Hrokon

Jamroar Ghawn's page

28 posts. Alias of Desriden.


Full Name

Jamroar "The Magic Shop" Ghawn

Race

Half-Orc

Classes/Levels

Wizard 1

Gender

Male

Size

Medium

Age

21

Special Abilities

Darkvision, Orc Ferocity, Weapon Familiarity

Alignment

Lawful Neutral

Deity

Nethys

Location

The Ghawn home

Languages

Common, Orc, Abyssal, Draconic, Giant, Gnoll, Goblin, Celestial

Occupation

Illicit crafter

Strength 8
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Jamroar Ghawn

Jamroar was born small and scrawny. His family did a good job fattening him up and beating him regularly during weapon practice to make him hale and hearty. But his muscles never did fill in and his swings of the falchion and greataxe always seemed weak. And he was shorter than most of his brothers at only 6'1.

Jamroar knew he was smart, smarter than most humans and even some elves. He briefly tried to go to the school to learn magic. The students took great joy in tormenting him, especially since he wasn't strong enough to fight back. He made up for it by being clever and luring his tormentors into ambushes. Eventually, he was thrown out for being a "difficult" student. There also were rumors his tuition was paid with stolen money.

Jamroar started trying to make some money by selling and crafting scrolls to those who wanted to buy True Strike without answering any awkward questions. While he was running from the town guard who wanted to interfere with legitimate private enterprise, he became lost in a nearby swamp. He wandered for hours and was found by an old crone who offered him some food if he promised not to look to closely into the pot.

The diner was delicious and it was obvious the woman knew powerful magics. He asked the woman to teach him and a deal was struck. He summoned his first familiar in that swamp, a toad. She taught him the art of conjuration but refused to train him in enchantment or necromancy, for fear he'd turn those magics against her. Jamroar finished his studies but still goes back to visit, and perhaps stay for dinner.

Crunch:

AC 12, Touch 12, FF 10
HP 12 (favored class: wizard +1 HP per level)
Saves Fort +2, Ref +3, Will +2
Initiative +2
CMB -1
CMD 11
BAB +0
Speed 30
Concentration check: +8 (+12 for casting defensively)
Skills: Intimidate +2, Linguistics +9, Spellcraft +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +9

Feats: Level 1 - Combat Casting, Wizard 1 - Scribe Scroll

Arcane Bond: Toad familiar (+3 HP, always kept in hiding)

Traits: Focused Mind (You gain a +2 trait bonus on concentration checks)
Deft Dodge (You gain a +1 trait bonus on Reflex saves)

Heirloom item: A well-worn book Jamroar read often as a child and took with him to school. His parents said it was passed down from his grandfather, a powerful sorcerer. He had never heard of the spellcaster before they gave him the book or after.

Melee attacks
Greataxe -1 to hit (1d12-1, 20/x3)
Ranged attacks
Acid Dart +2 to hit (1d6+0, 20/x2) Eight casts per day

Specialist School: Conjuration
Opposition Schools: Necromancy, Enchantment

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Spellbook:

Cantrips (DC 15) 3 per day
Detect Magic, Ghost Sound, Acid Splash

Level 1 (DC 16) 4 per day
Grease, Color Spray, Enlarge Person, Silent Image

Cantrips: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation, Spark

First level spells: Grease, Mage Armor, Color Spray, Silent Image, Enlarge Person, Feather Fall, Burning Hands, Protection from Evil

Equipment:

Heirloom book 3 lbs
Wizard's Spellbook (15 gp) 3 lbs
Backpack (2 gp) 2 lbs
Bedroll (1 sp) 5 lbs
Scroll case (1 gp) 0.5 lbs
Ink, 8 oz. vial (8 gp) --
Inkpen (1 sp) --
Empty sack (1 sp) 0.5 lbs
Waterskin (1 gp) 4 lbs
Explorer's Outfit (10 gp) 8 lbs
Total cost 37 gold, 3 silver
Weight 26 pounds
The other 30 gold is spent on inks and paper for scrolls and spellbooks.

Racial features:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.