1st (2): Snowball; Blood Money

Witch - CL 5
Spells: 1st (3+2/day); 2nd (2+1/day)
Spells Known:
0th (4): Detect Magic; Read Magic; Guidance; Detect Poison
1st (9+1): Detect Undead*; Mage Armor; Frostbite; Infernal Healing; Mount; Ill Omen; Reduce Person; Chill Touch; Obscuring Mist; Cure Light Wounds
2nd (4+1): Command Undead*; Frost Fall; Aggressive Thundercloud

Statistics::

Str 7, Dex 14, Con 14, Int 21, Wis 12, Cha 8
Base Attack +2; CMB +0; CMD 12
Feats: Irrisen Ice Mage; Varisian Tattoo; Ectoplasmic Spell; Elemental Focus(Cold); Intensify Spell
Skills (35 Ranks; 5 Headband)
Craft (Ice Sculpture) +13; Diplomacy +10; Kn. (Arcana) +13; Kn. (History) +10; Kn. (Nature) +12; Kn. (Planes) +13; Linguistics +10; Spellcraft +13
Languages Common, Dwarvish, Ancient Osiriani, Skald, Sylvan, Aquan, Varisian, + 1 language
Traits [Social] Student of Philosophy - You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true; [Magic] Magical Knack(Witch) - +2 to the caster level of Witch up to character level.
Racial Traits Slow and Steady: 20’ move speed; 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; Craftsman: Dwarves gain a +2 racial bonus on Profession and Craft checks relating to metal or stone; 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; Darkvision: Dwarves can see perfectly in the dark up to 60 feet; Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. 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.
SQ Patron (Occult); Hexes (Frozen Caress); Familiar; Cold Flesh (Cold Resistance 5/Endure Elements vs. Cold)
Combat Gear Dagger, Quarterstaff, Headband of Vast Intelligence +2, Cloak of Resistance +1

Special Abilities::

Tattooed Familiar: A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.

Boreal Bloodline:
Class Skill: Knowledge (nature).
Bloodline Arcana: Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1.

Elemental [Water] Bloodline:
Class Skill: Knowledge (planes).
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline [x to Cold].

Familiar: Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.

Cantrips: A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.

Patron (Occult): A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, endurance, moon, occult, portents, stars, transformation, trickery, water, winter, or wisdom.
2nd—detect undead, 4th—command undead, 6th—twilight knife, 8th—black tentacles, 10th—snake staff, 12th—create undead, 14th—waves of exhaustion, 16th—trap the soul, 18th—gate.

Ice Magic: When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex): At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.
A winter witch can select the following hexes:
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.

Ectoplasmic Aptitude (Su): At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic Spell metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic Spell feat to any spell she is casting without increasing its spell level.

Familiar (Philip the Stoat (Weasel)):

N Tiny animal
Senses low-light vision, scent; Perception +1
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 13 (4d6+8/2)
Fort +4, Ref +6, Will +5
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +2, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics, +8 Climb; Size Modifier +8 Stealth
SPECIAL ABILITIES
Attach (Ex)
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Spells Prepared:

1st: Mage Armor; Cure Light Wounds (x2); Chill Touch (x2)

2nd: Cure Moderate Wounds; Frost Fall; Aggressive Thundercloud