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.
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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