Dwarf Wizard

Glorgrim Farlond's page

111 posts. Organized Play character for Xelaaredn.


Full Name

Glorgrim Kotri Farlond

Race

Dwarf

Classes/Levels

LN Kineticist 5 | HP: 39/48 Nonlethal 5 (5nh) | AC: 19 (15 Tch, 16 Fl) DR 3/adamantine | CMB: +5, CMD: 18 | F: +8, R: +8, W: +4 | Init: +9 | Perc: +10 | Speed 20ft Climb 20ft (earthen surfaces) | Active conditions: EO+1

Gender

Male

Size

Medium

Age

52

Special Abilities

Kinetic Blade, Kinetic Cover, Flesh of Stone, Pushing Infusion, Earth Climb, Entagling Infusion

Alignment

LN

Location

Davarn

Languages

Common, Dwarven

Occupation

Miner

Strength 14
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 14
Charisma 6

About Glorgrim Farlond

Crunch:
Male dwarven kineticist 5
LN Medium humanoid (dwarf)
Init +9; Senses darkvision 90ft; Perception +10/+12 (checks to notice unusual stonework)
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Defense
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AC 19, touch 15, flat-footed 16 (+4 mithral chain shirt, +3 Dex, +1 deflection, +1 natural)
hp 48 (5d8+20)
Fort +8, Ref +8, Will +4
Weakness light sensitivity
SR 10
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Offense
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Speed 20 ft
Melee Heavy pick +5 (1d6+2)
Special Attacks kinetic blast, elemental overflow +1, metakinesis (empower)
Kineticist Wild Talents Known
Defense - flesh of stone (DR 2/adamantine)
Infusions - kinetic blade +6 (3d6+6), pushing infusion, entangling infusion (DC 15)
Kinetic Blasts - earth blast +7 (3d6+6)
Utility - basic geokinesis, kinetic cover, earth climb
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Statistics
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Str 14, Dex 16, Con 17, Int 10, Wis 14, Cha 6
Base Atk +3; CMB +5; CMD 18
Feats Toughness, Improved Initiative, Weapon Focus (kinetic blast)
Skills Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +10, Profession (miner) +10
Languages Common, Dwarven
SQ basic geokinesis, burn (1 point/round, maximum 6), gather power, infusion specialization
Combat Gear heavy pick
Clothing explorer's outfit
Defensive Items mithral chain shirt, amulet of natural armor +1, ring of protection +1, cloak of resistance +1
Gear on Hand belt of incredible dexterity +2, backpack, belt pouch (138gp, 3sp, 6cp, flint and steel), blanket, canteen, chalk (10), compass, hip flask (dwarven stout), mess kit, Potion of Cure Light Wounds (4), dwarven trail rations (5)
Stored Gear
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Special Abilities
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Reactionary You gain a +2 trait bonus on initiative checks.
Defensive Stratigist You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.
Relentless Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Minesight Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a -2 penalty on saving throws against effects with the light descriptor.
Deep Warrior Grew up facing the abominations that live deep beneath the surface. Receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple)
Magic Resistant Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a -2 penalty on all concentration checks made in relation to arcane spells
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones
Burn For each point of burn you accept, you take 5 points of nonlethal damage. This damage can be healed only by a full night’s rest, and it can’t be reduced or redirected
Flesh of Stone Your skin hardens like stone, dampening the impact of most attacks. You gain DR 2/adamantine. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/- for 1 round
Elemental Overflow When Glorgrim accepts burn, earthen scales form on his arms and legs. He receives a bonus on attack rolls equal to the amount of burn he has accepted (maximum +1). He also receives double that bonus on his earth blast’s damage rolls.
Gather Power If he has both hands free, Glorgrim can gather power as a move action. This creates a loud, visible display in a 20-foot radius centered on him, and it allows him to reduce the burn cost of his infusion wild talents by 1 point (as long as he uses the talent in the same round). If he gathers power for a full round, he can reduce the cost by 2 points (minimum 0). If he does this, he can also gather power as a move action during his next turn to reduce the cost by 3. If Glorgrim takes damage during or after gathering power but before he releases his infused earth blasts, he must succeed at a concentration check (1d20+8) or lose the gathered energy. The DC is equal to 12 + the amount of damage he took. If he fails this check, he must accept points of burn equal to the amount he would have reduced
Infusion Specialization Whenever Glorgrim uses one or more infusions with his fire blast, he reduces their combined burn cost by 1
Infusions
  • Kinetic Blade (form 1) As part of an attack action, a charge action, or a full-attack action, Glorgrim can accept 1 point of burn to form a non-reach, light or one-handed weapon of earthen matter. The blade deals the same amount of damage as his earth blast. Holding a kinetic blade does not prevent Glorgrim from gathering power. The blade disappears at the end of his turn. He does not add his elemental overflow to damage rolls with his kinetic blade.
  • Pushing Infusion (substance 1) The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.
  • Entangling Infusion (substance 2) Your kinetic blast surrounds your foes in elemental matter. Whenever a blast with this infusion deals damage to a foe, that foe becomes entangled for 1 minute. The foe can remove this condition as a standard action with a successful Escape Artist or Strength check (DC 15) or by dealing an amount of damage to the entangling matter equal to double your kineticist level (the matter has hardness 0). If the foe was already entangled by this infusion and fails its save against a second instance of this infusion, the increased amount of elemental matter fuses to the ground, causing the foe to be rooted in place as though anchored to an immobile object.

Kinetic Blast As a ranged attack, Glorgrim can unleash an earth blast at a single target up to a range of 30 feet. He must have one
hand free to aim the blast. The blast is considered magical for the
purposes of overcoming damage reduction.
Metakinesis By accepting 1 point of burn, Glorgrim can increase the damage his earth blast deals by half (as per the Empower Spell metamagic feat)
Utility
  • Basic Geokinesis You can move up to 25 pounds of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.
  • Earth Climb You use your connection to earth to meld slightly into stone and earthen surfaces, granting you a climb speed of 20ft when climbing such surfaces.
  • Kinetic CoverYou call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 10 hit points. You can have 5 kinetic covers in existence.

Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Improved Initiative You get a +4 bonus on initiative checks.
Weapon Focus (kinetic blast) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Stands 4'3" tall, weighs 185lbs. Fair skin from his time in the mines and longish black hair and a beard he keeps well trimmed (for a dwarf, it's still fairly long).

Having grown up a miner's son in the sleepy trading town of Davarn, Glorgrim never really expected much from his life. His father was a miner, he'd be a miner, and gods willing - if that cute little barmaid, Falia, over at the taphouse ever came to her senses, or got drunk enough - his children would be miners. Yeah, it was pretty much set in stone from the moment he was born that he'd be living life with a pick in one hand and a nice stout in the other.

At least, that's what he always thought until the day the shaft caved in. Trapped, alone, and without any booze. Might as well keep digging he thought, the cart was with him anyway and they'd dig him out sooner or later. That's when it happened, he hit this odd bauble and there was a flash that caused him to close his eyes.

The wall had crumbled away before him and he found himself standing before a vast cavern, with a broken pick. Well isn't that just grand, he tossed the useless bit of wood and steel to the side and moved forward to take a look around. Suddenly the wind got knocked out of him and he fell to the ground, instinctively reaching for a weapon. The duergar standing above him, and Glorgrim himself, stared in amazement at the stone sword thrust through its stomach. What in the... As the stone sword crumbled the duergar fell to the earth beside him dead. He took a moment to collect himself, feeling oddly drained, and checked to make sure he didn't have any friends.

Turning back to the collapsed tunnel he held out a hand to the wall. Come on, he chuckled
, you don't really think you're going to just wish for another pick an- His eyes went wide as rock from the tunnel wall pulled away in the shape of a hefty dwarven pick. Well, I'll be... The world went dark as he fell to the ground, faintly hearing voices from the other side of the collapse.

Since the incident, he's toyed with his newfound abilities while on the job, and in fact has become one of the more well known and desired miners in town. No one seems to be able to figure out how he works as quickly as he does, while also creating supports out of rock to keep the tunnel supporting itself. He has learned that there are limits to what he can do, and so far, seems to have kept his secret from the rest of the town.