Full Name |
Drannum Grunnar |
Race |
Dwarf |
Classes/Levels |
Wizard (Abjurer) 4 |
Gender |
Male |
Size |
Medium |
Age |
65 |
Alignment |
Lawful Neutral |
Languages |
Aklo, Draconic, Markkish, Nestoran, Talmoran |
Strength |
11 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
14 |
Charisma |
12 |
About Drannum Grunnar
DRANNUM GRUNNAR CR 1/2
Male Dwarf Wizard 1
LN Medium Humanoid (Dwarf)
Init +1; Senses Darkvision (60 feet); Perception +3
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DEFENSE
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AC 11, touch 11, flat-footed 10. . (+1 Dex)
hp 9 (1d6+2)
Fort +2, Ref +1, Will +4
Defensive Abilities Defensive Training; Resist cold 5
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OFFENSE
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Spd 20 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Wizard Spells Known (CL 1, 0 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Enlarge Person (DC 14), Shield (DC 15)
0 (at will) Light, Read Magic (DC 13), Detect Magic
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STATISTICS
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Str 11, Dex 12, Con 14, Int 17, Wis 14, Cha 12
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Spell Focus: Abjuration, Wizard Weapon Proficiencies
Skills Knowledge (Arcana) +7, Knowledge (History) +7, Perception +3, Sense Motive +3, Spellcraft +7 Modifiers Lorekeeper
Languages Common, Draconic, Dwarven, Markkish, Nestoran
SQ Abjuration, Bonded Object: Staff (1/day) (Sp), Enchantment, Hardy, Hatred, Illusion, Protective Ward (6/day) (Su), Resistance 5: Cold (Ex), Slow and Steady, Stability, Stonecunning +2
Other Gear Artisan's tools: Craft (Books), Backpack (11 @ 5 lbs), Flint and steel, Ink (1 oz. vial, black), Ink, glowing (vial), Ink, invisible, average (2), Inkpen, Parchment (sheet) (5), Pouch, belt (1 @ 0 lbs), Pouch, belt (1 @ 0.34 lbs), Smelling Salts, Spell component pouch, Staff
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SPECIAL ABILITIES
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Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Bonded Object: Staff (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Protective Ward (6/day) (Su) Create 10' radius field granting allies +1 (+1 / 5 levels) AC bonus.
Resistance 5: Cold (Ex) You gain Cold Resistance 5.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Focus: Abjuration Spells from one school of magic have +1 to their save DC.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
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