Harsk

Elmar Thonsson's page

694 posts. Alias of thunderbeard.


Full Name

Elmar Thonsson

Race

Dwarf

Classes/Levels

Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Gender

Male

Size

M

Age

52

Alignment

CG

Deity

Desna, Khepri

Languages

Common, Dwarf

Occupation

Ruins Guide/Undead Slayer

Strength 20
Dexterity 30
Constitution 22
Intelligence 10
Wisdom 18
Charisma 8

About Elmar Thonsson

Story:

Not all who wander are tall. Elmar Thonsson is that unusual specimen of a dwarf afflicted with an insatiable wanderlust. In his youth, this meant isolation and confusion from his parents and acquaintances. An outcast among his serious, isolationist clan, he chose to leave the mountain forge-halls of his family at a young age, knowing he would likely never return.

Since then, Elmar's travels have brought him around the world. He's worked as a caravan guard and messenger, racing camels across the desert and searching for water in the hills. He's trained with priests and pilgrims, stage magicians and street vendors, but some nagging feeling in his head keeps drawing him on to the greater unknown.

In the desert marketplaces and oasis taverns of Osirion, the surly mountain dwarf has stood out as a bit of an oddity, given his heavy weaponry and lack of people skills. But Elmar hopes to prove his worth to others with his skills rather than his words. There's something about the tombs of Osirion that speak to him, a sense of unfulfilled wonder and buried destiny, and he feels that his dwarven upbringing has given him some unique survivability underground that many of the local humans seem to lack.

Elmar Thonsson is, like most dwarves, not a people person, and often prefers to spend nights in a stable with his animals rather than in a tavern with strangers. But he's seen all sorts of people in his travels, and really does mean them well—while he might not be very good at flattery, he's always ready to show a child how to hold a bow properly, or point out when a fellow adventurer is about to make a deadly mistake.

Role:

• Capable archer
• Decent hit absorber — high HP, AC, and saves
• Good scout — high perception, passive trap-finding in ruins
• Amateur beastmaster — who better to keep those first few nights' watches than trained owls and falcons?

Defense:

AC 32 (Armor +10, Dex +8, Dodge +1, Deflection +3)
Touch 22, Flat-Footed 23
CMD 33
HP 169 (16d10+48)
Fort +27, Ref +28, Will +17
(vs spells, SLAs, poison: +24, +27, +17)

Armor:
Celestial Armor (+9 AC, -2 ACP)
Armored Kilt (+1 AC)
Buckler, Masterwork (+1 AC, 0 ACP)

Defensive Abilities:
Hardy (+2 on saves vs. spells, SLAs, poison)
Deep Warrior (+2 AC vs aberrations)
Mountaineer (retain Dex bonus while climbing, acrobatics)
Evasion
Camouflage (hide in any favored terrain)

Offense:

Initiative +21
Speed 20 ft.
BAB +16
CMB +18

Melee:
Dwarven Waraxe +17 (1d10+2/x3)
Dagger +17 (1d4+2/19-20)
+1 Dueling Dwarven Boulder Helmet +18/+13/+8 (1d4+3)

Ranged:
+5 Longbow, Mummy-Bane, Fiend-Bane, Holy Frost, Adaptive +2 Composite, Masterwork +40+2 (1d8+10+2+5d6/19-20/x3)
+5 Longbow, Adaptive +2 Composite, Masterwork +32(x2)/+30/+30/+25/+20 (1d8+7/19-20/x3)
+5 Longbow, Adaptive +2 Composite, Masterwork +27(x2)/+27/+27/+22/+17 (1d8+7+12/19-20/x3)

Offensive Abilities:
Hatred (+1 to hit orcs, goblins)
Favored Enemy: Undead (+6)
Favored Enemy: Humanoid (human) (+2)
Favored Enemy: Construct (+2)
Point-Blank Shot (+1 to hit, damage at point-blank)
Precise Shot (no penalty for firing into melee)
Deadly Aim (-6 to hit, +12 damage)
Improved Snap Shot (15' AoO, 6x/round)

Feats and Traits:

Point Blank Shot (1)
Rapid Shot (Ranger bonus 2)
Combat Reflexes (3)
Endurance (Ranger bonus 3)
Precise Shot (Ranger Bonus 6)
Deadly Aim (Lore Warden bonus 1)
Weapon Focus: Longbow (5)
Manyshot (Lore Warden bonus 2)
Combat Expertise (Lore Warden bonus 2)
Snap Shot (7)
Improved Snap Shot (9)
Boon Companion (11)
Improved Precise Shot (Ranger bonus 10)
Clustered Shots (13)
Stone Sense (15)
Improved Initiative (16)
Improved Stonecunning (Ranger bonus 14 w/ retraining another feat somewhere)

Alertness (Ioun)

Trap Finder
Magical Knack
Reactionary

Skills:

Climb 1 (+4)
Acrobatics 1 (+7)
Disable Device 16 (+30)
Escape Artist 1 (+7)
Fly 1 (+7)
Handle Animal 16 (+18)
Heal 1 (+9)
Knowledge Dungeoneering 1 (+4)
Knowledge Geography 1 (+10)
Knowledge Local 1 (+4)
Knowledge Nature 1 (+4)
Knowledge Planes 1 (+4)
Knowledge Religion 1 (+4)
Perception 16 (+42, +46 vs traps in stone, +49 to find tracks)
Ride 13 (+30)
Sense Motive 1 (+7)
Spellcraft 1 (+4)
Stealth 16 (+32)
Survival 16 (+30, or +43 to track)
Swim 1 (+4)

Spells:

Level 1:
Speak with Animals
Gravity Bow
Carrion Compass

Level 2:
Reloading Hands
Barkskin
Carry Companion

Level 3:
Instant Enemy
Named Bullet

Level 4:
Terrain Bond
Terrain Bond

Wish: Treasure Map
Endure Elements (Communal)
Reloading Hands
Versatile Weapon

Pets:

Camel, "Travertine"
Mule, "Chalcedony"
Falcon, "Quicksilver"
Owl, "Scoria"

Gear and Equipment:

Armor:
Celestial Armor
+5 Plate Barding
Armored Kilt
Buckler, Masterwork

Passive Magic Items:
Golembane Scarab/Medallion of Thoughts
Ring of Protection +3
Efficient Quiver
Bracers of Falcon's Aim
Cloak of Resistance +5
Belt of Str/Dex/Con +6
Circlet of Wisdom +4
Boots of Speed
Lens of Detection
2x Pearl of Power I
1x Pearl of Power II
Wayfinder + Cracked Magenta Prism (Disable Device, Will)
Dark Blue Rhomboid (Alertness)
Eastern Star (understand and read all languages)
Western Star (all iouns are invisible, Disguise Self at-will)
Turquoise Sphere (mount speed increases 5 feet, +5 Ride)
Amethyst Spindle (invisible to undead)
Clear Spindle (sustenance)
Pearly white spindle (regenerate 6/hour)
Masterwork Saddle

Activated Magic Items:
Wand of Abundant Ammunition (40 charges)
Scroll of Named Bullet

Weapons:
+5 Longbow, +2 Composite, Adaptive
Dwarven Waraxe
+1 Dueling Dwarven Boulder Helmet
Dagger

Ammunition:
10x Adamantine Designating Arrow
10x Adamantine Dispelling Arrow, Greater Dispel
5x Adamantine Spell-Storing Arrow, Silence
Adamantine Arrow, Blunt, Cold Iron Blanch (2)
Adamantine Arrow, Silver Blanch (2)
Durable Arrow, Adamantine (12)
Adamantine Arrow, Raining, Cold Iron Blanch (2)
Adamantine Arrow, Raining, Silver Blanch (2)
Adamantine Arrow, Silver Blanch, Rainbow Jellyfish Toxin (DC 14) (1)
Arrows (30)
Arrows, Blunt (10)
Arrows, Cold Iron (10)
Arrows, Durable (5)
Black Smear Poison (22 doses) (DC 15, 1d2 Str)

Basic Utility:
Grappling Arrow (1)
Thieves' Tools, Masterwork (1)
Bell net (1)
Whistle, signal (1)
Whistle, silent (1)
Falconry gauntlet (1)
Bag of powder (2) (for invisible creatures)

Basic items:
Masterwork Backpack (1)
Bedroll (1)
Belt pouch (1)
Flint and steel (1)
Waterskin (1)

Gear carried by mule:
Arrows (118)
Waterskin (2)
Extra Waterskin (filled with Dwarven Stout)
Torches (10)
Iron pot (1)
Mess kit (1)
Rope, hempen (50 ft)
Torches (10)
Mule feed (4)
Bird feed (8)
Trail rations (4)
1949.96
Money: 41,177 gp, 4 sp, 0 cp
Current weight: 52.5 lb
Carrying capacity: 66/133/200

Class Abilities:

Favored Enemy (Undead +6)
Favored Enemy (Human, humanoid +2)
Favored Enemy (Construct +2)
Favored Terrain (Desert +6)
Favored Terrain (Underground, Urban +2)
Favored Terrain (Urban +2)
Wild Empathy
Track
Combat Style: Archery
Hunter's Bond: Camel
Swift Tracker
Quarry

Race Abilities:

Lorekeeper
Stonecunning
Darkvision
Deep Warrior
Hatred
Hardy
Mountaineer
(Favored Class: 5 skill points)

Physical Dimensions:

Height: 4'1"
Weight: 178 lb

Character Wishlist:

• Feats:
- Improved Stonecunning, Tremorsense

• Spells:
- Versatile Weapon
- Bowstaff
- Detect Animals or Plants
- Acute Senses
- Named Bullet
- Ricochet Shot

• Favored Enemies:
- Humanoids (Human)
- Outsiders (Evil)

• Equipment:
- Silversheen Axe (1080 gp)
- Hosteling Buckler (7500 gp)

• Ammunition:
- +1 Dispelling Arrows (150 gp each)
- Adamantine Arrows, stun poison
- Bleed Arrows, some other poison
- Adamantine Blunt Arrows, or Raining

• Poisons:
- Drow Poison
- Tears of Perfection
- Spellscorch
- Rainbow Jellyfish Toxin
- Dragon Bile
- Numbing Poison