Dwarf Wizard

Fulgrim Stonebridge's page

33 posts. Organized Play character for CanisDirus.


Full Name

Trade Prince Fulgrim Stonebridge, "Master of Trade"

Race

Male Dwarf

Classes/Levels

Psychic 6

Gender

| HP 40/40 | AC 18 (22 w/Shield) FF 17 (21 w/Shield) T 14 | CMD 15 | Fort +6 Ref +5 Will +10 (+2 vs Poison/Spells/SLAs) | Init +8 | Perception +16 | Sense Motive +12 | Movement 20ft | Active Effects: Mage Armor (1 hour) |

Size

Medium

Age

125

Special Abilities

From the Code of Trudd: "My strength is my sacred offering. I will maintain my body as I would a sacred relic and use it only for admirable pursuits." ..."Like drinkin'!"

Alignment

Chaotic Good

Deity

Trudd

Location

Dongun Hold, Alkenstar

Languages

Common (Taldane), Dwarven, Undercommon, Terran, Goblin, Orc, Polyglot, Tien, Elven, Cyclops, Osiriani.

Occupation

"Retired" Gunworks Guard

Homepage URL

"Aim high, plan well, strike while the iron's hot" (Torag)

Strength 7
Dexterity 12
Constitution 14
Intelligence 21
Wisdom 16
Charisma 6

About Fulgrim Stonebridge

Art* of Fulgrim!
(The profile picture I found on Paizo really fits too!)

Male Dwarf Psychic 6
CG Medium humanoid (Dwarf)
Init +8; Perception +16 (+2 Auditory)
Darkvision 60 ft

Defense
-------------------------------
AC 18 (+4 Armor +1 Dex +3 Wis); Touch 14; Flat-Footed 17
hp: 40 (6d6+12, 4 FCB)
Fort +6, Ref +5, Will +10 (+2 vs Poison, Spells, and Spell-Like Abilities)

Offense
-------------------------------
Melee
Warhammer +1 (1d8-2)
Dagger +1 (1d4-2)

Ranged
Masterwork Underwater Light Crossbow +5 (1d8) 80ft
Dagger +4 (1d4-2) 10ft
Telekinetic Projectile +4 (1d6) 30ft

--------------------------------
Stats STR 7, DEX 12, CON 14, INT 21, WIS 16, CHA 6
BAB +3, CMB +1, CMD 15

SKILLS
Appraise +10, Bluff +9 (+15 to Lie), Diplomacy +4 (+10 to Persuade), Intimidate -2 (No size penalties due to size), Knowledge (Arcana) +9, Knowledge (Local) +9, Knowledge (History) +6*, Linguistics +12, Perception +16, Perform (Keyboard) +6, Profession (Merchant) +13, Sense Motive +12 (+2 Detect lies), Spellcraft +14, Survival +4, Swim -1
* Can roll untrained for Dwarven-related history only

Occult Skill Unlocks (Automatic Writing: Linguistics, Dowsing: Survival, Faith Healing: Heal, Hypnotism: Diplomacy, Phrenology: Knowledge Arcana, Prognostication: Sense Motive, Psychometry: Appraise, Read Aura: Perception)

FEATS
1 - Combat Advice (Move Action to give a +2 Competence bonus to an Ally's next attack against a specific foe)
3 - Expanded Arcana (Gain one 2nd level spell known)
5 - Improved Initiative (+4 to initiative)

Traits: Reactionary (+2 trait bonus to Initiative), Student of Philosophy (Intelligence for Bluff (Lie) and Diplomacy (Persuade)

Languages: Common (Taldane), Dwarven, Undercommon, Terran, Goblin, Orc, Polyglot, Tien, Elven, Cyclops, Osiriani.

SQ: Mountaineer (Immune to Altitude Sickness, don't lose Dex while using Climb/Acrobatics)

Psychic Discipline: Self-Perfection (Wisdom)

Powers
1 - AC Bonus (Wisdom bonus to AC and CMD when unarmored)
1 - Physical Push [OOO] (Add Wisdom bonus to Str, Dex, or Con ability/skill checks Wis/day (3), if succeed, regain 1 phrenic pool point)
5 - Bodily Purge [OOO] (Pool of 3 d8s per day, Standard 1-2-3 for healing or 2 for self-lesser restoration)

Phrenic Pool: 6 [OOOOO|O]

Phrenic Amplifications
1 - Overpowering Mind (Su) (Spend 2 points from pool to increase Will DC for a mind-affecting Psychic spell* by 1)
3 - Will of the Dead (Su) (Spend 2 points from pool to ignore undead (even mindless) immunity to mind-affecting spells*)

SPELLS
Overcome SR: +6
Concentration: +11

Knacks (DC 15) [x]
Read Magic, Detect Magic, Telekinetic Projectile, Stabilize, Message, Grasp, Detect Psychic Significance.

1st (DC 16) [8] [OOOOO|OOO]
Deja Vu*, Murderous Command*, Adhesive Spittle, Mind Thrust I*, Burst of Adrenaline, Expeditious Retreat.

2nd (DC 17) [6] [OOOOO|O]
Placebo Effect*, Mental Block*, Psychic Leech*, Bear's Endurance.

3rd (DC 18) [4] [OOOO]
Haste, Dispel Magic.

Spell-Like Abilities
Detect Thoughts, 1/Day [O]

Combat Gear
--------------------
Warhammer, Dagger, Masterwork Underwater Light Crossbow, Hollow Pommel (Hammer loaded with Potion of Infernal Healing, XBow loaded with Smelling Salts), Crossbow Bolts x10, Cold Iron Bolts x10, Silver-Blanched Bolts x10, Raining Bolts x2, +1 Elf Bane Bolt x1, +2 Human Bane Bolts x2, Eyes of the Eagle (+5 Competence to Perception), Caltrops x1 (2 total), Scroll of Comprehend Languages x2, Vermin Repellent x3, Signal Whistle x2, Weapon Cord (XBow), Mock Armor (+4 Bluff Conceal ID as Caster, Perception DC 20 to notice fake), Skeleton Key (DD +10), Chalk Powder x8, Medlance (Tech: 10) (Loaded with Potion of Desperate Escape - CLW & Vanish CL 2), Potion of Remove Fear, Potion of Water Breathing, Spring-Loaded Wrist Sheathes x2 (Loaded with Stillgut x2, Wand of Shield (46/46)), Wand of Cure Light Wounds (46/46), Wand of Mage Armor (42/42), [b]Wand of Ill Omen (DC 16 Spellcraft to ID) (47/47), Wand of Lesser Restoration (5/5), Wand of Endure Elements (10/10)[/b], Fellowship Film x1 (1hr 1d4 Alch Inspiration Diplomacy), Snapleaf, Vive (1 min onset heal 1d4 to 1 phys abil score, remove fatigue/exhaustion, deal 1d2 to Int & Wis, DC 12 Fort resist), Prismatic Crystal (Read Aura 5min, 10ft radius of light +1), Hip Flask (Loaded with Fortifying Brew (+2 Morale vs feat for 1 hour)), Spiritbane Spike x1, Holy Weapon Balm x1, Defoliant x1, Air Crystals x2, Sentry Seeds x1, Flash Seeds x1, Grapple Bolts x3, Focus Chew x3 (1hr +2 Alch to Concentration +1 int-based skills), Lesser Talisman of Beneficial Winds x1.

Other Gear
--------------------
Headband of Vast Intelligence +2 (Perform: Keyboard), Cloak of Resistance +2, Sleeves of Many Garments, Shard of Psychic Power 1 (BoA), Dusty Rose Cracked Ioun Stone (+1 Init), Cold Weather Outfit, Pathfinder's Kit, Spell Component Pouch, Jug (Filled with Dwarven Stout), Caltrops x1 (2 total), Hammock, Tindertwig x3, Scrollcase, Earplugs x4, Sewing Needle, Flask, Signet Ring, Flint & Steel, False-Bottomed Cup, Pickle Extractor x2, Reading Glasses, Shovel, Hemp Rope (50ft), Flotation Device (+1 Swim), MW Tool: Right Ear Hearing Aid (+2 Circumstance SM vs Lies), False Manacles, MW Tool: Left Ear Hearing Aid (+2 Circumstance Auditory Perception), Straightjacket, Book of War Prayers (Cha 13 or Perf:Oratory 1R to read, all who listen get +2 Morale vs 1st Fear effect in the next 24 hours), Subsonic Vermin Manipulator (Tech: Keyboard), False Coin, MW Tool: Mineral Shards (+2 Circumstance on Perception for Aura Reading), Dowsing Rod (+2 Circumstance to Dowsing), Prognostication Manual (+2 Circumstance on Prognostication and 2 minutes less to perform), MW Tool: Magnetic Bracelets (+2 Circumstance to Psychometry), Trespasser's Boot Trap x3, Bell Tripwire Trap x1, MW Tool: Keytar Harness (+2 Circumstance to Perform Tech: Keyboard).

Current Tracking: 16 xp, 3,367 gp, 31 Fame, 16 PP
PFS #: 43185-30

Boons:

Pathfinder Tales Novels: Blood of the City, Called to Darkness, City of the Fallen Sky, Death's Heretic, Master of Devils, Prince of Wolves, Nightglass, Plague of Shadows, Queen of Thorns, Song of the Serpent, The Worldwound Gambit, Winter Witch (Specific boons presented on-request or when-used)

*** Still need to update this section ***
CS #4: Kaghaze Redeemed - Gain temporary equipment when adventuring in Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands.
CS #4: Ekujae's Blessing - Permanent Endure Elements (110 degrees and below, heat only)
CS #3: Nira's Gratitude - Improved Familiar or cross off boon to reroll Knowledge, Perception, Sense Motive...
CS #3: Mercy's Blessing - Cross off boon to reroll poison or disease save and take the better result
CS #2: New Recruit (J. Dacilane) - Cross off boon to cast Spiritualist spell...
CS #1: Inner Struggle - Fail save vs mind-affecting compulsion, cross off boon...
CS #0.6: Season 6 Boon #12 - Numerian Weapon Training
CS #0.5: Gen Con 2015 Boon #17 - Aspis Defector

Faction Card(s):
Season 7:
Exchange: 7 Goals completed
  • Visit one of the following cities 0/2
  • Recruit named NPC Merchant/etc. (Honokea, Attea Mbansa) 2/2
  • Resolve a combat encounter nonviolently 2/2
  • Earn at least 50gp on a Day Job check 0/2
  • Know how to speak/read 7+ languages 1/1
  • Undermine a rival 1/1
  • Acquire a merchant's license (Goka) 1/1
  • Serve as the GM (counts as two) 5/5

Session Log:

CS #1 - #7-01 Between the Lines
CS #2 - #7-05 School of Spirits (GM)
CS #3 - #7-12 The Twisted Circle
CS #4 - #7-24 Dead Man's Debt
CS #5 - Master of the Fallen Fortress*
CS #6 - #6-01 Trial By Machine
CS #7 - #6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail
CS #8 - #6-19 Test of Tar Kuata
CS #9 - #6-09 By Way of Bloodcove
CS #10 - #8-14 To Seal the Shadow
CS #11 - #8-19 Treacherous Waters
CS #12 - #9-10 Signs in Senghor
CS #13 - AP86 Lords of Rust (Iron Gods)
CS #14 - #9-15 The Bloodcove Blockade
CS #15 - #10-02 Bones of Biting Ants

All information current as of 9/21/2018