| Speed 20 ft. | Spells: 2nd - 4/4, 1st - 5/5 | Active conditions: none.
Gender
Male LN dwarf cleric (forgemaster) of Torag 4
Size
Medium; 4 ft. 1 in.; 178 lbs.
Age
112
Alignment
LN
Deity
Torag
Languages
Common, Dwarven, Gnome, Terran
Occupation
Blacksmith
Strength
14
Dexterity
12
Constitution
16
Intelligence
14
Wisdom
17
Charisma
10
About Kazmuk Doortsgarf
Background:
Kazmuk was born in the small mining village of Brunderton in easter Rostland, under the Doortsgarf clan. As his father and grandfather before him, Kazmuk was raised as a worker, being taught the importance of hard work for the well-being of the whole community. When he was old enough to start to work, he was sent to the mines, for even if the Doortsgarf were a metalworking clan, it was important for him to learn everything about it, including its origin.
As the years went on, Kazmuk eventually learnt how to work the metal he was mining, being taught the arts of blacksmithing, armorsmithing and weaponsmithing. As an advanced course, he even learned the finer arts of jewelry making, for every piece of work the Doorstgarf crafted was considered a masterpiece, and such item should indeed look like a piece of art. When his apprenticeship was about to end, Kazmuk was asked to forge his own blacksmith hammer as a proof of his knowledge and as a token that from now on he would be acknowledged as a true inheritor of the Doortsgarf clan. When he finished his hammer, the elders were astonished, for the hammer was a piece of art. The consensus was that Torag himself inspired the designs of the hammer, so it was a sign that Kazmuk had a different role to play for their community.
Kazmuk joined the clergy of Torag even if the work for the clan never stopped… in truth working as he used to was already a perfect way to honor and learn about the truths of their God. With many more years of training, Kazmuk became a forgemaster.
Recently the elders once more called for Kazmuk, instructing him about an opportunity of a lifetime that could both improve the standing of Brunderton and the Torag faith: there was an effort to colonize the stolen lands on the southwest and volunteers and specialist were being requested. Interpreting the opportunity indeed as the will of Torag, Kazmuk departed, knowing that his skills would be mostly needed and, if he managed to fulfill his mission, both his clan and the clergy would raise in importance.
Kazmuk Doortsgarf
Male dwarf cleric (forgemaster) of Torag 4
LN Medium humanoid (dwarf)
Initiative +1; Senses darkvision 60 ft.; Perception +7
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield; +4 dodge vs. giants)
hp 39 (4d8+16)
Fort +8, Ref +2, Will +8; +3 vs. poison; +5 vs. spells, and spell-like abilities
Defensive Abilities defensive training, hardy, stability
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STATISTICS
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Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 10 (+0)
Base Atk +3; CMB +5; CMD 16 (20 vs. bull rush and trip while standing on the ground)
Feats
1: Extend Spell
3: Steel Soul
B: Craft Magic Arms and Armor
Skills16 ranks; 8 background
Craft (armor) +11 (1 rank, 3 class skill, 2 Int, 2 racial, 1 trait, 2 circumstance)
Craft (blacksmith) +11 (1 rank, 3 class skill, 2 Int, 2 racial, 1 trait, 2 circumstance)
Craft (jewelry) +11 (1 rank, 3 class skill, 2 Int, 2 racial, 1 trait, 2 circumstance)
Craft (weapons) +13 (3 ranks, 3 class skill, 2 Int, 2 racial, 1 trait, 2 circumstance)
Diplomacy +5 (2 ranks, 3 class skill)
Heal +10 (3 ranks, 3 class skill, 4 Wis)
Knowledge (history) +6 (1 rank, 3 class skill, 2 Int)
Knowledge (religion) +8 (3 ranks, 3 class skill, 2 Int)
Perception +8 (+10 to notice unusual stonework) (4 ranks, 4 Wis)
Profession (miner) +10 (+14 to earn money) (1 rank, 3 class skill, 4 Wis, 2 racial)
Sense Motive +11 (4 ranks, 3 class skill, 4 Wis)
-3 Armor Class Penalty
Traits Glory of Old, Rostlander, Spark of Creation
Languages Common, Dwarven, Gnome, Terran
SQ aura (faint; good and lawful), craftsman, divine smith, industrious urbanite, spontaneous casting (cure), steel spells, stonecunning, weapon familiarity
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EQUIPMENT
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Weapons mw dagger, mw heavy crossbow, mw warhammer
Worn+1 breastplate, +1 buckler, iron holy symbol of Torag, scroll case; artisan's outfit
Slotted Items -
Wands, Rods, Etc -
Backpack hemp rope (50 ft.), mw artisan's tools, mw tool (pickaxe), trail rations (6), waterskin
-Consumables: - bolts 30, scroll of cure light wounds (4), wand of cure light wounds (20 charges), wand of lesser restoration (6 charges)
Belt Pouch 200 gp, 2sp, flint and steel
Other anvil, cart, pony (Magda), riding saddle
Carrying Capacity Total Carried Weight: 80 lbs. (52 [combat]/28 [other gear]) Light Load:58 lbs. or less Medium Load:59 - 116 lbs. Heavy Load:117 - 175 lbs. Lift Over Head:up to 175 lbs. Lift:up to 350 lbs. Push or Drag:up tp 875 lbs.
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SPECIAL ABILITIES
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Artificer’s Touch (Sp) Kasmuk can cast mending at will, using his cleric level as the caster level to repair damaged objects. In addition, he can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels he possess. This attack bypasses an amount of damage reduction and hardness equal to his cleric level.
Divine Smith (Su) Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, he reduces the total level adjustment to the spell by 1 (minimum 0).
Industrious Urbanite Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create non-magical items and gain a +4 bonus on Profession checks to earn money.
Runeforger (Su) A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. Kazmuk knows the following runes:
_Durability: The inscribed item’s hardness increases by an amount equal to Kazmuk’s Wisdom modifier, and its hit points increase by an amount equal to twice his level.
_Ghostglyph: The inscribed weapon, shield, or armor gains the ghost touch special ability.
_Tracer: For as long as the rune lasts, Kazmuk may sense its location at will as a standard action, as if using locate object.
Steel Spells A forgemaster adds the following spells to his spell list:
1st — crafter’s curse, crafter’s fortune, lead blades
2nd — chill metal, heat metal, shatter
3rd — keen edge, versatile weapon
8th — iron body, repel metal or stone 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.
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CAPITAL, TEAMS/ORGANIZATIONS AND ROOMS/BUILDINGS
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Capital 1 Goods, 2 Labor
Teams
1 Craftspeople [humans, builders] (3 people; gp, Goods, or Labor +4)
1 Craftspeople [dwarves, miners] (3 people; gp, Goods, or Labor +4)
2 Laborers [dwarves] (5 people; gp or Labor +2)
1 Guards [dwarves] (5 people; gp, Influence, or Labor +2)
Rooms
1 Forge (gp or Goods +10)