Cave Wizard

Droghedor Coram's page

127 posts. Organized Play character for thunderspirit.


Full Name

Droghedor Coram

Race

Male Dwarf Rgr1/Wiz(diviner)5/EKn2 | hp 68/68 | Init +6 (Forewarned) | AC 21, T 12, FF 21 | CMB +8, CMD 20 |

Classes/Levels

F 8*, R +7*, W +8* | Prcptn +11 (darkvision), SM +1 |

About Droghedor Coram

Inspiration for Droghedor's, er, personality.

Droghedor Coram
Male dwarf Ranger 1/Diviner 5/Eldritch Knight 2
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)

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Defense
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AC 21, touch 12, flat-footed 21 (+5 armor, +1 deflection, +1 insight, +1 natural, +3 shield)
hp 68 (8 HD; 5d6+3d10+26)
Fort +8, Ref +7, Will +8; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training

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Offense
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Speed 20 ft.
Melee +1 adamantine dwarven waraxe +9 (1d10+4/×3) or
. . mwk cold iron battleaxe +9 (1d8+3/×3) or
. . mwk silver warhammer +9 (1d8+3/×3)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks favored enemy (evil outsiders +2), hatred
Arcane School Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—diviner's fortune (+2)
Diviner Spells Prepared (CL 8th; concentration +11)
. . 3rd—fly, haste (x2), tongues
. . 2nd—blur, glitterdust (x2), invisibility, see invisibility (DC 15)
. . 1st—grease, magic missile (x2), protection from evil, true strike
. . 0 (at will)—detect magic, prestidigitation, ray of frost, read magic
. . Opposition Schools Enchantment, Necromancy

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Statistics
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STR 17, DEX 10, CON 14, INT 16, WIS 12, CHA 9
Base Atk +5; CMB +8; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Arcane Armor Training, Arcane Strike, Improved Initiative, Power Attack, Spell Focus (evocation), Still Spell, Toughness
Traits deft dodger, magical knack
Skills Acrobatics +0 (-4 to jump), Appraise +3 (+5 to assess nonmagical metals or gemstones), Fly +4, Kn (arcana) +14, Kn (dungeoneering) +7, Kn (engineering) +7, Kn (geography) +7, Kne (history) +7, Kn (local) +7, Kn (nature) +7, Kn (nobility) +7, Kn (planes) +14, Knowledge (religion) +7, Perception +11 (+13 to notice unusual stonework), Spellcraft +14, Survival +11; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Hallit, Shoanti, Varisian
SQ arcane bond (+1 adamantine dwarven waraxe), forewarned, track +1, wild empathy
Combat Gear potion of cure light wounds (3), scroll of acid arrow, scroll of dispel magic, scroll of fireball, scroll of frigid touch, scroll of invisibility, scroll of mage armor (CL 6th), scroll of vampiric touch, scroll of wind wall, wand of cure light wounds (34 charges), wand of enervation (3 charges), wand of knock (11 charges), wand of mage armor (33 charges), acid (2); Other Gear +1 mithral chain shirt, +2 mithral buckler, +1 adamantine dwarven waraxe, crossbow bolts (20), light crossbow, mwk cold iron battleaxe, mwk silver warhammer, amulet of natural armor +1, cloak of resistance +2, dusty rose prism ioun stone, ring of protection +1, backpack, flint and steel, grappling hook, piton (3), silk rope (50 ft.), torch (5), 1,683 gp

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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (+1 adamantine dwarven waraxe) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Diviner's Fortune +2 (6/day) (Sp) As a standard action, touch grants ally +2 insight bonus to many checks for 1 round.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Forewarned 2 (Su) Can always act in surprise rounds.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Still Spell You can cast a spell with no somatic components. +1 Level.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to Survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Spellbook:

Acid Splash Wizard 0
Orb deals 1d3 acid damage.

Arcane Mark Wizard 0
Inscribes a personal rune on an object or creature (visible or invisible).

Dancing Lights Wizard 0
Creates torches or other lights.

Detect Magic Wizard 0
Detects all spells and magic items within 60 ft.

Detect Poison Wizard 0
Detects poison in one creature or small object.

Flare Wizard 0
Dazzles one creature (-1 on attack rolls).

Ghost Sound Wizard 0
Figment sounds.

Light Wizard 0
Object shines like a torch.

Mage Hand Wizard 0
5-pound telekinesis.

Mending Wizard
Makes minor repairs on an object.

Message Wizard 0
Whisper conversation at distance.

Open/Close Wizard 0
Opens or closes small or light things.

Prestidigitation Wizard 0
Performs minor tricks.

Ray of Frost Wizard 0
Ray deals 1d3 cold damage.

Read Magic Wizard 0
Read scrolls and spellbooks.

Resistance Wizard 0
Subject gains +1 on saving throws.

Burning Hands Wizard 1
1d4/level fire damage (max 5).

Enlarge Person Wizard 1
Humanoid creature doubles in size.

Feather Fall Wizard 1
Objects or creatures fall slowly.

Grease Wizard 1
Makes 10-ft. square or one object slippery.

Mage Armor Wizard 1
Gives subject +4 armor bonus.

Magic Missile Wizard 1
1d4+1 damage; +1 missile per two levels above 1st (max 5).

Protection from Evil Wizard 1
+2 to AC and saves, plus additional protection against selected alignment.

Ray of Enfeeblement Wizard 1
Ray causes 1d6 Str penalty + 1 per 2 levels.

Shield Wizard 1
Invisible disc gives +4 to AC, blocks magic missile.

True Strike Wizard 1
+20 on your next attack roll.

Blur Wizard 2
Attacks miss subject 20% of the time.

Glitterdust Wizard 2
Blinds creatures, outlines invisible creatures.

Scorching Ray Wizard 2
Ranged touch attack deals 4d6 fire dmg, +1 ray/four levels (max 3).

See Invisibility Wizard 2
Reveals invisible creatures or objects.

Fly Wizard 3
Subject flies at speed of 60 ft.

Tongues Wizard 3
Speak and understand any language.