Fort +2; +2 Con
Ref +1; +1 Dex
Wil +3; 2 Base, +1 Wis
+2 Racial vs poisons, spells, spell-like abilities
BAB +0
CMB +1; +1 Str
CMD +12; 10 +1 Str, +1Dex
Quarterstaff; +1 to hit 1d6+1(B) 20/x2 (two-handed, 4lbs)
Dagger(2); +1 to hit 1d4+1(P) 19-20/x2 (light, 1lb)
Light Crossbow; +1 to hit 1d8(P)19-20/x2 (ranged, 4lbs)
Skills and Feats :
Appraise +7; +3 Int, +1 rank, +3 Class Skill
Perception +5; +1 Wis, +1 Rank, +3 Class Skill(Trait)
Knowledge (Arcana)(Engineering)(Planes) +7; +3 Int, +1 Rank, +3 Class Skill
Spellcraft +7; +3 Int, +1 Rank, +3 Class Skill
Scribe Scroll
Combat Casting
Racial Abilities :
+2 Con, +2 Wis, -2 Cha
Slow and Steady (Speed not modified by encumbrance/armor)
Darkvision 60'
Defensive Training(+4 dodge bonus to AC vs Giants)
Hatred (+1 bonus on attack rolls vs orc and goblin subtypes)
Hardy (+2 Racial vs poisons, spells, spell-like abilities)
Stability (+4 Racial bonus to CMD when resisting bull rush or trip attempt while standing on ground)
Stonecunning (+2 bonus on Perception checks to potentially notice unusual stone work, receive a check when passing w/in 10')
Weapon Familiarity (Proficient w/ battleaxes, heavy picks, and warhammer, plus treat any "dwarven" weapon as martial)
Class Abilities :
Arcane Bond
Arcane School
Cantrips
Scribe Scroll
Traits:
Militant Merchant (+1 bonus to perception to determine surprise, perception is always a class skill)
Westcrown Firebrand (+1 Init, +1 Attack Roll in surprise round)
Favored Class and Favored Class Bonuses:
Favored Class: Wizard
Level 1 (Wiz) +1 Skill Point
Total Weight Carried: 35 lbs
Character plus equip 220 lbs
5gp 2sp 9cp
Light 50, Med 100 Heavy 150
Lift over head 150, off ground 300, drag/push 750
Appearance:
Patrum is 4'5" and has the stocky build of a typical dwarf. He has flam red hair and a beard that flows nearly to his waist. His beard is intricately braided with small chunks of precious metals strewn throughout. He wears an explorers outfit with make pockets and carries staff as walking stick with small crossbow hanging from his side.
History:
Patrum hails from the Maheto in Taldor. The son of a merchant specializing in weapons, his youth was spent making trips to various Taldane settlements, most notably Oparra. In Oparra he was exposed to many new experiences including the magical arts, and felt drawn to them much to the chagrin of his father.
Once he was of age, he decided to leave his home and travelled to Absalom to enroll in a school of magic. He took very little money with him, and his gruff manner did not impress any of the schools to which he applied. After several months of trying and with his money nearly depleted he made his way to the docks to head home. While scouting for a vessel to take him to Oparra, he spotted a lady being accosted by several youths. He intervened and left them bruised and battered. The woman he saved turned out to be a wizard of some regard who refused to use her power on children. Thankful for his help, she took him on as an apprentice.
He spent most of the next decade studying under her. Six months ago, she released him from her tutelage informing him that she was about to embark a multi-planar journey that he was not prepared for. Her last gift was an emerald amulet on a gold chain. She taught him how to bond the item.
While studying magic he discovered that his talents lay in the area of conjuration and summoning, while illusion escaped him and necromancy disgusted him. Through careful research he made the decision to go to Westcrown, for the Galorian’s greatest summoners resided in Cheliax, and Westcrown seemed to have less Devilish influence than other areas of Cheliax.
He found a group of merchants heading that way and joined them. They arrived in Westcrown approximately 5 months ago and set up shop. He is now the only one that remains. His compratriots have all vanished, some taken by the shadows at night, others after speaking to loudly against the local government. He has heard rumors of resistance and is actively, though quietly, seeking it out.
Tactics:
Patrum will hang towards the rear of any battle. If the battle appears to be fairly simple he will use his crossbow. Battles of moderate difficulty he will use magic missile and his acid dart class ability. In a difficult encounter he will use summon monster and may use his amulet to cast Mage Armor on himself if threatened.