Harsk

Odirin Mithrilrasp's page

42 posts. Alias of Woodsmoke.


About Odirin Mithrilrasp

Odirin Mithrilrasp
Male Dwarf Monk 1 / Sorcerer 1
LN Medium Humanoid (Dwarf)
Init:+2; Senses: Perception +7

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DEFENSE
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AC 15 (+2 dex, +3 wis), Touch 15, Flat-Footed 13
HP 18
Fort +4, Ref +4, Will +7
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OFFENSE
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Speed 20 ft.
Melee Unarmed +0 (1d6) or Handaxe +0 (1d6)
Ranged Light Crossbow +2 (1d8)

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STATISTICS
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Str 10 Dex 14 Con 14 Int 17 Wis 16 Cha 8
Base Atk +0; CMB +0; CMD 15
Feats Improved Unarmed Strike, Deflect Arrows, Eschew Materials, Sorcerous Strike, Combat Casting
Traits Focused Mind (+2 Concentration), Guardian of the Forge (+1 Knowledge (History) and Knowledge (Engineering); Knowledge (Engineering) is a class skill)
Skills

Acrobatics +6 (1 rank +2 dex +3 trained)
Craft (Metalworking) +9 (1 rank +3 int +2 racial +3 trained)
Knowledge (Arcana) +10 (2 rank +3 int +2 class +3 trained)
Knowledge (Dungeoneering) +7 (1 rank +3 int +3 trained)
Knowledge (Engineering) +8 (1 rank +3 int +1 train +3 trained)
Knowledge (History) +8 (1 rank +3 int +1 trait +3 trained)
Perception +7 (1 rank +3 wis +3 trained)
Spellcraft +10 (2 rank +3 int +2 class +3 trained)
Stealth +6 (1 rank +2 dex +3 trained)
Use Magic Device +4 (2 rank -1 cha +3 trained)

Concentration +6 (1 CL +3 int +2 trait)

Languages Common, Dwarven, Orc, Undercommon, Giant
Equipment Monk's Outfit, Handaxe, Light Crossbow, 10 bolts, Wand of Mage Armor (50 charges), Backpack, Waterskin, Flint & Steel, 50 ft. silk rope, 2x trail rations, scroll case. 192 gp
Load: 24.5 lbs (light)

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SPECIAL ABILITIES
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Defensive Training: +4 dodge bonus to AC vs giants
Hardy: +2 on saving throws vs. spells, spell-like abilities, and poison
Stability: +4 to CMD vs. bull rush and trip while standing on the ground
Hatred: +1 on attack rolls vs goblinoids and orcs
Craftsman: +2 on all Craft and Profession checks related to stone or metal
Stonecunning: +2 on Perception to notice unusual stonework, including traps and hidden doors. Automatically notice them within 10 feet, even if not actively looking.
Darkvision: 60 ft.
Weapon Familiarity: Proficient with battleaxe, heavy pick, warhammer. Treat weapons with "dwarven" in the name as martial.

Favored Class: Sorcerer
Class Bonuses: 1 Skill rank

Flurry of Blows: -1/-1
Stunning Fist: 1/day, unarmed attack renders target stunned for 1 round, Fort DC 14 negates.
Unarmed Strike: 1d6
AC Bonus: Add wisdom modifier to AC and CMD. Applies with armor if check penalty of armor is 0.

Bloodline: Sage (Arcane)
Class Skill: Knowledge (Dungeoneering)
Bloodline Arcana: Use intelligence instead of charisma for spellcasting and bloodline powers. +2 Knowledge (Arcana) and Spellcraft.
Bloodline Powers:
-Arcane Bolt: 6/day - 30 ft. ranged touch attack 1d4+1 force damage.

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SPELLS
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Lvl 0 at will, (DC 13) - Detect Magic, Read Magic, Disrupt Undead, Message
Lvl 1 4/day, (DC 14) - Enlarge Person, Ear Piercing Scream

Appearance:

Odirin is of middling height for a dwarf, standing about four foot and three inches, but his build is on the lean side for it, and he weighs in at about 165 pounds. His right arm is slightly more muscular than his left, hinting at his training at an anvil for some years, though the difference is not extreme enough to suggest an entire life of smithing. He has light colored hair, a subtle mix of ivory and sand, that hangs mid-length - down to his jawline on the sides, and in the back to just above his shoulders. His beard melts down from the side of his hair, twining with his thick mustache, and drapes down to his chest. He wears no braids in hair nor beard, nor does he sport any clasps, clips, bangles, or other decorations. He is seemingly content to let his hair, be it on face or head, lie how it will. His face is somewhat weathered and beaten from his time in front of a forge, and tiny divots on his forehead speak of spark showers and grit. Set on either side of his squat, square nose, Odirin's eyes are his most noteworthy feature, being electric blue with a ring of red in each. His eyes whisper of the innate magic in his blood. Most of the time, the dwarf's head is covered by the hood of his dark, dusky, muted red cloak, trimmed in dark grey. His clothing beneath his cloak is simple; tunic, belt, leggings, and boots of brown and grey.

Background:

Odirin was born into the Mithrilrasp clan, a long lineage of master smiths who are known for crafting magical arms, armor, and other equipment for the Iron Mountain dwarves. From the time that he was old enough to hold a hammer, Odirin was set before both anvil and forge, and trained daily in metalworking and metallurgy, as was tradition. He did as he was told for some time, but it was not long before his interest and desire to learn of the magical side of his clan's craft began to take hold of him. The Mithrilrasp elders, however, would not begin Odirin in arcane tutelage until he had mastered the anvil and forge to a degree that pleased them and that showed that he was prepared for learning yet another intricate, and more dangerous, art. As Odirin's work progressed, he thought only of magic, and of learning it, of gaining that power. His work at the forge began to suffer because of this, and his mentors were dismayed, unsure if this young dwarf could live up to the Mithrilrasp name. Abruptly, however, Odirin manifested minor arcane abilities. He found he could detect the arcane presence of the things around him, and could read and understand the magical writings that he would sneak looks at from the clan's wizard-smiths. The Mithrilrasps had a long history of training wizards, but they were always trained and tutored in the art over several years. There was no record in their clan of a member being suddenly schooled in it. Conferring, the wizards and elders concluded that such a long line of magical ability and wizardry must have manifested itself naturally in Odirin's bloodline. Odirin's parents were both wizard-smiths themselves, as were their parents. Unsure of just what this meant, the elders and his family discussed it while Odirin took up his hammer once again and went back to the forge. After becoming blessed with arcane affinity, Odirin's metalwork improved dramatically, not only returning to the level he had been at, but excelling past it to a degree that pleased the clan. He was well on his way to becoming a wizard smith, or so he thought.

After the invasion and subsequent cloistering, the elders of Mithrilrasp decided to send Odirin for Nalbrin training. The clan had always considered themselves quite important in the Iron Mountain culture, and they wanted the honor of representative from their clan serving as Nalbrin. They also knew that he would be a good fit for the rigorous training, at several points wondering if Odirin's sheer determination to learn magic was a catalyst in the arcane might awakening in his blood. That same determination would be crucial in enduring the training. They also believed that if he could master himself through the Nalbrin training, he would also be able to master his innate magical talent. So Odirin went, and succeeded in the training, and just as his elders predicted, after achieving status as Nalbrin, having gone through the rigorous training, his sorcerous abilities manifested themselves in full.