Member of the Ninth Battalion

Dolgar Thunderfist's page

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Full Name

Lord Dolgar Thunderfist

Race

Dwarf

Classes/Levels

Magus 16

Gender

Male

Size

M

Age

73

Alignment

LG

Deity

Torag

Location

Fort Rannick

Languages

Common, Dwarven, Celestial, Draconic, Giant, Gnome, Goblin, Sign Language, Terran, Thassilonian, Undercommon, Varisian

Occupation

Mage-Smith

Strength 20
Dexterity 12
Constitution 18
Intelligence 24
Wisdom 12
Charisma 10

About Dolgar Thunderfist

Dolgar is a member of the Thunderfist clan, famed Mage-Smiths from the former Sky Citadel of Janderhoff. He was travelling through Sandpoint researching Thassilonian artifacts when the events now known as the Rise of the Runelords began. Now that that's over he's working out of Fort Rannick with a forge blessed by a High Priest of Torag and continuing to learn about Thassilonian magic.

Dolgar Thunderfist
Male dwarf magus 16 (Pathfinder RPG Ultimate Magic 9)
LG Medium humanoid (dwarf)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +26
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Defense
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AC 30, touch 14, flat-footed 29 (+12 armor, +3 deflection, +1 Dex, +2 natural, +2 shield)
hp 147 (16d8+64)
Fort +17, Ref +9, Will +14; +2 morale bonus vs. transmutation spells, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training; DR 3/—
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Offense
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Speed 30 ft.
Melee +2 domineering keen wand chamber adamantine longsword +20/+15/+10 (1d8+9/17-20) or
. . father’s forgehammer +17/+12/+7 (1d4+5) or
. . runechill hatchet +18/+13/+8 (1d8+6/×3)
Special Attacks arcane pool (+4, 15 points), counterstrike, greater spell combat, hatred, improved spell recall, magus arcana (accurate strike, familiar, maximized magic, quickened magic, wand wielder), spellstrike
Magus Spells Prepared (CL 16th; concentration +23)
. . 6th—disintegrate (DC 23), greater dispel magic
. . 5th—greater bladed dash, corrosive consumption[UM], fire snake[APG] (DC 22), overland flight
. . 4th—dimension door, intensified fireball (DC 20), forceful strike (DC 21), greater invisibility, stoneskin
. . 3rd—dispel magic, displacement, fireball (DC 20), fly, haste, vampiric touch (2)
. . 2nd—bladed dash, elemental touch[APG], glitterdust (DC 19), invisibility, intensified shocking grasp (2), tactical acumen[UC]
. . 1st—chill touch (DC 18), feather fall, magic missile (2), shocking grasp (2), true strike
. . 0 (at will)—acid splash, detect magic, disrupt undead, prestidigitation, read magic
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Statistics
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Str 20, Dex 12, Con 18, Int 24, Wis 12, Cha 10
Base Atk +12; CMB +17; CMD 31 (35 vs. bull rush, 35 vs. trip)
Feats Alertness, Combat Casting, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Forge Ring, Intensified Spell[APG], Power Attack, Spell Penetration, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits eldritch smith, outlander - lore seeker
Skills Climb +4, Craft (armor) +22 (+24 on checks related to metal or stone), Craft (blacksmith) +13 (+15 on checks related to metal or stone), Craft (jewelry) +13 (+15 on checks related to metal or stone), Craft (sculpture) +13 (+15 on checks related to metal or stone), Craft (stonemasonry) +13 (+15 on checks related to metal or stone), Craft (weapons) +22 (+24 on checks related to metal or stone), Diplomacy -2, Fly +6, Knowledge (arcana) +27, Knowledge (dungeoneering) +20, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +23, Knowledge (local) +23, Knowledge (planes) +26, Linguistics +10, Perception +26 (+28 to notice unusual stonework), Sense Motive +3, Spellcraft +26, Swim +4, Use Magic Device +19; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Celestial, Common, Draconic, Drow Sign Language, Dwarven, Giant, Gnome, Goblin, Terran, Thassilonian, Undercommon, Varisian
SQ fighter training, heavy armor, hero points, knowledge pool
Combat Gear potion of cure light wounds, potion of cure light wounds, potion of cure serious wounds, scroll of disintegrate, scroll of resist energy (CL 11th), resist energy (CL 11th), resist energy (CL 7th), resist energy (CL 7th), resist energy (CL 7th), resist energy (CL 7th), wand of endure elements (50 charges), wand of protection from evil (50 charges), wand of shield (CL 2nd, 50 charges), wand of true strike (50 charges); Other Gear +3 folding, +2 natural armor of adaptation adamantine full plate, +1 mithral buckler, +2 domineering keen wand chamber adamantine longsword, runechill hatchet, father’s forgehammer, dull grey ioun stone, amulet of natural armor +2, belt of physical might +4 (Str, Con), boots of striding and springing, eyes of the eagle, handy haversack, headband of vast intelligence +6, ring of freedom of movement, shawl of life-keeping, sihedron ring, amulet of folding armor, +2 natural armor, and adaptation, belt pouch, belt pouch, chalk (10), earplugs, explorer's outfit, false-bottomed cup, granite and diamond dust (stoneskin) (worth 1,000 gp), masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, ring of protection +3 and sustenance, scroll case, signet ring, silk rope (50 ft.), spell component pouch, spellbook, spellbook, travelling spellbook, travelling spellbook, wand chamber in longsword, waterproof bag, waterskin (2), weapon cord, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse, saddlebags, 444 gp, 2 sp, 1 cp
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Special Abilities
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Accurate Strike (Ex) 2 Arcane Pool: Melee attacks resolve as touch attacks.
Arcane Pool +4 (15/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
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.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Eldritch Smith When crafting a stone/metal item, you reduce the cost of making the item by 5%.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Ioun stone (dull grey) These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on) or any condition (cracked, flawed, or whole).

Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.

Resonant Power:
Read magic 1/day for 10 minutes.

Construction
Requirements Craft Wondrous Item, creator must be 12th level; Cost 12 gp, 5 sp
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Maximized Magic (1/day) (Su) 1/day, cast a spell as if Maximized without altering the casting time or level.
Outlander - Lore Seeker +1 Knowledge (Arcana), it is a class skill. Three selected spells gain +1 CL and DC.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quickened Magic (1/day) (Su) 1/day, cast a spell as if Quickened without altering the level.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shawl of life-keeping (10 HP/day) Store up to 10 HP in the shawl. You heal stored HP if you are reduced to -1 HP or less.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Weapon cord Attached weapon can be recovered as a swift action.
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Dolgar is a member of the Thunderfist clan, who are famous Mage-Smiths in Janderhoff.

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Geir
Male owl (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +25
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Defense
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AC 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
hp 73 (1d8)
Fort +10, Ref +8, Will +12
SR 21
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee talon +17 (1d4-2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 13, Wis 15, Cha 6
Base Atk +12; CMB +13; CMD 21
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-5 to jump), Climb +7, Craft (armor) +9, Craft (jewelry) +0, Craft (sculpture) +0, Craft (stonemasonry) +0, Craft (weapons) +9, Fly +17, Knowledge (arcana) +17, Knowledge (dungeoneering) +11, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (planes) +17, Linguistics +4, Perception +25, Spellcraft +17, Stealth +19, Swim +7, Use Magic Device +14; Racial Modifiers +4 Perception, +4 Stealth
Languages Auran, Sylvan
SQ improved evasion
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Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (21) You have Spell Resistance.
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Geir is a very small owl of the type used by Dwarves for millennia to help scout tunnels and keep areas free of small insects. He loves to crack the shells of beetles and eat the insides.

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Horse, light
Male horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
Other Gear saddlebags
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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