Keleshite Wizard

Heirang "Harry" Grawlund's page

306 posts. Alias of Eric Swanson.


Race

Male Half Dwarf Sorcerer (Elemental Bloodline Water) 6th level. 39 hp Healthy (29), Grazed (20), Wounded (10), Crit (<10); F +4 | R +3 | W +6 | AC 14/18 | 12 touch | 13 flat | init: +1 | Perception +7 | Low-light' |

Classes/Levels

Resources:
Elemental Ray 6/6; Spells: 1st 6/7, 2nd 6/6, 3rd 4/4

Gender

House Rules

About Heirang "Harry" Grawlund

Statistics:
Male Half Dwarf Sorcerer (Elemental, Water) 6
N Medium Humanoid (Human, Dwarf)
Init +1; Senses Perception +7, Low Light vision
XP: +885
Hero Points: 5
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +1 dex, +0 shield, +1 deflection)
39 hp 12+4d6 (4, 2, 3, 6) +12 Healthy (29), Grazed (20), Wounded (10), Critical (below 10)
Fort +4, Ref +3, Will +6
Cold Resistance 10
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OFFENSE
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Speed 30 ft.
Melee base +4
Belaying Pin (as Club) +5 to hit (1d6+1 damage, x2, B)
Knife +5 to hit (1d4+1 damage, S/P)
Ranged base +4
Light Crossbow (MW) +5 to hit (1d8 damage, 19-20/x2, 80', P)
Elemental Ray (cold) +5 ranged touch (1d6+3 cold damage, <30')

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STATISTICS
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Str 12, Dex 13, Con 15, Int 15, Wis 13, Cha 16
Base Atk +3; CMB +4; CMD 16
Traits Saltbeard: Dwarves occasionally found iron cities along rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor) and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their greed racial trait applies only to treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.
Drawbacks None
Feats Sea Legs [1st], Combat Casting [3rd], Uncanny Concentration [5th]
Skills (24 points; 6 class, 12 INT)
Acrobatics +3
Appraise +11 (+13 underwater)
Climb +7
Knowledge, Geography +6
Profession (Sailor) +10 [BG]
Perception +8
Spellcraft +11
Survival +8 (+10 at sea)
Swim +12
ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses
Languages Dwarf (R/W), Keoish (S/W)


Special Abilities:

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SPECIAL ABILITIES
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Bloodline (Elemental, Water)
-Bonus Spells: burning hands* (3rd), scorching ray* (5th)
-Elemental Ray* (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
-Elemental Resistance (Ex): At 3rd level, you gain Cold Resistance 10.
Cantrips.
Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
*Cold subtype

Spells:

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Spells CL 6th; Concentration +11 (+15 cast defensively)
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0th (at will) Detect Magic, Detect Poison, Light, Mage Hand, Mending, Message, Ray of Frost, Read Magic
1st (7/day) Air Bubble, Animate Rope, Hydraulic Push (CMB +8), Mage Armor, Wave Shield; Burning Hands*.
2nd (6/day) Acid Arrow, Elemental Touch (DC 14), Fog Cloud, Scorching Ray*
3rd (4/day) Aqueous Orb (DC 15), Elemental Aura [Cold] (DC 15)
* - Cold

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Money 634 GP 3 SP 0 CP
Traveler's Outfit (free) - includes Cloak, Boots, and Knife.
Bracers of Armor +2 (4,000 gp)
Ring of Protection +1 (2,000 gp)
Amulet (Arcane Bond) (silver shaped in the form of a cresting wave over a lighthouse).
Belaying Pin (as Club)
Light Crossbow, Masterwork (335 gp) with 10 bolts (1 gp)
Handy Haversack (2,000 gp), a small tent, a bedroll, flint and steel, an iron pot, a mess kit, soap, 10 torches, Trail rations (5 days), dwarf trail rations (5 days), and 4 waterskins.
Potion of Cure Moderate Wounds

Background:

Harry knew little of his parents as a child, but he did know his father was a dwarf miner who fell in love with a human sailor woman. Unfortunately his mother was one who fell victim to the Black Plague. His dwarf father he believes is alive, yet all attempts to track him have failed. He was raised by a foster family in the dwarven community of Waverock, and his eventual goal was to track down his father. The sudden appearance of his sorcerous powers, very nearly caused his exile as those with magic running in their veins were held in suspicion. Even now he spends as little time in Waverock, preferring to travel to and from the various ports on the Azure Sea. One answer which has eluded him is where these powers came from. While several possibilities exist many of the avenues of investigation closed with his mother's tragic demise. One theory which he clings to is one of his mother's ancestors was in actuality a merman, yet sadly this theory, while plausible, remains just that.

Appearance and Personality:

Long curly black hair falls to his shoulders though it is usually tied back. His beard is a short scraggly one, hardly suited to his face. While most of his body shared the same characteristics of dwarves, his hands are the exception, with long and delicate fingers.

Current Conditions:

Latent/Carrier of a PHYSICAL DISEASE (1st stage) = Plague

Current Effects & Spells:

OLD Profile:

Heirang "Harry" Grawlund
Male Dwarf Wizard (Water Elementalist) 6th level
AL LN; Size Medium type Humanoid (Dwarf subtype, Saltbeard racial traits)
Init +1; Senses Darkvision 60'; Perception +8

===== Defense =====
AC 15/17, touch 13, flat-footed 13/15; (+2/+4 Armor, +2 Dex, +1 deflection); CMD 15 (19 vs Bull Rush)
hp 38 (6d6+12)
Fort +4, Ref +3, Will +7
Concentration +10 (You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather.)
Defensive Abilities

===== Offense =====
Speed 20 ft.
Melee Belaying Pin (+4 to hit, 1d6 damage, x2, B)
Ranged Lt. Crossbow MW (+5 to hit, 1d8 damage, 19-20/x2, 80', P)
Special Attacks Cold Blast 1d6+3 cold to all within 5'

===== Statistics =====
Str 12 (+1), Dex 13 (+1), Con 15 (+2), Int 15 (+2), Wis 14 (+2), Cha 8 (-1)
Base Atk +3; CMB +4
Feats *Scribe Scroll, Sea Legs [1st], Combat Casting [3rd], Uncanny Concentration [5th], Aquatic Spell [5th Bonus]
Traits *Glory of Old In your veins flows the blood of dwarven heroes. Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
*Reluctant Apprentice Your early training grants you knowledge of the arcane. Benefits: You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.
Skills
Acrobatics +3
Appraise +11 (+13 underwater)
Climb +7
Knowledge, Arcana +12
Knowledge, Geography +8
Profession (Sailor) +11
Perception +8
Spellcraft +11
Survival +8 (+10 at sea)
Swim +12
Languages Common, Dwarven, Draconic
SQ

===== Class Abilities =====

Arcane Bond (Amulet)

Arcane School, Elemental (Water)
*Water Supremacy (Su): You gain a +2 enhancement bonus on Swim skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can hold your breath for a number of rounds equal to four times your Constitution score before you must start making checks to avoid drowning.
*Cold Blast (Su): As a standard action, you can unleash a blast of freezing cold. This blast deals 1d6+3 points of cold damage to all creatures within 5 feet of you and staggers them for 1 round. A successful DC 15 Reflex save negates the staggered effect and halves the damage. You can use this ability 5/day.

Spellbook (CLASS CL Xth)
3rd (2+1/day)--Elemental Aura (DC 15), Sleet Storm (DC 15), Water Breathing
2nd (4+1/day)--Acid Arrow, Elemental Touch (DC 14), Fog Cloud, Resist Energy
1st (4+1/day)--Air Bubble, Alarm, Animate Rope, Hydraulic Push (CMB +8), Mage Armor, Touch of the Sea, Wave Shield.
0-- All except Spark
Spells Prepared (CLASS CL 6th)
3rd-- Elemental Aura, Sleet Storm
2nd-- Acid Arrow x2, Elemental Touch, Fog Cloud, Resist Energy
1st-- Hydraulic Push x2, Mage Armor, Touch of the Sea, Wave Shield
0--Detect Magic, Drench, Mage Hand, Ray of Frost,
Prohibited Schools Fire spells

===== Racial Abilities =====
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Saltbeard:
*He gains a +2 bonus on Profession (sailor) and Survival checks while at sea.
*He gains a +1 racial bonus on attack rolls and a +2 dodge bonus to AC against creatures with the aquatic or water subtype.
*He gains a +2 racial bonus on Appraise checks for treasure found in or under the water, but applies to all such treasure regardless of whether or not it contains metal or gemstones.
This racial trait replaces defensive training, hatred, and Stonecunning.

===== Equipment =====
Traveler's Outfit (free)
Bracers of Armor +2 (4,000 gp)
Ring of Protection +1 (2,000 gp)
Amulet (Arcane Bond) silver shaped in the form of a cresting wave over a lighthouse.
Armillary Amulet grants its wearer a +5 competence bonus on Spellcraft checks.
Belaying Pin (as Club)
Light Crossbow, Masterwork (335 gp) with 10 bolts (1 gp)
Wand of Dispel Magic, 17 charges (4,500 gp)
Scroll of Water Breathing (375 gp)
Crown of Blasting, Minor Aura moderate evocation; CL 6th,Slot head; Weight 1 lb.; Price 6,480 gp Description
On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.

Spell Component Pouch (1gp)
+3788 GP

[spoiler=Background]Heirang "Harry" Grawlund was not considered a dedicated dwarf, at least by dwarven standards. Despite his famous lineage hee had always enjoyed testing the boundaries of his clans laws, due to the pressure of trying to live up to an ideal that may or may not exist. Then he had found himself on the wrong side of the dwarf clan masters when he had committed an impropriety against another of the clan councilman's daughter. Apparently, they did not take kindly to his proclamation of attention to her, while she was promised to another clan by a pre-arranged marriage. Although he maintains he did nothing wrong, the stage was set, and when another dwarf had discovered missing mining supplies, he was found guilty by a trial of his peers, and exiled from his clan.

He left his family on poor terms, but his clan brother still believed in him. He gave Heirang some advice: Accept the punishment and come back when he has gained prestige and wealth.

He found himself without a home until he found his way to Ostenso, where the pride of the Cheliax Navy is based. There he was able to get a new start in life...of course being a water wizard is not quite what he had in mind... still the alternatives were not appealing either. When you 'join' a press gang your options basically boil down to Working as a bilge rat on whatever scow he manages to hook up on.

Fortunate one of the ship wizards took pity on him and decided to train him in the elemental magic. It was indeed difficult...as hard if not harder than learning to wield an axe...but dwarves are known for their stubbornness and hard work. Both qualities have served him well, and he has grown accustomed to his new life...well almost accustomed.

Now he finds himself traveling along the Cheliax coast, not far from the human city of Westcrown...

===== Tactics =====
Before Combat If he knows he is heading into danger, he will cast Mage Armor.
During Combat .