Joran Vhane

Dunkel Diggerson's page

403 posts. Organized Play character for wakedown.


Classes/Levels

Male Dwarf Fighter1/Wiz5 | Max HP 65 | AC 15* (T11/FF15) | F: +8 (+10)* R: +2* W: +5* | Perc +15 | Init +0

About Dunkel Diggerson

Dunkel "Hofbrau" Diggerson
Male dwarf fighter 1/transmuter 5
CG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +15 (+17 to notice unusual stonework)
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Defense
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AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 65 (6 HD; 5d6+1d10+35)
Fort +8, Ref +2, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 50 ft.
Melee +1 dwarven waraxe +8 (1d10+10/×3) or
. . adamantine heavy pick +7 (1d6+6/×4) or
. . silver dagger +6 (1d4+5/19-20)
Ranged darkwood composite longbow +4 (1d8+3/×3)
Special Attacks hatred
Arcane School Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—telekinetic fist (1d4+2 bludgeoning)
Transmuter Spells Prepared (CL 6th; concentration +9)
. . 3rd—heroism, keen edge
. . 2nd—false life, resist energy, see invisibility, spider climb
. . 1st—burning hands (DC 15), enlarge person (DC 14), expeditious retreat, feather fall, shield
. . 0 (at will)—detect magic, detect magic, disrupt undead, mage hand
. . Opposition Schools Conjuration, Enchantment
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Statistics
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Str 19, Dex 10, Con 19, Int 16, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 18 (22 vs. bull rush, 22 vs. trip)
Feats Arcane Strike, Extend Spell, Power Attack, Spell Focus (evocation), Toughness, Weapon Focus (dwarven waraxe)
Traits magical knack, observant
Skills Acrobatics +6 (+14 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +8, Craft (alchemy) +7, Craft (stonemasonry) +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +15 (+17 to notice unusual stonework), Spellcraft +7, Survival +4, Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Gnome, Terran, Undercommon
SQ arcane bond (ring), physical enhancement (+2)
Combat Gear cold iron arrows (50), scroll of comprehend languages, scroll of magic weapon, scroll of mirror image (x5), scroll of obscuring mist, scroll of unseen servant, wand of cure light wounds (35 charges), wand of mage armor (43 charges), alchemist's fire; Other Gear +1 dwarven waraxe, adamantine heavy pick, darkwood composite longbow (+3 Str), silver dagger, arcane bond ring, belt of mighty constitution +2, cloak of resistance +1, eyes of the eagle, headband of vast intelligence +2, ring of protection +1, backpack, flint and steel, masterwork stonemasonry tools, shovel, silk rope (50 ft.), spell component pouch (2), spellbook, tindertwig, 41 gp
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Special Abilities
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Arcane Bond (Ring) (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.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
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.
Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Power Attack -1/+2 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.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinetic Fist (1d4+2 bludgeoning, 6/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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Scenarios played:
1. Goblinblood Dead CORE (GM)
2. Slaves Pits of Absalom CORE (GM)
3. Silverhex Chronicles CORE (GM)
4. Wounded Wisp CORE (PC)
5. Delirium's Tangle CORE (PC)
6. Emerald Spire Level 2 CORE (GM)
7. Between The Lines CORE (PC)
8. Hall of Flesh Eaters CORE (PC)
9. Trouble In Tamran CORE (PC)
10. Deepmarket Deception CORE (PC)
11. Labyrinth of Hungry Ghosts CORE (PC)
12. Dead Man's Debt CORE (PC)
13. Azlant RIdge CORE (PC)
14. By Way Of Bloodcove CORE (PC)

Full Spellbook:
1: animate rope, blurred movement, burning hands, cause fear, chill touch, color spray, comprehend languages, corrosive touch, detect undead, endure elements, enlarge person, expeditious retreat, feather fall, grease, identify, mage armor, magic missile, monkey fish, polypurpose panacea, ray of enfeeblement, shield, shocking grasp, silent image, true strike, vanish, vocal alteration

2: blindness/deafness, cat’s grace, continual flame, darkness, darkvision, defensive shock, false life, fire breath, flaming sphere, ghostly disguise, ghoul touch, haunting mists, invisibility, make whole, minor image, mirror image, pyrotechnics, resist energy, scorching ray, see invisibility, spider climb, spectral hand, summon monster II, web

3: fireball, haste, heroism, keen edge, slow, stinking cloud, suggestion, summon monster III

4: confusion, stone shape, stoneskin, wall of fire

5: baleful polymorph, feeblemind

Spells Learned:
Wiz1 (3+2 f/Int = 5): burning hands, comprehend languages, enlarge person, expeditious retreat, feather fall
Wiz2: shield, shocking grasp
Wiz3: false life, spider climb
Wiz4: resist energy, web
Wiz5: heroism, keen edge
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Scribing Costs (from other PCs)
1st: 5g 2nd: 40g 3rd: 90g 4th: 160g 5th: 250g

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Between the Lines; Chronicle #7
Imrana (40g): cause fear, color spray, ray of enfeeblement, true strike

Flesh Eaters; Chronicle #8
Imrana (100g): chill touch, magic missile, blindness/deafness, see invisibility

Trouble In Tamran; Chronicle #9 (375g):
2nd (40 gp x number of spells)= 280 gp … Haunting Mists (UM), Minor Image, Mirror Image, Cat's Grace, Flaming Sphere, Pyrotechnics, Silent Image
1st (10 gp x number of spells) = 80 gp … Animate Rope, Blurred Movement (ACG), Polypurpose Panacea (UM), Vanish (APG), Vocal Alteration (UM), Monkey Fish (ACG), Corrosive Touch (UM), Defensive Shock (UM)
0th (5 gp x number of spells) = 15 gp… Scrivener's Chant, Spark, Haunted Fey Aspect

Deepmarket Deception (Chronicle #10)
Wyatt (40gp): endure elements, grease, mage armor, identify
Scenario Itself (160gp): darkness, darkvision, invisibility, fire breath

Labyrinth Of Hungry Ghosts (Chronicle #11)
Ragnar Foehammer (130gp): 1 - detect undead, 2 - ghoul touch, scorching ray, spectral hand

Dead Man's Debt (Chronicle #12)
Scenario Itself (130gp): levitate, ray of exhaustion

By Way Of Bloodcove (Chronicle #14)
Wyatt (1880gp total)
2 (40x5=200g): continual flame, ghostly disguise, gliterdust, make whole, summon monster II
3: (90x6=540g) fireball, haste, slow, stinking cloud, suggestion, summon monster III
4: (160x4=640g) confusion, stoneshape, stoneskin, wall of fire
5: (250x2=500g) baleful polymorph, feeblemind