Race |
Dwarf |
Classes/Levels |
Draconic Bloodline Sorcerer/4 | Init +5 | Per +8 | HP 30/30| AC 12, 11flat, 11touch | Fort +3 | Reflex +2 | Will +4 | BAB +2 | CMB +1 | CMD 12 |
About Rgulbux Thunderdrum
Rgulbux Thunderdrum aka Wyrmbeard
Male dwarf sorcerer 4 (Pathfinder Player Companion: Familiar Folio 16)
CN Medium humanoid (dwarf)
Initiative: +5
Senses darkvision 60 ft.; Perception +8
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Defense
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AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 30 (4d6+12)
Fort +4, Ref +3, Will +5; +2 vs. poison, +4 vs. spells and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training; Resist fire 5
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Offense
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Speed 20 ft.
Melee heavy pick +1 (1d6-1/×4)
Sorcerer Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—flaming sphere (DC 17)
. . 1st (7/day)—burning hands (DC 16), grease, mage armor, silent image (DC 15)
. . 0 (at will)—acid splash, dancing lights, detect magic, ghost sound (DC 14), message, prestidigitation
. . Bloodline Draconic
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Statistics
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Str 8, Dex 12, Con 14, Int 13, Wis 10, Cha 19
Base Atk +2; CMB +1; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Alertness, Eschew Materials, Spell Focus (evocation), Steel Soul[APG]
Traits glory of old, magical lineage
Skills Acrobatics +1 (-3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Bluff +8, Intimidate +8, Knowledge (arcana) +8, Perception +8, Profession (barkeep) +4 (+8 to earn money), Sense Motive +2, Spellcraft +6, Survival +0 (+2 to avoid becoming lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Draconic, Dwarven
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), dragon's flight, industrious urbanite, rock stepper[ARG]
Combat Gear hand of the mage, wand of cure light wounds, acid (2); Other Gear heavy pick, cloak of resistance +1, headband of alluring charisma +2, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, 445 gp, 1 sp
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Special Abilities
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Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dragon's Flight (30 ft, average, 2 minutes/day) (Ex) Familiar can sprout draconic wings.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
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Feat Progression
1: Sorcerer/1
..Spell Focus: Evocation
2: Sorcerer/2
3: Sorcerer/3
..Steel Soul
4: Tattooed Sorcerer/4
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