Worshipper of Torag

Dantes Goldforge's page

742 posts. Alias of markofbane.


Race

Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|

About Dantes Goldforge

Dwarven Wizard (transmuter) 10 | HP 65 | Init +5 | Perc +0 (+2 w fam) | AC: 15 T: 15 FF: 14 CMD: 12 | F +6 R +5 W +7 | App +11 SpCr +17 |Conc +14|
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Dantes Goldforge
Neutral Evil Male Dwarf Wizard (Transmuter) 10
Medium Size (4‘0”, 172 pounds, Brown Eyes, Brown Hair)
Age: 110
Move: 20’
Languages: Common, Draconic, Dwarven, Azlanti, Polygot, Giant, Thassilonian, Cyclops, Aquan, Terran, Auran, Ignan, Abyssal, Infernal, Celestial, Mwangi,

10 Strength
12 Dexterity
15 Constitution 17 with Physical Enhancement ability
20 Intelligence
10 Wisdom
8 Charisma

Initiative: +5 (+1 Dex, +4 Feat)
AC: 15 (Mage Armor +4, Dexterity +1)
+2 dodge vs. aquatic or water subtypes
Melee:
Battle Axe (+4, 1d8+0, x3, S)
Ranged:
NA
+1 to hit vs. aquatic or water subtype
CMB: 4
CMD: 15 (19 vs. bull rush, trip)
Fort: +4 +5 w/Physical Enhancement ability
Ref: +3
Will: +6
+2 vs. Poison, Spells and Spell-like Abilities
Hit Points: 56 65 with Physical Enhancement ability

Traits/Feats:

T: Focused Mind: +2 trait bonus on concentration checks.
T: Ancient Explorer: +1 to Knowledge (History) and Knowledge (Local). Gain Cyclops as bonus language.
L1: Breadth of Knowledge: +2 to all knowledge skills; can make knowledge and profession checks without ranks.
B1: Scribe Scroll: Can craft arcane scrolls.
L3: Craft Wondrous Items.
L5: Improved Initiative.
B5: Extend Spell.
L7: Craft Magical Arms & Armor.
L9: Silent Spell.

Skills:

8 points per level: 2 class, 5 intelligence, 1 favored class.

+11 - Appraise = (3 ranks + 3 class + 5 attribute + 0 other) +2 for treasure found in/under water
+9 - Craft (Alchemy) (1+3+5+0)
+1 - Fly (0+3+1+0)
+18 - Knowledge (Arcana) (9+3+5+2)*
+15 - Knowledge (Dungeoneering) (5+3+5+2)
+15 - Knowledge (Engineering) (5+3+5+2)
+15 - Knowledge (Geography) (5+3+5+2)
+14 - Knowledge (History) (4+3+5+2)
+15 - Knowledge (Local) (5+3+5+2)
+13 - Knowledge (Nature) (5+3+4+2)
+13 - Knowledge (Nobility) (4+3+4+2)
+13 - Knowledge (Planes) (4+3+4+2)
+13 - Knowledge (Religion) (4+3+4+2)
+15 - Linguistics (9+3+4+0)*
+0 - Perception (0+0+0+0)
+2 – Profession (Any) (0+3+0+2)
+6 – Profession (Sailor) (0+3+0+4+2)
+17 - Spellcraft (9+3+5+0)*
+1 - Stealth (0+0+1+0)
+0 - Swim (0+0+0+0)


Race/Class Abilities:

Favored Class: Wizard (9 used for skill points)
Dwarf Abilities:
Medium size, 20’ base movement (not modified for armor or encumbrance)
+2 Constitution, +2 Wisdom, -2 Charisma, applied above.
Darkvision, 60’.
Greed (modified by Saltbeard): +2 on Appraise checks for treasure found in/under water.
Hardy: +2 on saves vs. poison and spells.
Stability: +4 to CMD vs. bull rush or trip while standing on ground.
Weapon Familiarity: proficient with battleaxe, heavy pick and warhammer.
Saltbeard: +2 Profession (sailor) and Survival at sea. +1 to hit and +2 dodge vs. aquatic or water creatures.

Wizard Abilities:
Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond: Familiar, see below.
Arcane School: Transmutation, Enhancement Subschool (opposed: Enchantment, Necromancy).
Physical Enhancement: +1 enhancement to one physical score. Can be changed when spells are prepared. Currently applied to Constitution.
Augment: Standard action, touch to grant +2 enhancement to a single ability score or +2 stacking natural armor. Lasts three rounds. Usable eight times per day.
Perfection of Self (Su): At 8th level, as a swift action you can grant yourself an enhancement bonus to a single ability score equal to 1/2 your wizard level (maximum +10) for one round. You may use this ability for a number of times per day equal to your wizard level.


Spells:

Memorized:
Cantrips (DC 14) 4: Presdigitation, Detect Magic, Acid Splash, Detect Poison.
1st level spells (DC 15) 6+1: Mage Armor, Touch of the Sea, Enlarge Person, True Strike, (empty slot).
2nd level spells (DC 16) 5+1: Bulls Strength, Glitterdust, Invisibility, Invisibility, (empty slot)
3rd level spells (DC 17) 3+1: Haste, Fireball, Stinking Cloud, Fly.
4th level spells (DC 18) 2+1: Black Tentacles, (empty slot), Monstrous Physique II.
5th level spells (DC 19) 1+1: Wall of Force, Telekinesis, Telekinesis.
Spell Book
Cantrips (21): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Presdigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue.
1st level spells (14): Grease, Mage Armor, Color Spray, Enlarge Person, Feather Fall, Touch of the Sea, Liberating Command, True Strike, Burning Hands, Fastidiousness, Magic Missile, Obscuring Mist, Silent Image, Unseen Servant.
2nd level spells (8): Bulls Strength, Invisibility, See Invisible, Glitterdust.
3rd level spells (15): Haste, Fly, Fireball, Stinking Cloud, Web.
4th level spells (16): Monstrous Physique II, Black Tentacles, Arcane Eye, Greater Invisibility
5th level spells (10): Wall of Force, Telekinesis.

Background:
Expulsion. The price he paid for destroying ancient documents was expulsion from, not only the academy, but the city of Greengold. And when you are not an elf, being banished from Greengold is basically the same as being banished from the entire elven nation of Kyonin.

It was worth it, though. The scrolls he had found were written by an elven explorer who was pursuing ancient civilizations in the Inner Sea region. The documents spoke of ruins and treasures of a civilization of cyclopses, including tantalizing hints that he hadn’t seen before, details previously uncovered. By destroying the scrolls, he hoped to get to these sites before anyone else.

In the decades since the expulsion, Dantes made his way south to the Inner Sea. He has made himself useful on ship after ship, using the passage to continue trying to gather information and find ruins. Years and years of merchant ship journeys brought Dantes little satisfaction. So one day he took an opportunity; when the vessel he was travelling on was boarded by pirates, Dantes offered his services. Leaving with only his spell book and his familiar, Dantes never looked back. Not only did pirates tend to go to more secluded and often abandoned locations (more conducive to his aims), but he found them to be much closer to kindred spirits than any of the merchants he had associated with.

It has been decades now that he has plied the seas. During that time, he’s held most jobs you can in the seafaring community and accumulated a lot of lore. Time after time he's investigated rumors of a ruin or artifact, but each time he was disappointed. But once again, he thinks he’s struck a jackpot! In a few short hours, he’ll be meeting a contact that has for sale a detailed map to a cyclops empire ruin, one believed to be previously unexplored! With glee in heart at the prospect, coin in his pouch for the map and everything he owed on his person, Dantes set off to the Formidably Maid tavern to meet his contact, and his destiny.


Description:
Though stocky like most dwarves, Dantes is not particularly powerful looking. With unremarkable brown and eyes, he would easily disappear into any gathering of dwarves. He goes through pains to ensure that he does not look wealthy, knowing that likely marks him as a target in the pirate community. His clothing is plain, and valuable items are carefully stowed away.

Dantes is perfectly content to be the power behind the authority, installing someone to be a figurehead and allowing him to therefore freely pursue his interests. More than anything, he craves power, be it wealth, knowledge or arcane might.


Equipment:

Encumbrance: 12#, light (33/66/100).
Carried/Worn
Monk’s Outfit
boots of the cat, 1#
headband of vast intellect +2, 1#
cloak of protection +2, 1#
Battleaxe, 6#

Spell Component Pouch, 2#

handy haversack, 5#
-Spell book, 3#
-Spare spell component pouch, 2#
-Belt Pouch, 1/2#
-Waterproof Bag, ½#
-Wealth, 34 gp, 5 sp
-Bandolier
-Acid Flask (3)
-Alchemist Fire (3)

-wand of mirror images (CL3), 23 charges
-wand of magic missiles (CL3), 50 charges

-Scroll: Dancing Lights (CL1)
-Scroll: Disrupt Undead (CL1), Disrupt Undead (CL1), Disrupt Undead (CL1), Disrupt Undead (CL1)
-Scroll: Ghost Sound (CL1)
-Scroll: Mage Hand (CL1)
-Scroll: Mending (CL1)
-Scroll: Open/Close (CL1)
-Scroll: Grease (CL1), Grease (CL1), Grease (CL1), Grease (CL1)
-Scroll: Mage Armor (CL1), Mage Armor (CL1), Mage Armor (CL1), Mage Armor (CL1)
-Scroll: Touch of the Sea (CL1)
-Scroll: True Strike (CL1)
-Scroll: True Strike (CL1)
-Scroll: True Strike (CL1)
-Scroll: True Strike (CL1)
-Scroll: True Strike (CL1)
-Scroll: True Strike (CL1)
-Scroll: Burning Hands (CL5)
-Scroll: Burning Hands (CL5)
-Scroll: Burning Hands (CL5)
-Scroll: Burning Hands (CL5)
-Scroll: Magic Missiles (CL7)
-Scroll: Magic Missiles (CL7)
-Scroll: Magic Missiles (CL7)
-Scroll: Magic Missiles (CL7)
-Scroll: Obscuring Mist (CL1)
-Scroll: Silent Image (CL1)
-Scroll: Unseen Servant (CL1)
-Scroll: Bulls Strength (CL3)
-Scroll: Invisibility (CL3)
-Scroll: Invisibility (CL3)
-Scroll: Invisibility (CL3)
-Scroll: Invisibility (CL3)
-Scroll: See Invisible (CL3), Glitterdust (CL3)
-Scroll: See Invisible (CL3), Glitterdust (CL3)
-Scroll: Haste (CL5)
-Scroll: Haste (CL5)
-Scroll: Fireball (CL5)
-Scroll: Fireball (CL5)
-Scroll: Fireball (CL5)
-Scroll: Fireball (CL5)
-Scroll: Fly (CL5)
-Scroll: Stinking Cloud (CL5)

Amulet of natural armor +2 (loaned to Faengrim)
Slippers of spider climbing (loaned to Faengrim)


Familiar:

Rat.
N Tiny Magical Beast
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size, +2 natural armor)
hp 4
Fort +2, Ref +4, Will +3
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse