Dwarven Trader

Mattock of Torhold's page

101 posts. Alias of therealthom.


Race

F 4 R 4 W 6 // Today's Resistance Fire 5 //

Classes/Levels

Sense Motive 6, Perception 6

Gender

HP- 18/18 ; AC 16, touch15, flat-footed 13 //

About Mattock of Torhold

Mattock of Torhold
LN Male, Dwarf Monk of the Four Winds1/Wizard1 (Abjurer -- Opposition: Conjuration and Enchantment)

Bald, bushy-browed, dreadlocked-beard, bleary eyed, and with a belly starting to run to fat, Mattock has the dingy, fatalistic air of a dwarf who's lost hope. He's dressed as a simple traveler in yellowing auburn robes, and he carries a voluminous pack.

Abilities: S 13 D 14 Co 14 I 17 W 14 Ch 8

stats calcs, HP rolls, experience:
3,5,2,13,2,0 = 25pts +2 Constitution, +2 Wisdom, –2 Charisma/// HP max Monk1 + max Wiz 1 + 0.5hd/level/// Experience: 467 afer 'damnation stride' fight

HP- 18 Currently- 18
Initiative +2, Speed 20'
Defense: AC normal, touch, flat-footed :16, 15, 13 (+2 dex +2 Wis +1 Dodge +1 Haramaki)
Saves- fort+4 (+0 wiz +2 monk+2 Con) reflex+4(+0 wiz +2 monk+2 dex) will+6(+2 wiz +2 monk +2 wis)

Attacks: BAB +0 , CMB +1 CMD 15 (13 +2 wis)
Unarmed Strike: +1 1d6+1 x2 (elemental fist 1/day 1d6)
Flurry : +0/+0 1d6+1/1d6+1 x2 or by monk weapon
Dagger: +1, 1d4+1, 19-20 x2, 10'
MW Battle Axe: +2, 1d8+1, x3

Ranged:
Heavy Crossbow: 1d20+2 1d10, 19-20 x2 120', 9 quarrels
Dagger: 1d20+2, 1d4+1, 19-20 x2, 10'

Protective Ward 6 of 6 remaining
As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells Memorized Today:
Arcane Bond spell -- used
Spells : cantrips 3; 1st,3 (1 +1 Int +1 school)
0 - Resistance(A), Detect Magic (D), Read Magic (U)
1 - Shield (A), Burning Hands (+1 DC) (Ev), Expeditious Retreat (T)

Spell Book:
Cantrips -- All, except Enchantment and Conjuration 18 pages
1st 12 pages
Shield (A), Protection from Evil (A), Endure elements (A),
True Strike (D), Comprehend Languages (D)
Burning Hands (+1 DC) (Ev), Magic Missile (Ev)
Color Spray (+1 DC) (I), Silent Image (I),
Cause Fear (+1 DC) (N),
Expeditious Retreat (T) ,Magic Weapon (T),

Total pages used 30.

Languages and Skills:

Languages Dwarven, Common, Draconic, Giant, Terran;

Skills Wiz 2/level, Monk 4/level
Acrobatics_____ 6 = 1 +2 D +3 monk - Armor
Appraise_______ 7 = 1 +3 I +3 wiz (+2 racial on nonmagical goods that contain precious metals or gemstones.)
Climb__________ 5 = 1 +1 S +3 monk - Armor
Know (arcana)__ 8 = 1 +3 I +3 wiz +1 trait
Know(geography) 7 = 1 +3 I +3 wiz
Know (nature)__ 7 = 1 +3 I +3 wiz
Know (planes)__ *3 = 0 +3 I +3 wiz (take this next level)
Perception_____ 6 = 1 +2 w +3 monk
Ride___________ 5 = 1 +2 D +3 monk - Armor
Sense Motive __ 6 = 1 +2 w +3 monk
Spellcraft_____ 7 = 1 +3 I +3 wiz
Stealth _______ 6 = 1 +2 D +3 monk - Armor
Swim___________ 5 = 1 +1 S +3 monk - Armor

Acrobatics 0 +1 D - Armor
Appraise 0 +3 I
Bluff 0 -1 ch
Climb 0 +1 S
Craft 0 +3 I
Diplomacy 0 -1 ch
Disguise 0 -1 ch
Escape Artist 0 +2 D - Armor
Forgery 0 +3 I
Heal 0 +2 w
Intimidate 0 -1 Ch
Perception 0 +2 w
Ride 0 +2 D
Sense Motive 0+2 w
Spellcraft 0 +3 I
Stealth 0 +2 D - 0 Armor
Survival 0 +2 W - 0 Armor
Swim 0 +1 S

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Wizard Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Traits and Feats:

Traits:
Noble Born... association with the dwarves of the ... Mountains .... You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only
to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. ....
Lore Seeker ... studied magic ... hope to increase that knowledge .... You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Burning Hands, Color Spray, Cause Fear

Feats:
Campaign Bonus Feat: ... The dwarven one allows you to wear armor and still use your monk class abilities as long as the ACP of your armor is 0. This doesn't extend to shields.

1st Light Armor Proficiency
1st Wiz: Scribe Scroll,Bonded Object: Ring
1st Monk: Dodge

Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Wizard Class Features

Arcane Bond: Ring:

Arcane Bond (Ex or Sp): ... a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Wizards ... begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn .... If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell... DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Class Features, Monk:

Class Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat: At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so, he may make on additional attack, taking a -2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to use this ability). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Monk of the Four Winds

Elemental Fist (Su): At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on). This ability replaces Stunning Fist.

Elemental Fist (Combat)
You empower your strike with elemental energy

Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.

Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Magic Equipment:

Scrolls

Endure elements (A), CL1, x2
Magic Weapon (T), CL1, x2

Equipment:

MW Battle Ax
2x Dagger
Crossbow, heavy and quarrels, 10

Haramaki 3 gp +1 — 0 0% 30 ft. 20 ft. 1 lb. (belly warmer armor)

Traveler's outfit
Holy Symbols, Sarenrae and Nethys
Pouch, belt
fishhooks(5)
Flint and Steel
Tindertwig 5x
Whistle
Needles 2x

Hip Flask

Cash 29.6 gp

Backpack
Spell book
Blanket
Rations, trail x17 (17 lbs)
Soap
Tent
Whetstone
Cargo of Ore 6 lbs
Cold Weather Gear
CaveFisher Glands (count as 100 gp worth of raw materials for making sticky magic items)
Spare spell component pouch

Wizard's Kit

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Spare Spellbook: left at the Nalbrin Library
Scholar's outfit: left at home

Current Load: 46.7 without pack 98.7 with pack {Light 50 lbs. or less Med 51–100 lbs. Heavy 101–150 lbs.}

Background:

Mattock's family have long been "sun-drinkers", the dwarves living permanently on the southern slopes of the mountain. Largely hardworking farmers, hunters, gatherers, and craftsmen, these sun-drinkers led simple peaceful lives centered around their villages and townships. Mattock had a a small family on a small holding which provided all that they needed plus a little cash income.

Although a typical sun-drinker in most respects, Mattock was exceptional in two respects. The first was an interest in books and magic which he pursued at night by candlelight by pouring through an ancient tome that his father had won by adventuring in his youth in the human lands to the south. The second was his selection to the Nalbrin. Mattaock's family was proud that one of their own was chosen for the famous dwarven defenders and he felt greatly honored.

Training was difficult for Mattock. He missed his family, but he stayed the course. He was as proud as he'd ever been when he completed his training. Pride quickly turned to grief and anger when he returned home to find that orc marauders had attacked the night before his return.

He found the neighborhood houses cold ash, and his family disappeared. At first he tried to pursue the orcs and discover his family's fate with other survivors, but that trail ran cold. His grief soon turned to despair and he drifts about, working jobs to keep himself in alcohol. Some spark of hope or anger or Nalbrin trained perseverance just keeps him from surrendering entirely and drinking himself to death.

While searching through the ruins of his house, Mattock found his wife's wedding band. He concluding that she was so certain of her end that she removed it and hid it so that it wouldn't fall into orc hands. He had it expanded wears it now to remind him of his lost family. It's his arcane focus.