Male Dwarf Wizard 2 AC 12 [T 12 FF 10] | CMB +0 | CMD 12 (16) | HP 8/8 | Fort +0 (2) Ref +3 (5) Will +4 (6) | Init +2 | Percep +8, Darkvision 90 ft
Gender
Skills:
Know (Religion) +7 | Know (Arcana;History;Local; Dung.;Nobility;Engin;Geo;Nature;Planes;) +11 | +2 Know checks on anything dwarven | Diplo, Bluff +2 (+3 if dwarf) | Spellcraft, UMD +9 | Prof (butler) +6; all other Prof +2
About Reginald T'jener
Stats:
Male Dwarf (Humanoid[Dwarf]) Wizard 1
Init +2 (+2 dex); Senses: Perception +1, Darkvision (90 ft., Dazzled in bright light)
STATS
Str 10, Dex 14, Con 10, Int 20, Wis 13, Cha 10
Favored Class: +400 GP crafted (Scrolls; +200/lvl)
Defence/ Offence:
AC 12, Touch 12, Flat-Footed 10 (+2 dex,)
(+2 vs Giants)
HP 8/8 rolled progression
Fort +0, Ref +2, Will +4
+2 vs. poison, spells, spell-likes
-2 vs. [Light] descriptor
CMD 12 (+4 vs Bull rush or Trip while on ground)
Traits Ability Score Trait:Scholar of the Ancient Ways: You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are thus small and sickly by dwarven standards.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution
Pragmatic Activator (Use Int for UMD)
Impressive Beard: Your beard invokes nothing less than awe and respect amongst your fellow dwarves. As a cultural bias, they tend to trust your word perhaps more than they should.
Benefit: +1 bonus to both Bluff and Diplomacy skill checks made with dwarves.
Feats Breadth of Experience Lost Legacy(Bonus)
Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.
Scribe Scroll (Bonus)
Languages
Common, Dwarven, Elven, Gnome, Goblin, Undercommon, Terran
Consumables (potions, poisons, etc.):
Special qualities:
Racial
Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Senses Racial Traits
Minesight: Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.
Offense Racial Traits
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Class-based
Arcane Bond (Ring)
Arcane School (Conjuration)
Cantrips (Sp)
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
Summoner's Charm (Su)
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp)
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (7). This attack ignores spell resistance.
Backpack
-in backpack -
Wizard's Kit(21gp, 21 lbs)This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
Artisan's Tools (Scroll) (5gp; 5 lbs)
Kit, Gear Maintenance 5 gp; 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Kit, Grooming 1 gp; 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Kit, Scrivener's 2 gp; 1 lb.
This soft leather case contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.
Lantern (bull's eye)
Lantern oil, 11lbs
-Cash-
45 gp 2 sp spent
Fluff:
Reginald T'jener is in a world of children. Everyone looks as young as his granddaughters' grandchildren. Just a handful of people even come close to his 260 years, and most of them are elves! Bah! Someone needs to show them how old age is done!
Reginald was born just after the fall of Dammerhall to the Chief Butler and Mistress of the Looms, and has witnessed the slow decay of the Dwarven race. His family is as close to the noble Tharnhammer family as a house can get without marrying into the House proper. Every noble house needs a true Thane, close ally, and unwavering subordinate. House T'jener was that ally and friend. They have served House Tharnhammer for centuries untold as butlers, stable hands, chamber maids, cooks, and everything else. They were the invisible grease that kept the power of Tharnhammer in motion.
Then it all ended. There was hope after the fall. Several holds could have united the Clans, had they not fallen into infighting and blood feuds. Unfortunately, House T'jener's position as servants to the High House left them in no position to repair the decaying Dwarven culture. They were dismissed as quickly as House Tharnhammer was lost.
Reginald has seen it all. Done it all. He has forgotten more knowledge than most people accumulate in a lifetime, unfortunately. His memeory of the early days might be clouded with time, but he has discovered Purpose. Dammerhall needs it's caretakers back, and Reginald will lead the way. Besides, no High King on the Mithral Throne has ruled long without house T'jener. Someone's going to need him.
Personally, he is a kindly, patient old dwarf with a slight tendency to ramble. He is also constantly writing stuff down in an illegible short hand.
He is short, as Dwarves are, and stout. His head is as bald and he sports a great white beard that nearly touches the floor when not braided. He usually keeps it braided and in immaculate condition. When his beard walks into a room, people take notice and show respect, as is only proper.
Professionally, Reginald is the chief retainer and butler for the Tharnhammer Clan, Patriarch of House T'jener, and Keeper of Lore for the heirs of the Mithral Throne. Even with all those titles, however, his House's chosen position of Servants to the Throne prevents him from gaining the recognition and prestige someone so close to the High King would be expected to wield. And that's just how he likes it. It would be disadvantageous if everyone was aware how much servants hear whispered in the dark.
His skin is slightly wrinkled and leathery with age. The scent of mint wafts around him constantly due to his habit of chewing on mint leaves. He can't remember why he does it or when he started. He is, however, fairly certain he's solely responsible for keeping the local herbalist in business.