Dwarf Wizard

Drystan Marnsson's page

152 posts. Organized Play character for Destrina.


Full Name

Drystan Marnsson

Race

Skills:
Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+11 to locate traps, +12 to notice unusual stonework, +13 both), Spellcraft +7, Stealth +8 (+9 in hilly or rocky areas)

Classes/Levels

Spells:
1st (4/day)—color spray (DC 15), silent image (DC 15) | 0 (at will)—arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation

Gender

NG Male Dwarf Sorcerer (Wildblood (Empyreal)/Seeker 2 [HP: 17/17 | AC: 13 T: 12 FF: 11 | F: 2 R: 2 W: 7 (+2 vs. Poison, Spells, SLA) | Perception: +10 (+11 locate traps (Trapfinding), +12 to notice unusual stonework (Stonecunning), Sense Motive + 4]

Size

Medium

Age

43

Deity

Bolka

Languages

Common, Dwarven, Goblin, Osiriani

About Drystan Marnsson

Drystan Marnsson
Male dwarf sorcerer (seeker, wildblooded) 2
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 17 (2d6+7)
Fort +2, Ref +2, Will +7; +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 dagger -1 (1d4-2/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hatred
Sorcerer Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/dayheavenly fire (1d4+1 divine energy)
Sorcerer (Seeker, Wildblooded) Spells Known (CL 2nd; concentration +6)
. . 1st (5/day)-color spray (DC 15), silent image (DC 15)
. . 0 (at will)-arcane mark, dancing lights, detect magic, ghost sound (DC 14), prestidigitation
. . Bloodline Empyreal
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Statistics
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Str 7, Dex 14, Con 14, Int 14, Wis 18, Cha 10
Base Atk +1; CMB -1; CMD 11
Feats Toughness
Traits highlander (hills or mountains), tomb raider
Skills Acrobatics +2 (-2 to jump), Appraise +2 (+4 to assess nonmagical metals or gemstones), Disable Device +10, Heal +6, Knowledge (arcana) +7, Perception +10 (+12 to notice unusual stonework), Spellcraft +7, Stealth +8 (+10 in hilly or rocky areas), Survival +4 (+6 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, highlander (hills or mountains), +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Osiriani
SQ mountaineer, trapfinding +1
Combat Gear wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of magic missile, keros oil, keros oil; Other Gear haramaki, crossbow bolts (10), dagger, light crossbow, ioun torch ioun stone, wayfinder, adventurer's sash, backpack, bedroll, belt pouch, blanket, flint and steel, masterwork thieves' tools, mess kit, pot, soap, torch (10), trail rations (5), wrist sheath, spring loaded, donkey, battleaxe, bit and bridle, crossbow bolts, feed (per day), riding saddle, saddlebags, 1,031 gp, 6 sp, 4 cp
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Special Abilities
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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.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
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.
Heavenly Fire (1d4+1 divine energy, 7/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wand of infernal healing (50 charges) Add this item to create a wand of a chosen spell.
Wand of mage armor (50 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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Gunther
Donkey
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee battleaxe -2 (1d8+1/x3) or
. . 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
Other Gear battleaxe, crossbow bolts (40), bit and bridle, feed (per day) (3), riding saddle, 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.
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.