Cave Wizard

Rogrin Stonehammer's page

5 posts. Alias of Phntm888.


Full Name

Rogrin Stonehammer

Race

Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) |

Classes/Levels

Augment 7/7 |

Spellcasting (Concentration +5):
1st level - 3/3

Gender

Male

Size

Medium

Age

65

Alignment

NG

Deity

Torag

Languages

Common, Dwarven, Draconic, Gnomish, Terran, Undercommon

Occupation

Stonemason

Strength 16
Dexterity 16
Constitution 18
Intelligence 18
Wisdom 16
Charisma 11

About Rogrin Stonehammer

Crunch:

Rogrin Stonehammer
Male Dwarf fighter (lore warden; Adventurer’s Guide p. 144) 1/wizard (transmuter) 1
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft; Perception +2 (+4 to notice unusual stonework)
Favored Class: Wizard
FCB: +1 Skill point
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
Hp 20 (22) (1d10+1d6+6 (8) Con)
Fort +5 (6), Ref +3, Will +5; +2 vs poison, spells, and spell-like abilities
Special Defenses defensive training, stability
OFFENSE
Speed 20 ft
Melee glaive +4 (1d10+4, x2)
Melee cold iron morningstar +4 (1d8+4, x2)
Melee dagger +4 (1d4+3, 19-20/x2)
Ranged light crossbow +4 (1d8, 19-20/x2, 80 ft)
Ranged dagger +4 (1d43, 19-20/x2, 10 ft)
Special attacks augment 7/day (1 round), hatred
Spellcasting (CL 1st, Concentration +5 (+6 Cast Defensively))
1st-level (3/day) - grease (DC 15), long arm, shield
0th-level - acid splash, detect magic, mage hand, mending
STATISTICS
Str 16, Dex 16, Con 17 (18), Int 18, Wis 16, Cha 11
Base Atk +1; CMB +4; CMD 17
Traits Battlefield Caster, Strength of the Land
Feats Arcane Armor Training, Armor Proficiency (light), Combat Reflexes, Power Attack, Scribe Scroll, Weapon Proficiency (simple, martial)
Skills (ACP -0) Appraise +8, Climb +7, Craft (stonemasonry)* +13, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering)* +9, Knowledge (geography)* +9, Knowledge (local) +9, Knowledge (nature), Spellcraft +9, Survival +6, Swim +7
*- denotes Background Skill/Dwarven Skill
Languages Common, Dwarven, Draconic, Gnomish, Terran, Undercommon
SQ Arcane bond (amulet with Stonehammer family crest), arcane school (Transmutation (Enhancement), craftsman, hardy, physical enhancement +1 (Constitution), stonecunning, weapon familiarity
Other Gear mithral shirt, glaive, cold iron morningstar, dagger, light crossbow with 20 bolts, Wizard's Kit (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), 15 days rations, silk rope, grappling hook, 17 gp, 5 sp

Spellbook “Stonehammer’s Arcane Armaments”, 37/100 pages:

0-level: all except bleed, daze, disrupt undead, touch of fatigue
1st-level: crafter’s fortune, expeditious construction, grease, hydraulic push, long arm, shield

Special Abilities:

Racial
Craftsman - Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Darkvision - Dwarves can see perfectly in the dark up to 60 ft.
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.
Hatred - Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Stonecunning - Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

School Powers:
Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Cantrips: 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 a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Scholastic (Ex): A lore warden gains 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Craft and Knowledge skills are class skills for lore wardens, as are Linguistics and Spellcraft. This ability replaces the fighter’s proficiency with medium armor, heavy armor, and shields.

Traits
Battlefield Caster (Religion): Requirement(s) Angradd, Gorum, Torag, Trudd
Your faith protects you even as you unleash spells in the thick of battle. You receive a +1 trait bonus on concentration checks to cast defensively and a +1 trait bonus to AC against attacks provoked by or readied against spellcasting.

Strength of the Land (Magic): Requirement(s) Dwarf
You are able to tap into the living energy of the world to shatter lesser magic. You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.

Backstory:

Rogrin Stonehammer was born in Dhar Malduhr. His father, Vangrath, was a master stonemason whose ancestors had come from the ancient homeland of Nurnfaldihr. Growing up, Vangrath would tell stories of that fabled land, passed down to him through the generations. One story he constantly came back to was of the ancient Dwarven Battlemages, who used their magic to help defend their ancient home from those who would threaten her - whether through directly hurling spells of destruction at the enemies, or using their magic to strengthen the great walls of the city, and to aid in the creation of fantastic Dwarven structures.

Dwarven society as a whole is distrustful of magic, for it is the favored weapon of their hated foes from such ancient times, the duergar and the drow. Few Dwarves remember the Battlemages, and fewer still sought to follow in that ancient tradition’s footsteps. Even fewer succeeded, and those who did perfect some fragment of arcane magic were viewed with suspicion at best, and ostracized at worse, depending on how obvious they were about it.

Once Vangrath deemed Rogrin old enough, he revealed that his family was descended from one of those Battlemages who had escaped when Nurnfaldihr was lost. The family had passed down a book of magic from those times. Through the years, the Stonehammer clan had slowly lost their affinity for magic as fewer and fewer chose to study or practice it. Vangrath himself had once sought to master the secrets contained in the book, but he could make neither heads nor tails of it. Vangrath asked Rogrin if he wished to try and follow the same path, and Rogrin said yes.

So, while Vangrath dedicated time to teaching his son stonemasonry, he also taught him what fundamentals of magic and spellcraft he had managed to learn over his lifetime. Unfortunately, it wasn’t enough for him to decipher the spells within the book, either. So it was that, upon reaching his majority, Rogrin had an idea. It was not uncommon for young Dwarven males to journey forth from Dhar Malduhr to see something of the world before returning and settling down. Rogrin decided that he would undertake this journey, except he would use the time to seek out a trained Wizard who could help him to unlock the secrets of the book. Vangrath, seeing the wisdom in the decision, gifted Rogrin their other family heirloom, a shirt of chainmail links made entirely of mithral, and then Rogrin set off into the larger world.

Rogrin journeyed to a city called Halfast, where, short on coin, he took a job working as a stone mason. It was only a few months later that he met a retired adventurer, Galadir. Galadir needed some repairs done on his home, and hired Rogrin to do them. While Rogrin worked on the house, he saw Galadir practicing his magic. Rogrin asked him if he was a Wizard, to which Galadir replied yes. Thinking this was his chance, Rogrin asked Galadir if he would teach him magic. Galadir quizzed Rogrin on some basic magical concepts and, finding that Rogrin did have at least some understanding of base fundamentals, set Rogrin a task: he needed a special flower for a reagent that only grew in a forest about a week’s journey away. A goblin tribe had recently moved into the forested area, so Galadir had chosen to put off retrieving the flower temporarily. He told Rogrin that if he successfully retrieved the flower, he would take the Dwarf on as his apprentice.

Rogrin, not one to rush into something no matter how eager he was, took the rest of that day and the next to prepare by finding out what he could about the forest, as well as the goblins. In the process, he encountered a human brother and sister, Tevin and Liara, who were looking to take on the goblins. Tevin fighting style was one of finesse featuring a rapier, while his sister favored the bow. Agreeing to adventure together, the three of them set out. As they reached the fringes of the forest, they met Violas, a half-Elven druidess who was looking to keep the goblins from sullying the natural beauty. She joined up with them, and together they entered the forest.

The goblins proved challenging, for they were greatly outnumbered. Fortunately, thanks to the sound goblin-fighting tactics of Rogrin and the affinity for the natural world of Violas - and her pet wolf, the group were able to triumph and drive the goblins from the forest. Claiming one of the flowers for his own, the group departed the forest, with Violas returning to her small community, and the other three to Halfast. Once in Halfast, Rogrin parted ways with Tevin and Liara, and returned to Galadir, where he presented the flower. Pleased at Rogrin’s success, Galadir took him for his apprentice. For 15 years, Rogrin studied under Galadir, before finally he was able to unlock some of the secrets of the pages of the family’s spellbook. Rogrin spent some time with Tevin and Liara as well, but they chose to depart the city a mere 2 years after their adventure in the woods, and did not return.

At this point, Galadir told Rogrin that he would have to unlock the remaining pages on his own, for Galadir’s age was catching up to him. Rogrin, understanding, parted ways with the old sage and returned to Dhar Malduhr, where he reunited with his family and told his father of his success. Rogrin then joined his father in working as a stonemason, using a spell from the book to augment his abilities, improving his luck. He also found the ability to conjure forth crude stone walls a boon for temporary support until a proper wall could be built. Though other Dwarven stonemasons were suspicious of him at first for the abilities, the fact he kept the magic purely to such mundane tasks, and did not attempt to do any black things - like control their minds or animate the dead - led them to eventually treat him more as one of them. They always treated him a little differently, as though wondering whether he was safe to be around.

Once the earthquakes started, the other stonemasons stopped worrying about it so much. They were constantly needing to repair buildings after they happened. Some of the other masons even began accepting Rogrin’s magic to help their abilities with working the stone, as they could be done quicker with each job that way. When the powerful earthquake struck, Rogrin conjured crude stone walls to provide support long enough for families to escape falling homes. Once the elders said it was time to search for Nurnfaldihr, Rogrin knew he had to join the expedition. Once they arrived in Nurnfaldihr, there would be information about the ancient Dwarven Battlemages. He would be able to learn more of their arcane secrets, and show the Dwarves they did not have to fear such power. He would recreate the Battlemages, who would again defend and fight for their ancient homeland. Convinced this was his destiny, Rogrin signed up as soon as he could, hoping he would be among those chosen.

Appearance & Personality:

Rogrin stands 4 feet tall, with the stocky build of a mason. His hands are calloused from working stone, and his auburn beard is braided into two braids, long enough to tuck into his belt. His brown eyes easily seek out flawed or unusual stonework, but are not always sharp at catching other things.

He knows his use of magic unnerves other Dwarves, so he does not force his presence onto them. However, those who choose to speak with him find him to be intelligent and well-reasoned, willing to laugh and joke as easily as any other Dwarf. He is fiercely loyal to his companions, and willing to fight to protect them from all foes.