Ghoul Preist

Rumple Dergskin's page

236 posts. Organized Play character for Archmage of Entropy.


Full Name

Rumple Dergskin

Race

Dwarf

Classes/Levels

Dwarf |Sorcerer 2 |HP: 22/22 | AC12 T 12 FF 10 | F+4 R+2 W+2 | Init +2 | CMB -2 | CMD 10 | Speed 20 | Perc +1, SM +1

Gender

M

Size

M

Alignment

Neutral

Deity

Charon

Location

Nidal

Languages

Common, Dwarven, Undercommon

Occupation

Gardner (undertaker!)

Homepage URL

Item Tracking Sheet

Strength 7
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 9
Charisma 15

About Rumple Dergskin

Name Rumple Dergskin (aka Derg)
Male Dwarf Sorcerer 2 (undead bloodline)
Alignment Neutral Size Medium
Init +2 Senses Darkvision 60' Speed 20 ft.

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SPECIAL NOTE
This character has the Necromantic Affinity feat. That means damage caused by inflict spells heals me as if I were an undead creature, but I also take damage from cure spells.
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Botting Instructions
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Rumple plans to stay in the back. For most fights (ie, excluding simple ones), he'll cast snapdragon fireworks (CL=3!) and then spam his wand of magic missle. Although he is always looking for an opportunity to use Grasping Corpse.
He also has a number of scrolls and potions that he does not hesitate to use (I expect to go broke doing that :( )
If he is being attacked (especially via ranged weapons), he'll pull out his palelight torch (if we are in normal light conditions).

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
+1 dodge bonus vs undead
hp 22 (6+3+3+3)(4+3)
Fort +4, Ref +2, Will +3
+2 trait bonus on saving throws against fear and death effects
+1 bonus on fort saves (unstoppable) (already applied)

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Offense
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Base Atk +1; CMB (1-2-1)=-2 ; CMD (10+1-2+2-1)= 10
+4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
+1 on attack rolls vs undead
+1 dodge bonus vs undead (CMD)

Melee
Sickle -2 (1d6-2 / 20x2)
Dagger -2 (1d4-2 / 19-20x2)

Ranged
Alchemist's Fire (10/+2 20/+0 30/-2 40/-4 50/-6) (1d6/20 x2) (+1d6 next round) (splash 1pt)

Ability Scores:

Str 7 (-2)
Dex 14 (+2)
Con 16 (+3)
Int 14 (+1)
Wis 9 (-1)
Cha 15 (+2)

Racial Traits:

Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Barrow Warden: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +1 dodge bonus to their AC against undead. This racial trait replaces defensive training and hatred.
Shadowplay: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level. Dwarves can take this trait in place of greed.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
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.
Barrow Scholar: Dwarves with this racial trait gain a +2 racial bonus on Knowledge (religion) checks to identify undead and can attempt them untrained. This racial trait replaces stonecunning.
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.

Character Traits:

Dangerously Curious (+1 UMD)
Reincarnated (+2 save vs fear/death)

Languages: Common, Dwarf, Undercommon (Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Equipment:

Combat Gear
Sickle, Dagger, Potions, Scrolls, Wands
(See 'Tracked Resources' for potion, scroll, and wand details).

Other Gear
Masterwork Backpack, 50' hemp rope, waterskin, 5 days rations, grappling hook, 4 belt pouchs, ioun torch, scroll box,
Haunt Siphon, Palelight Torch

Coin
209.5 GP

======================= Begin Status =================

STATUS:

HitPoints: 22/22
AC/T/F: 16/12/14 (includes +4 mage armor)
Speed: 20
Equipped Weapon: Wand of Magic Missile.
Active Effects: Mage Armor (1 hour), Message (with all party members), snapdragon fireworks(3 rnds)
Light: none

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TRACKED RESOURCES
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Sorcerer L1 Spells: 3/5
Wand of Inflict Light Wounds: 48/48 (held by Aragar Thodash)
Wand of Summon Monster I (CL3): 9/9
Wand of Magic Missile : 45/50
Rounds of snapdragons remaining: 2/3

Scrolls
Inflict Light Wounds (x2)
Mage Armor (1 hour)
Color Spray
Grasping Corpse
Silent Image
Comprehend Languages
Air Bubble
Burning Hands
Obscuring Mist

Potions
Inflict Light Wounds
Deathwatch
Expeditious Retreat
Hedging Weapons
Longstrider

Alchemical
VerminRepellant 2/2
Flask of Acid 3/3
Flask of Ectoplasmic Residue


======================= End Status =================

Spells:

Known Spells by level: 0:5, 1:2

Spells Known:
Cantrips (DC13): Daze, Disrupt Undead (1d6), Ray of Frost (1d3), Message, Ghost Sound
Level 1 (DC14): Snapdragon Fireworks (CL+1), Grasping Corpse

Notes:
Grappled Condition

Skills:
Skill Planner Spreadsheet
Trained:

Bluff (ranks+3class+2cha) = 5+ ranks: 6 (1 rank)
Heal (ranks) : 2 (2 ranks)
Intimidate (ranks+3class+2cha) = 5+ranks : 7 (2 ranks)
Knowledge Religion (ranks+3class+2int) = 5+ranks : 6 (1 rank) (+2 to identify undead)
Profession, Gardner (ranks+3class)=3+ranks: 4 (1 rank)
Spellcraft (ranks+3class+2int) = 5+ranks : 6 (1 rank)
UMD (ranks+2cha+1curious+3class)=6+ranks: 8 (2 ranks)

Untrained:

Acrobatics: 2
Appraise: 1
Climb: -2
Diplomacy: 2
Disguise: 2
Escape Artist: 2
Fly: 2
Perception: -1 [+2 with familiar]
Perform (untrained): 2
Ride: 2
Sense Motive: -1 [+2 with familiar]
Stealth: 2
Survival: -1
Swim: -2

Feats:

Eschew Materials
Necromantic Affinity
Toughness

Bloodline:

Bloodline: Undead
Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers:
Bloodline Familiar: Undead—Unliving Physiology (Su): The familiar is alive, but is treated as undead for all effects that affect undead differently from living creatures, such as cure spells and channeled energy.

Familiar:

Familiar: Cockroach
Familiar Basics
HD: (sorcer level):2
Hit Points (1/2 mine): 10

Special Ability: Master gains +3 hp.
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: 6
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Cockroach CR 1/8
Source Ultimate Wilderness pg. 193
N Diminutive vermin
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size) [+1 more cause it is a familiar]
hp 6 (1d8+2) [wrong: half of masters level]
Fort +4, Ref +2, Will +0 [2/2/0 OR mine]
Immune mind-affecting effects
Weaknesses light sensitivity
Offense
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
Melee bite –1 (1d2–5)
Space 1 ft., Reach 0 ft.
Statistics
Str 1, Dex 15, Con 14, Int —, Wis 11, Cha 2
Base Atk +0; CMB –2; CMD 3 (11 vs. trip)
Skills Climb +3, Fly +4
SQ hold breath

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Description

Rumple is a lonely dwarf. Most others do not find his obsession with dead stuff to be palatable. He's not so much worried about good or evil or most of what other people seem to find important. Instead, he is just obsessed with the barrier between life and death. Why can't you move back and forth across that barrier like you can the surface of a pond? So most of his life has been spent in isolation.

He does not know who his real parents are. He was found as a newborn, apparently abandoned, in a graveyard. Given such a bad omen, most people would have simply run away or killed the child out of mercy. But as fate would have it, the people who discovered him were there because of a death. A young mother had just lost her child. She took this baby as a gift from the gods; a replacement for the one they had taken. She fiercely opposed any course of action other than taking him home and raising him as hers. Her poor husband's demands, requests, and pleas fell on deaf ears. She had her child back.

As he began to grow, his oddness became more and more apparent. The entire village had begun to fear him before he had even learned his first words. But his mother's love was unshaking. No one would touch him!

Around the time his first beard hairs were starting to grow, his mother died under mysterious circumstances. Even though everyone in the village knew exactly what they had done to her, they pinned the blame on him. He was driven from the village before her body had completely gone cold.

He was forced to fend for himself. Everywhere he went, people looked at him funny and usually refused to help. But that was OK. There weren't very many of those kind of people in the places he felt most comfortable. Just the other kind. The ones who seemed to have stumbled into the cracks between life and death.

Recently, he has found his way into the Pathfinder Society. Odd people are more accepted here, sometimes even lauded for their differences. This has brought him out of his shell and he feels comfortable around other pathfinders. He hopes his time with the society will allow him to one day master the boundry between life and death.

Appearance:
A skinny dwarf with very pale skin in simple clothing. He is bald, but has a very full beard. Sometimes you can see a cockroach crawling in it. If asked about it, he simply explains that is his friend, Shmoopies. It is his familiar. Despite the simple cloths, wears a large backpack and several pouches on his belt. If he were not a dwarf, you'd be surprised he could move. He is armed with a sickle and dagger, but based on their apparence, you figure he has never used them.