Duergar Slaver

Newmark's page

91 posts. Organized Play character for lucklesshero.


Race

Dwarf: Init:+3:Perception +0| AC 12(16), touch 12(16), flat-footed 10(14):/ HP.16/16 | Fort. +3, Ref. +2, Will. +3(+2 vs. spells and spell like abilities)| spd. 20'

Classes/Levels

Wizard 2 (Conjurer)

Attacks:
att:warhammer+2(1d8+1/x3) or heavy crossbow +3(1d10/19-20),+3 acid dart 6/6 day( ranged touch)

Gender

male

spells:
0: (at will) detect magic, light, resistance,spark| lv expeditious retreat , color spray, mage armor, summon monster I

Size

medium

Age

51

Special Abilities

Hardy,Slow and Steady, Spell focus conjuration,Stability,Surface Survivalist,Wyrmscourged

Alignment

LN

Deity

Torag

Languages

Common, Draconic, Dwarven, Giant, Skald

Strength 12
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 8

About Newmark

Male dwarf conjurer 2
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +0

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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 16 (2d6+6)
Fort +3, Ref +2, Will +3; +2 vs. poison,
spells, and spell-like abilities, +2 dodge bonus vs. dragon's
exceptional, supernatural, and spell-like abilities
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Offense
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Speed 20 ft.
Melee warhammer +2 (1d8+1/×3)
Ranged heavy crossbow +3 (1d10/19-20)
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
. . 6/day—acid dart (1d6+1 acid)

Conjurer Spells Prepared:
(CL 2nd; concentration +6)
. . 1st—color spray (DC 14), expeditious retreat, mage armor, summon monster I
. . 0 (at will)—detect magic, light, resistance, spark[APG] (DC 13)

spellbook:
0lv. Acid Splash, Arcane Marc, Bleed, Dancing lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Open/Close, Prestigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue,
1lv. Air Bubble, Ant Haul, Burning Hands, Color Spray, Comprehend languages, Disguise self, Expeditious Retreat, Feather Fall, Identify, Mage Armor, Magic Missile, Protection from Evil, Shield, Summon Monster 1.

. . Opposition Schools Enchantment, Necromancy
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Base Atk +1; CMB +2; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Augment Summoning, Spell Focus (conjuration)
Traits arcane temper, resilient
Skills:
Acrobatics +2 (-2 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Knowledge (arcana) +8 (+10 to identify dragons and can make such checks untrained), Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Spellcraft +8, Swim +2; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones

Languages Common, Draconic, Dwarven, Giant, Goblin, Skald
SQ arcane bond (wand), summoner's charm (1 round), wyrmscourged[ARG]
Combat Gear:
arcane bond wand, potion of cure light wounds, potion of invisibility, scroll of expeditious retreat, wand of mage armor (15 charges), oil (2)
Other Gear:
crossbow bolts (10), heavy crossbow, warhammer, bedroll, belt pouch, hooded lantern, ink, inkpen, masterwork backpack[APG], parchment (5), scroll case, sealing wax, spell component pouch, tindertwig (5), trail rations (4), waterskin, wizard starting spellbook,

Coin: 82 pp, 4 gp, 6 sp
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Special Abilities
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Acid Dart (1d6+1 acid, 6/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Wand) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Wyrmscourged +1 to attack/+2 to AC & saves Gain bonus to att/AC and saves vs. dragons. Use Knowledge untrained at +2 if related to dragons.
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Newmark was born in Highhelm but apprenticed out to human Sages inside Druma from an early age. He spent 20 years study with the humans before going home briefly to bid his kin farewell. Newmark, traveled to Absalom shortly after and joined the Pathfinder society.

Newmark has a rounder belly and long white hair that's seemly aged prematurely. He is very mater-of-fact and tends to be impatient; often cutting people off mid-sentence. He's intelligent and knows it. He rolls his eyes un-consciously when someone makes an obvious error.
He is generally an insufferable individual except for the fact that he is a champion of good and will always pick, "what's right" over "what's best right now."

He rarely compromises or quibbles...instead he just goes about trying to save the ignorant world from itself.