Loremaster

Gormund Blackstone's page

2 posts. Alias of turnip_head.


About Gormund Blackstone

Stats:

Gormund Blackstone
Dwarf Witch 1
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +1

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)

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Offense
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Speed 20 ft.

Melee
....dagger -1 (1d4-1/19-20) and
....longspear -1 (1d8-1)
Ranged
....light crossbow +2 (1d8/19-20)

Witch Spells Prepared (CL 1st; concentration +5):
1st— burning hands (DC 15), enlarge person (DC 15)
0 (at will)— detect magic, light, read magic

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Statistics
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Str 8
Dex 14
Con 14
Int 18
Wis 10
Cha 8

Base Atk +0; CMB -1; CMD 11 (15 vs. bull rush, 15 vs. trip)
Feats Extra Hex
Traits Scholar of the Great Beyond (Knowledge[planes]), Subject of Study (aberration)
Skills
Knowledge (nature) +8
Knowledge (religion) +5
Perception +1 (+3 to notice unusual stonework, such as traps and hidden doors in stone walls or floors)
Spellcraft +8
Survival +1
Use Magic Device +3

Languages Common, Dwarven, Giant, Gnome, Orc, Terran
SQ patron spells (elements)
Combat Gear scroll of cure light wounds x2;
Other Gear dagger, light crossbow, longspear,
backpack, candle (5), chalk rope, spell component pouch, 31 GP, 5 SP

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within
arm's reach.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take
higher) once/rd.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.

Familiar:

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Arcane Familiar
Centipede, House

CG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)
hp 5 (1d8)
Fort +2, Ref +3, Will +2

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Offense
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Speed 30 ft.
Melee
....bite -3 (1d3-5)
Space 2.5 ft.; Reach 0 ft.

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Statistics
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Str 1
Dex 17
Con 10
Int 6
Wis 10
Cha 2

Base Atk +0; CMB +1; CMD 6 (14 vs. trip)
Feats Skill Focus (Perception)
Skills
Climb +4
Perception +8
Spellcraft -1
Stealth +19
Survival +1
Use Magic Device -3
Racial Modifiers +4 Perception, +8 Stealth
SQ improved evasion, poison

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Bite - injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1
save.

Familiar Spells
1st: Burning Hands, Cause Fear, Cure Light Wounds, Enlarge Person, Identify, Mage Armor, Sleep

Background:

Gormund Blackstone worked one of the rigorous salt mines of Ustalav. He isn't strong for a dwarf, so his work in the mines was limited to scouting out the dark recesses of the treacherous cave. Happy to get away from the pungent odour of sweat and blood mixed with the striking scent of halite and the constant clamour of pounding pick axes, this line of work was a relief for him. However, he never expected the strange turn of events that changed his life forever. His footsteps echoed throughout the empty chamber of an unexplored passage in the mine, reaching the end of the great hall and returning just the same. A single drip of mineral rich water broke the still silence in nearly perfect intervals. It was exactly the place he was most comfortable. But not today. Something about this room struck him with an unwavering sense of dread. Turning to return to main chambers, a startling shuffle shot a bone chilling shiver up his spine and the next instant he was garroted by the one thing he feared most - a Roper. Its other arms whipped out and grasped his arms and legs, holding him steady while his brain consumed the last remainder of oxygen. His fierce struggle settled into a subdued resistance until he no longer had the strength to move. Everything went black...

His eyes opened. Everything was still. Even the steady dripping. Lying on his back, he looked around to gather his surroundings. A large centipede laid on his chest. Standing up, he brushed it off. As if to be reminded about what had just happened, the corpse of the aberrant roper lie still on the cold cave floor. No signs of life, no signs of death. But no one was around. Soon, he noticed the voice in his head. It was a voice without words, but a voice that commanded and instructed, yet. He looked around, seeing nothing, then down at the centipede. The voice in his head gave off a sense of affirmation. How did this simple insect bring down such a dreadful horror? "Power" The word formed in his head. Unsure of what to think, he wanted to get out. He gathered his belongings and left. He snuck out of the mine and back to his camp. The centipede had followed him. It was clear to him that this was no ordinary centipede, but a harbinger for a greater power, something unknown. He allowed it to follow him, allowed it to teach him. Soon the completely magically-inept dwarf was learning to spray gouts of flame from his hands and hurl orbs of acid. During his new hermitish lifestyle of training and meditation, he was approached by Professor Lorrimor who had somehow heard of his confrontation in the mine. The scar across Gormund's throat a permanent reminder of the event, Lorrimor easily discerned the mark of a roper and proceeded to teach him out of fascination on the ways of combat with these aberrant beasts.

Gormund now resides in the woods outside of Harrowstone, acting as an unorthodox healer and seer for the populace of the small village.