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Eingal Barringald's page

1 post. Alias of Heaven's Agent.


About Eingal Barringald

Eingal Barringald
Male dwarf evoker (admixture subschool) 1
LN Medium humanoid (dwarf)
Favored Class wizard
Deities Torag, Kols, Magrim
Init +2; Senses darkvision 60 ft.; Perception +1

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex; +2 dodge vs. aberrations)
hp 8 (1d6+2); Nonlethal Damage 0
Fort +2, Ref +2, Will +3; +2 vs. poison, spells, and spell-like abilities; +2 vs. fear effects
Defensive Abilities deep warrior

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OFFENSE
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Speed 20 ft. (20 ft. base)
Melee
Ranged
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
6/day - versatile evocation
Spells Prepared (CL 1st; concentration +6)
1st - burning hands (DC 14), mage armor, magic missile
0 (at will) - detect magic, flare (DC 13), ray of frost
Opposition Schools Illusion, Necromancy

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STATISTICS
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Str 14, Dex 14, Con 14, Int 16, Wis 13, Cha 10
Base Atk +0; CMB +2 (+4 to grapple aberrations); CMD 14 (18 when resisting a bull rush or trip)
Feats Point-Blank Shot, Scribe Scroll
Traits Focused Mind, Making Good on Promises
Skills Knowledge (arcana) +7, Knowledge (history) +7 (+9 pertaining to dwarves and their enemies), Knowledge (local) +7, Knowledge (religion) +7, Linguistics +7, Perception +1 (+3 to notice unusual stonework), Spellcraft +7
Languages Common, Undercommon, Dwarven, Draconic, Terran
SQ slow and steady, lorekeeper, hatred, hardy, stability, stonecutting, weapon familiarity, arcane bond (ring)
Carrying Capacity 58/116/175; Load 00.00 lb
Combat Gear engraved mithral and gold ring with sapphire setting (arcane bond)
Other Gear wizard's spellbook

LEVEL CHOICES:
LEVEL 1: WIZARD
Favored Class wizard
Favored Class Bonus +1 skill rank
Feat(s) Point-Blank Shot
Traits Focused Mind, Making Good on Promises
Skills Knowledge (arcana) 1 rank, Knowledge (history) 1 rank, Knowledge (local) 1 rank, Knowledge (religion) 1 rank, Linguistics 1 rank, Spellcraft 1 rank
Languages Undercommon, Draconic, Skald, Terran
Spells burning hands, grease, identify, mage armor, magic missile, protection from evil
SPELLBOOK:
Blank Pages 79
0-level 15 pages; Spells acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, light, mage hand, mending, open/close, prestidigitation, read magic, ray of frost, resistance
Level 1 6 pages; Spells burning hands, grease, identify, mage armor, magic missile, protection from evil
SKILLS MODIFIERS:
Knowledge (arcana) +7
(1 ranks, +3 Int, +3 trained)
Knowledge (history) +7
(1 ranks, +3 Int, +3 trained)
Knowledge (local) +7
(1 ranks, +3 Int, +3 trained)
Knowledge (religion) +7
(1 ranks, +3 Int, +3 trained)
Linguistics +7
(1 ranks, +3 Int, +3 trained)
Spellcraft +7
(1 ranks, +3 Int, +3 trained)
VARIANT OPTIONS:
Deep Warrior (APG 11): Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait.
Lorekeeper (APG 11): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.
Admixture School (APG 143)
The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon's frigid breath weapon (a supernatural ability), but not a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

Background On a trip to the Five Kings range, Professor Lorrimor had the opportunity to assist a dwarf maiden. The young dwarf approached Lorrimor seeking advice on how best to win the heart of a dwarf wizard in training, Eingal Barringald. The Professor instructed her to forge a ring of mithral and gold, and to make it of the finest quality. He also told her to include a setting for a gemstone, which he would provide.

After the ring's completion, Lorrimor took the item and promised to return it when he next passed through the region. When that time came, Lorrimor had added a brilliant sapphire to the setting, as well as an enchantment. The Professor told the dwarf to present it to her love, and not too worry about repaying the debt; he would one day call upon her services.

Barringald had just finished his formal training when the maiden presented him with the gift. As soon as he took the item, it grew warm, and an engraved message appeared inside the band. Eingal had been taken by the young woman's looks for some time now, admiring her from afar, and was now rendered speechless by the gift; the two married within the year.

Eingal and his new bride settled in Tar-Kazmukh, where Eingal began training to one day join the Blue Warders, a sect of librarians based in the city. However, after two years tragedy struck, and his wife was killed by monsters attacking from the Darklands. Shortly thereafter, a message arrived from Ustalav, addressed to his dead bride. Eingal has heard about how Professor Lorrimor had brought the two dwarves together, and upon reading the summons to serve at the man's funeral Barringald decided it fell to him to fulfill his late wife's debt.