Cave Wizard

Gorrim's page

82 posts. Alias of vonklinen.


About Gorrim

Gorrim
Male dwarf wizard 9/Archmage 1
NG Medium humanoid (dwarf)
Init +9; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 22, touch 16, flat-footed 19 (+6 armor, +3 dexterity, +3 untyped bonus)
hp 65 (9d6+27)
Fort +4, Ref +6, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +5 (1d4+1/19-20) or
. . quarterstaff +5 (1d6+1) or
. . staff of mithral might +7 (1d6+3)
Ranged heavy crossbow +7 (1d10/19-20)
Special Attacks hatred, metal rending, mythic power (5/day, surge +1d6)
Wizard Spells Prepared (CL 9th; concentration +14)
. . 5th—hungry pit{super}APG{/super} (DC 20), lightning arc{super}UM{/super} (DC 20), passwall
. . 4th—greater magic siege engine{super}UC{/super}, malfunction{super}UM{/super} (DC 19), communal nondetection{super}UC{/super}, telekinetic charge{super}UC{/super}
. . 3rd—disable construct{super}ACG{/super} (DC 18), fly, haste, lightning bolt (DC 18), tiny hut
. . 2nd—disguise other{super}UM{/super}, glitterdust (DC 17), glitterdust (DC 17), invisibility, sentry skull{super}ARG{/super}, telekinetic assembly{super}UC{/super}
. . 1st—color spray (DC 16), feather fall, gravity bow{super}APG{/super}, grease, tripvine (DC 16), unseen servant, vanish{super}APG{/super} (DC 16)
. . 0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), mending
. . Opposition Schools Fire
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 21, Wis 12, Cha 8
Base Atk +4; CMB +5; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Armor Proficiency (light), Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Mythic Crafter[M], Scribe Scroll, Toughness
Traits dangerously curious, reactionary
Skills Acrobatics +6, Appraise +9 (+11 to assess nonmagical metals or gemstones), Craft (mechanical) +14 (+19 when crafting non-mythic magic items), Disguise +2, Fly +8, Heal +2, Knowledge (arcana) +12, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (local) +11, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +12 (+14 to notice unusual stonework), Profession (merchant) +5, Sense Motive +3, Spellcraft +12, Survival +2, Use Magic Device +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Orc, Undercommon
SQ arcane bond (arcane familiar, scorpion, greensting), iron skin, opposition school (fire), shrapnel burst
Combat Gear staff of mithral might; Other Gear +2 mithral chain shirt, dagger, heavy crossbow, quarterstaff, masterwork artisan's tools, 40,998 gp
--------------------
Special Abilities
--------------------
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) & roll 2x vs SR.
Crafting Mastery (Ex) Can craft any magic item. If you also have the feat, 2x speed & roll all checks twice.
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.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fire Classical opposition school for: Water
Five-Element opposition school for: Metal

You must spend 2 slots to cast spells from the Fire school.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Iron Skin +3 (8/day) (Su) Increase natural armor bonus for 10 minutes.
Metal Rending +4 (Su) Deal extra damage vs metal armored/bodied foes. At 20th level roll twice vs SR and take higher.
Mythic Crafter [Mythic] Can create mythic magic items & +5 on any checks when crafting non-mythic magic items.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shrapnel Burst (4d6, 2/day) (Su) Metal explodes from you in 10 ft radius, area is difficult terrain 1 rd and damage foes (Ref half).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.