Shieldbreaker

Ergo Blackroot's page

28 posts. Alias of scranford.


Full Name

Ergo Blackroot

Race

Dwarf (Mahiset)

Classes/Levels

Hermetic Channeler / 1

Gender

Male

Size

M

Age

61

Alignment

LN

Strength 12
Dexterity 16
Constitution 17
Intelligence 20
Wisdom 12
Charisma 13

About Ergo Blackroot

Whew! Making up a channeler is quite a challenge, but I believe I'm finally making headway. Let me throw a concept out there, then I'll maneuver around traits, and flaws, and feats, and talents to try to get there.
Still sticking with the Mahiset, but my thoughts are that he is a hermit type herder, that stumbled across a ruined tower while exploring a remote valley, looking for fresh grazing lands. He decided to make his home in this tower after cleaning and repairing part of it, and continued his life of solitude.
I'm thinking about a ancient warhammer instead of the unarmed or dual urutuk hatchets, due to needing a bunch of feats to accomplish the other things I want to accomplish.
Anyway to make a long story short...or at least abbreviated, One night in the middle of a great storm, lightning struck the tower, and revealed to the young Dwarf a secret doorway into a large circular chamber underneath the tower...A vast and ancient library. Ergo became fascinated by this underground trove of knowledge and began to spend more and more of his timed here instead of watching his sheep. It became an obsession. (Maybe this would be a good place for an unknown Nexus???) This explains his "Touched by Magic" feat...
Ergo began to experiment with things he read, completely unaware of the danger associated with untrained or unsupervised magic use, and it ended up costing him. During another lightning storm, while on the roof of the tower trying some experiments, he was struck himself by lightning, and rendered unconscious.
When he finally regained his wits he woke up (Insert ship or city here), alone and confused. He retains much of his knowledge and some of his learned magic, but doesn't remember things that happened before that...including how to return to the tower, or for that matter where it is.
I'm shooting for a Hermetic with a mix of Hexes, Bloodline, and spell power, as well as a passing familiarity with his Warhammer. Distinctive Wode pattern tattoo's cover much of his arms, legs and neck, and for some reason no hair will grow on his head, but he does have a thick Black beard, and piercing grey eyes. Wears no armor (yet), and carries a large ancient design warhammer...that he can't remember where it came from.

ERGO BLACKROOT
Dwarven (Mahiset), Male, Channeler (Hermetic) / 1

Basics

Spoiler:

STR – 12, DEX 16, CON-17, INT-20, WIS-12, CHA-13
FORT +3, WILL +3, REF +3
CMB +2, CMD 15, BAB +0
AC – 15/13/12
HP 19
INIT +3
SPEED 20
FATE: 1
Spell Energy: 6

Languages:
1)
2)
3)
4)
5)
6)
7)

Racial:

Spoiler:

+2 CON, +2 INT, -2 DEX
Medium Creature
Weapon Familiarity: Battleaxes, Heavy picks, Warhammers (Dwarven Weapons are Martial)
Darkvision: Can see in darkness up to 60’ (Black & White only)
Resilient: +2 Natural Armor bonus. +2 racial bonus vs saves against poison
Spell Resistant: +2 vs. Spells, and spell like abilities, but start with -2 spell energy. (N/A)
Mahiset
Weapon Familiarity: Urutuk hatchets are Martial weapons, Half penalties for fighting with two.
Defensive Training: “Giant Slayer” bonus feat.
Natural Mountaineers: Wildlanders class feature (Mountains: Favored Terrain) / +2 INI, KNOWL: Geography, Perception, Stealth, Survival.

Class:

Spoiler:

Art of Magic: +1 to character level for determining spell level available.
Bonus Spell Energy: Increases spell energy available by 1 every level
Channeler Talent: Choose one every odd level including 1st.
Bonus Feat: Magecraft
Bonus Spells: Starting at 2nd level the Channeler learns two new spells of any level and school he can cast upon gaining a new Channeler level. This is in addition to spells learned from the magecraft and spellcasting feats.
Spellcasting: The channeler gains the spellcasting feat at 2nd level, and every three levels thereafter, each time choosing a new spell school. A channeler who qualifies may choose Greater Spellcasting instead.
Skill points per level 4 + INT modifier (9) Skill list: Craft, Handle Animal, Knowledge: Arcana, Knowledge: Spirits, Linguistics, Perception, Profession, Spellcast, Ride. Hermetic Channeler (All Knowledge Skills)

Hermetic Tradition:
Literate: Literate in one language, plus one every three levels.
Lorebook: Bonus’s to knowledge skills, and information

Feats:

Spoiler:

Giant Fighter (Bonus) – +4 Dodge bonus to AC vs. Giant creathres. Critical Range doubled.
Magecraft (Bonus) – Prestidigitation, +3 0-Level spells, and 1 1st level spell.
Touched by Magic – No spell penalty for Dwarven blood, but no bonus to saves.
Spellcasting Necromancy (+1 Spell)

Traits:

Spoiler:

1. Weapon Bond: Warhammer (INT instead of STR)
2. Intelligent: +2 to INT, -2 to STR

Talents:

Spoiler:

Rune: Gebu (Generosity, hospitality, gifts) This rune was above his Warhammer in the library
• +1 Insight bonus to Appraise, and always a class skill
• Associated Spells: tiny hut, mages magnificent mansion, sanctuary etc.)
• 1st Level Power: When invoked on an item, you can learn its name and properties if you handle the object for one full round. (As identify, except that if necessary the character may make the spellcraft check untrained)

Skills:

Spoiler:

Appraise – (+9)
Heal – (+5)
Knowledge: Arcana – (+9)
Knowledge: History – (+9)
Knolwledge: Spirits – (+9)
Knowledge: The Old Gods - (+9)
Linguistics – (+9)
Perception – (+9)
Profession: Librarian – ( )
Spellcraft – (+9)

Magic:

Spoiler:

Prestidigitation –
0-Level - Arcane Mark
0-Level - Detect Magic
0-Level - Prestidigitation
1-Ghostbane Dirge {Bonus}

Ghostbane Dirge
School transmutation; Level bard 2, cleric/oracle 2, inquisitor 2, paladin 1

CASTING
Casting Time 1 standard action
Components V, S, M/DF (an old reed from a wind instrument)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one incorporeal creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION
The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects.

1-Level - Mage Armor
1-Level - Ray of Enfeeblement

Equipment:

Spoiler:

Ancient Warhammer
Quarterstaff
Sack (Hanging off Q-Staff)
Small pull wagon w/ Tarp
Several books (some in languages he can read)
Spellbook
Component pouch
Runemaking kit
10-gp in belt pouch.

Appearance:

Backstory: