Strength |
12 |
Dexterity |
15 |
Constitution |
16 |
Intelligence |
18 |
Wisdom |
15 |
Charisma |
12 |
About Gloin Forgefire
Str 12
Dex 15
Con 16 (15+1 Dwarf)
Int 18
Wis 15
Cha 12 (13-1 Dwarf)
AC 9 [-1 Dex]
HP: 6 (1d4+2)
Dwarf Abilities
Languages: Common, Dwarf [s/r], Orc [s], Goblins [s], Kobold [s], Dwarven Runes [r]
+1 for every 3.5 Constitution on Saves vs Wands, Staves, Rods, and Spells. +4 Total.
+1 for every 3.5 Constitution on Saves vs Poison. +4 Total.
20% chance of failure on magical items and can sense a cursed device on a failure to function. Exceptions for magical weapons, armor, shields, gauntlets and girdles. (Elementalist items maybe based on Gnome rule?)
+1 to hit orcs, half-orcs, goblins and hobgoblins.
-4 to attack rolls against me from ogres, trolls, ogre magi, giants or titans.
Infravision 60 ft.
Detect the approximate depth at any time.
Detect the following within 10 ft:
Detect Grade or Slope 1-5 on d6
Detect new tunnel/passage construction 1-5 on d6
Detect Sliding/Shifting Walls or Rooms 1-4 on d6
Detect Stonework traps, pits and deadfalls 1-3 on d6
Determinate Approx depth underground 1-3 on d6
Bend Bars/Lift Gates: 4%
Open Doors: 7
Wt allowed/Max: 45/140
System Shock: 95%
Resurrection Survival: 96%
Can cast up to 9th level
85% chance to learn a spell
Max 18 spells per level
Elementalist Abilities
Weapon Proficiencies- Dagger
Non-Weapon Proficiencies- Armorer, Jeweler, Weaponsmith
+10% EXP from having a 16+ Intelligence score.
Specialist: Fire // Opposition: Water
+25% Spell Learning Chance when attempting to learn spells of their element. (Fire, Water, Air, Earth)
+15% Spell Learning Chance when learning other elemental spells.
-25% Spell Learning Chance when trying to learn spells that do not relate to the elements.
Barred from learning spells of their opposite element. (Fire <---> Water.)
Able to memorize an extra spell of each level, as long as it is taken from their preferred element.
+2 bonus to saving throws against spells of their element
Inflicts a –2 penalty to opponents' saves when casting spells of their element.
Elementalists research spells of their specialty as if the spells were one level lower than their actual level.
Do not gain a spell automatically when they level up, unlike other specialist wizard.
Able to cast, once per day, one memorized spell of their element as if he were 1d4 levels higher.
Affecting range, duration, area of effect, and damage, if applicable)
Spellbook: Level 1-Detect Magic, Read Magic, Write, Identify, Armor, Cantrip will not count against your spells known
Affect Normal Fires, Burning Hands, Dancing Lights, Fire Burst, Fist of Stone, Feather Fall, Find Familiar, Grease, Alarm
Level 2- Flaming Sphere
Wizard Spells
Level 1 - (1+1) Armor, Burning Hands
Character Saving Throws:
Paralyzation, Poison or Death Magic: [Base 14, Racial +4 vs Poison, Stat]
Rod, Staff or Wand: [Base 11, Racial +4, Stat]
Petrification or Polymorph: [Base 13, Stat]
Breath Weapon: [Base 15, Stat]
Spell: [Base 12, Racial +4, Stat]
Equipment
Dagger // 2 gp
Spellbook // Starter book
Soft boots // 1 gp
Breeches x2 // 4 gp
cloak, good cloth // 8 sp
tunic x2 // 1.6 gp
Belt // 3 sp
Backpack // 2 gp
Small Belt Pouch // 7 sp
Wineskin // 8 sp
Winter Blanket // 5 sp
Remaining 26 gp 3 sp