Harsk

Rúnar Arnasson's page

82 posts. Organized Play character for Doug Maynard.


Full Name

Rúnar Arnasson

Race

Dwarf

Classes/Levels

sorcerer 1.1 (hp 8/8; AC 12; Fort +2, Ref +3, Will +6; Perception +4; Init +2)

Gender

male

Size

M

Age

53

Alignment

LG

Deity

Soralyon

Location

Absalom

Languages

Common, Dwarven, Gnome

Occupation

brewer

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 9

About Rúnar Arnasson

Rúnar is classically dwarven in his appearance (short, stocky, and with dirty blonde hair and long, well-kept beard). However, his clothing is decidedly atypical for his race, especially his long cloak of midnight blue embroidered with gold thread. The central design on this cloak is of a crooked spiral inside a pentagon, with astronomical signs filling the empty spaces within.

Personal history:

Rúnar is from one of the first families in Magnimar's history. The Arnassons are known for their ale, as well as their worship of the empryeal lords. While they are careful to venerate Torag first and most publicly, it is clear to all who know them that the empryeal lords, especially Soralyon, hold a special place in their worship. This has been validated, seemingly, by the budding arcane gifts bestowed upon Rúnar, typically rare among the dwarves.

Rúnar Arnasson
Male Dwarf Sorcerer (Wildblooded) 1.1
LG Medium Humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +6; +2 vs. poison, spells, and spell-like abilities
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Offense
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Speed 20 ft.
Melee Dagger +0 (1d4/19-20/x2) and
. . Heavy pick +0 (1d6/x4)
Ranged Masterwork Light crossbow +3 (1d8/19-20/x2)
Special Attacks heavenly fire (7/day)
Sorcerer (Wildblooded) Spells Known (CL 1):
1 (4/day) Color Spray (DC 15), Magic Missile
0 (at will) Ray of Frost, Disrupt Undead, Read Magic, Detect Magic
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Statistics
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Str 10, Dex 14, Con 14, Int 12, Wis 18, Cha 9
Base Atk +0; CMB +0; CMD 12 (12 vs. Bull Rush, 12 vs. Trip)
Feats Eschew Materials, Point Blank Shot
Traits Empyreal Cultist (Magnimar), Grounded
Skills Acrobatics +2 (+4 trait on balance-related checks, -2 jump), Appraise +5 (+7 to determine the price of nonmagic items with precious metals or gemstones), Heal +6, Knowledge (religion) +4, Perception +4 (+6 vs. flying creatures), Profession (brewer) +10, Spellcraft +5
Languages Celestial, Common, Dwarven, Gnome
SQ greed, hardy, mutated bloodlines (empyreal), sky sentinel, slow and steady, stability
Combat Gear Potion of cure light wounds, Wand of Mage Armor; Other Gear Crossbow bolts (10), Dagger, Heavy pick, Masterwork Light crossbow, Backpack (empty), Bedroll, Belt pouch (empty), Fishhook (2), Flint and steel, Masterwork tool (Profession [brewer]), Mug/tankard, Sewing needle, Signal whistle, Silk rope, String or twine, Thread (50 ft.), Trail rations (7), Waterskin, Whetstone, 91 GP, 5 SP
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TRACKED RESOURCES
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Crossbow bolts - 0/10
Dagger - 0/1
Heavenly Fire (7/day) (Sp) - 0/7
Potion of cure light wounds - 0/1
Trail rations - 0/7
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Empyreal Cultist (Magnimar) +1 on Diplomacy checks against good-aligned humanoids.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grounded You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Heavenly Fire (7/day) (Sp) Ranged touch attack deals 1d4 divine damage/healing
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sky Sentinel +1 to attack/+2 to AC Gain bonus to att/AC vs flying foes. Foes gain no bonus for high ground, +2 Perception vs flying.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.

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