Gath Morian

Dolgar Thunderweaver's page

2 posts. Alias of Akihiro.


Full Name

Dolgar Thunderweaver

Race

Dwarf

Classes/Levels

Wizard 1

Gender

Male

Size

M

Age

52

Alignment

NG

Deity

Grundinnar

Languages

common, dwarven, draconic, orc, goblin

Strength 10
Dexterity 12
Constitution 16
Intelligence 17
Wisdom 10
Charisma 8

About Dolgar Thunderweaver

Class Information:
Class: Wizard 1
Favored Class: Wizard
Favored Class Bonus: +1 hit point or skill point per level

Combat Information:
HP: 11 (1d4 + 3 con + 3 Toughness + 1 favored class)
AC: 11
CMD: 11
Touch: 11
Flat-footed: 10

BAB: +0
Base Melee: +0
Base Ranged: +1 (0 BAB + 1 dex + 0 misc)

Initiative: (+1) +1 dex, +0 misc

Saving Throws:
Fortitude: (+3) 0 base, 3 con, 0 misc
Reflex: (+1) 0 base, 1 dex, 0 misc
Will: (+2) 2 base, 0 wis, 0 misc

Race and Class traits:
Racial Bonuses and Traits:
Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

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.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Class Abilities and Features:
Spells: A wizard casts arcane spells from his spell list

Bonus Languages: draconic

Arcane Bond(ex, ring): A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared.

Arcane School (Universalist)

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. Int modifier for attack rolls, str for damage

Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. once per day at 8th level and 1 additional time per day for every two levels after 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Cannot use the ability to cast spells that would be a higher level than you can cast.


Skills:
Your maximum ranks in a skill are equal to your total level.
Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
[c] means class skill.

Appraise: +3 (0 r + 3 ab)
Fly: +1 (0 r + 1 ab)
Knowledge (Arcana): + 7 (1 r + 3 ab + 3 c)
Knowledge (Dungeoneering): + 7 (1 r + 3 ab + 3 c)
Knowledge (Engineering): +7 (1 r + 3 ab + 3 c)
Knowledge (Geography): +3 (0 r + 3 ab)
Knowledge (History): + 7 (1 r + 3 ab + 3 c)
Knowledge (Local): +3 (0 r + 3 ab)
Knowledge (Nature): +3 (0 r + 3 ab)
Knowledge (Nobility): +3 (0 r + 3 ab)
Knowledge (Planes): +3 (0 r + 3 ab)
Knowledge (Religion): +3 (0 r + 3 ab)
Spellcraft: + 7 (1 r + 3 ab + 3 c)

Traits:
Battlefield Caster: You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Feats:
Level 1: Toughness- You gain +3 hit points. For every Hit Die you
possess beyond 3, you gain an additional +1 hit point.

Wealth and Equipment:

Wealth: 2 gp

weapon: light crossbow, 1d8/19-20/x2, Piercing, 4lbs
ammo: crossbow bolt (30) 3 lbs

Other equipment:
Backpack 2lbs
Bedroll 5lbs
Waterskin 4lbs
Blanket (winter) 3lbs
lamp: 1 lb
oil(1-pint): 1lb
Ink (1oz vial)
inkpen
Spellbook (wizard blank): 3 lbs
Spell component pouch: 2 lbs

Spell book
All 0-level spells

1st level:
Charm Person
Magic Missile
Expeditious retreat
Feather Fall
Shield
Summon Monster 1

Appearance: A dwarf of typical height and build. Dolgar has Emerald green eyes and long shaggy black hair. He wears dark green robes and always carries his ring (arcane bonded) which bears the symbol of a lightning bolt striking a hammer.

Personality: :
Quirky and eccentric would be good words to describe Dolgar. He is easily distracted when he finds something interesting (usually some fact about history or magic). He can get frustrated with himself when he can't explain something well enough to be at least basically understood. He can be slow to trust others, because he knows that few understand him. However, once one gains his trust, they will find no one more loyal. He tries to help his friends in whatever way he can, and often others as well. He thinks before acting, and likes to plan out every possible scenario in his head.

Background: :
Some would say that a life devoted to studying the arcane arts is strange for a dwarf. Dolgar was born with a vast curiosity of the world, which always made him a bit of an outsider. Considered too eccentric, Dolgar grew up wanting to know how everything worked. His parents were always a little disappointed with him, as they come from a long line of smiths. Yet they knew that he would not be truly happy living a simple life. When he came of age, a life studying the ways of the world seemed an obvious choice for him.

He began his apprenticeship with Kolgan Redhammer, a wizard who lived close to Dolgar’s ancestral home. Dolgar took it upon himself to learn as much as he can, constantly burying himself in tomes on magic and its history. Eventually, he mastered the basics of spellcasting. However, he continued to desire to learn more, and realizing that a life holed up in the library would not work for him, he decided to set out and see what he could learn from the world around him.