Dwarf Wizard

Nald Munnahr's page

No posts. Organized Play character for Idrael.


Full Name

Nald Munnahr

Race

Dwarf

Classes/Levels

Sorceror(elemental) 1 || AC 10 (14 mage armour) || Touch 10 || Ff 10 || HP 7 || Fort/Refl/Will +1/+0/+3 || CMD 10 || Init +0 || Perception +1

Gender

Male

Size

M

Deity

Torag

Languages

Dwarven, Common, Terran

About Nald Munnahr

Appearance

Background

Weapons:

Stats:

Str 10 Dex 10 Con 12(10) Int 12 Wis 13(11) Cha 16(18)
Fortitude +1 | Reflex +0 | Will +3

BAB +0 | CMB +0 | CMD 10 (14 vs trip / bullrush)
AC 10 / 14 mage armour
Touch 10 | Flat-Footed 10)

Init +0 HP 7 Speed 20

Skills:

Appraise: +5
Appraise(metal, jewels, gemstones): +7
Bluff: +3 (untrained)
Craft: - (untrained)
Fly: +0 (untrained)
Intimidate: +3 (untrained)
Knowledge(arcana): +1 (untrained)
Knowledge(history): +2 (untrained, not class skill)
Knowledge(Engineering): +6
Profession(Prospector): +1 (untrained)
Spellcraft: +5
Perception: +1 (untrained, not class skill)
Perception(stonecunning): +3 (untrained, not class skill)

Racial Traits:

+2 con, +2 wis, -2 cha
Slow and Steady:20 ft base speed, never modified by armour or encumberance
Darkvision:Can see in dark 60ft
Defensive training:+4 ac vs monsters of giant subtype
Greed:+2 on appraise to determine price of items made of precious metals en gemstones (non magic items)
Hatred:+1 to hit vs humanoids of orc and goblinoid subtype
Hardy:+2 sv throw vs poison, spells & spell-like abilities
Stability:+4 racial bonus to CMD vs bullrush & trip while on ground
Stonecunning:+2 on perception checks to potentially notice unusual stonework (traps/hidden doors). Free check when passing within 10 ft
Weapon familiarity:proficient with battleaxes, heavy picks and warhammers. Any weapon with dwarven in it's name counts as martial weapon

Traits:

Guardian of the Forge(Torag):receive +1 trait bonus on knowledge engineering and history checks. One is a class skill.
Goldsniffer(dwarven):Your keen senses lead you to hidden treasures. You gain a +2 trait bonus on perception checks related to metals, jewels and gemstones.

AC Items:

Feats:

Combat casting: +4 on concentration checks for defensive casting

Special abilities:

Cantrips: lvl 0 spells
Eshew materials: no need for components with value under 1 GP
Elemental bloodline (earth)
Elemental ray(earth): 30 ft, ranged touch attack. 1d6+1 damage / 2 sorceror lvls. Useable 3+ cha times per day. Current: 6

Cantrips:

Acid splash

school:Conjuration[creation]
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Close (25ft + 5ft/2lvls)
Effect:one missile of acid
Duration:Instantanious
Saving Throw:none
Spell resistance:no
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage. This acid disappears after 1 round.

Disrupt undead:

school:Necromancy
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Close (25ft + 5ft/2lvls)
Effect:ray
Duration:Instantanious
Saving Throw:none
Spell resistance:no
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Mending:

school:transmutation
Casting time:10 minutes
Components: Verbal, Somatic, DF (firefly)
Range:10 ft
Target:Object of up to 1lb / lvl
Duration:Instantanious
Saving Throw:will negates (harmless, object)
Spell resistance:yes (harmless, object)
Repairs damaged object, restoring 1d4 hp to the object. If the object has the broken condition, this contition is removed if the object is restored to at least half it's original hp.

Arcane mark:

school:universal
Casting time:1 Standard action
Components: Verbal, Somatic.
Range: touch
Effect:one personal rune or mark, all of which must fit within 1 sq ft
Duration:permanent
Saving Throw:none
Spell resistance:no
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

Spells lvl 1 (4/day):

Mage Armour:

school:conjuration (creation)[force]
Casting time:1 Standard action
Components: Verbal, Somatic, F (piece of cured leather)
Range:Touch
Target:Creature touched
Duration:1 hour/ lvl
Saving Throw:Will negates (harmless)
Spell resistance:no
an invisible but tangible field of force surrounds the subject of the spell offering +4 armour bonus to AC. Unlike real armour, it entails no armour check penalty or arcane failure chance or speed reduction. Since it is made of force incorporeal creatures can't bypass it the way they do natural armor.

Magic Missile:

school:Evocation[force]
Casting time:1 Standard action
Components: Verbal, Somatic.
Range:Medium (100ft + 10ft/lvl)
Targets:up to 5 creatures, no two of which can be more than 15 ft apart.
Duration:instantanious
Saving Throw:none
Spell resistance:yes
a missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 damage. For every two caster lvls beyond first you gain an additional missile. to the maximal 5 at 9th lvl or higher.

Gear:

Starting Gear:

Weapons

Dagger: 2 G ; 1 lbs
Pick, heavy: 8 G ; 6 lbs

Sub-Total: 10 G ; 7 lbs

Misc

Backpack: 2 G ; 2 lbs
Bedroll: 1 S ; 5 lbs
Blanket, Winter: 5 S ; 3 lbs
Case scroll or map: 1 G ; 1/2 lbs
Flint and steel: 1 G ; --
Pouch (belt): 1 G ; 1/2 lbs
Rope, Hemp (50ft): 1 G ; 10 lbs
Tent: 10 G ; 20 lbs
Waterskin: 1 G ; 4 lbs
Waterskin: 1 G ; 4 lbs
Whetstone: 2 C ; 1 lbs

Sub-Total: 18 G 6 S 2 C ; 50 lbs

Clothing

Cold-weather Outfit: 8 G ; 7 lbs
Explorers Outfit: 10 G ; 8 lbs

Sub-Total: 18 G ; 15 lbs

Food

10 days Ration: 5 G ; 10 lbs
Ale (gallon): 2 S ; 8 lbs

Sub-Total: 5 G 2 S ; 18 lbs

Special

Artisan's tools (masterwork): 55 G ; 5 lbs
Merchant's Scale: 2 G ; 1 lbs
Spell component pouch: 5 G ; 2 lbs
(counts as sample pouch for prospecting)

Total: 113 G 8 S 2 C ; 97 lbs

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Bought Gear

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Cash

Starting: 33 G 31 S 8 C

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Gear on person