Dwarf

Rurdem Wyrmborn's page

14 posts. Alias of Drogeney.


Full Name

Rurdem Wyrmborn

Race

dwarf

Gender

Male sorcerer 2 | HP 17/17 | AC 11 (15), T 10, FF 11 ( 15) | F +2, R +0, Will +2 | Spd 20 | Init +0 | Perception -1 (darkvision 60 ft) |

Size

Spells per Day:
1st lvl - 5/5

About Rurdem Wyrmborn

Build:

Rurdem Wyrmborn
male dwarf sorcerer 2
CG medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft Perception -1
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Defense
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AC 11 (15), touch 10, flat-footed 11 (14) (+1 armor, [ +4 shield])
hp 17 (2d6+7)
Fort +2, Ref +0, Will +2
Defensive Abilities defensive training, hardy
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Offense
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Speed 20 ft.
Melee 2 claws +3 (1d4+2)
dwarven war axe +4 (1d10+3 x3)
Ranged +1
Special Attacks claws (6 per day),
Spells (CL 2; concentration +5):
1st (5/day)—corrosive touch, shield
0 (at will)—acid splash, detect magic, message, mending, read magic
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 9, Cha 16
Base Atk +1; CMB +3;CMD 13
Feats eschew materials (bf), simple weapon proficiency (bf), toughness
Traits influence, Foreign Opportunist
Skills Appraise +6 (+8 greed), Diplomacy +8, Knowledge (arcana) +5, Linguistics +1
Languages common, dwarven, draconic
Favored Class Sorcerer (+2 sp)
SQ spells, cantrips, bloodline (draconic: copper), bloodline arcana, bloodline power
Combat Gear dwarven war axe (mw) (8), bracers of armor +1 (1); Other Gear potion of cure light (Cl 1) x3
Misc Gear Sorcerer's kit (This kit includes a masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.) (21), spell component puch (2), traveler's outfit (5), 459 gp in misc gems
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Special Abilities
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Bloodline Draconic (copper) (acid)
Bloodline Arcana Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers
Claws Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Defensive Training Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Foreign Opportunist You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics for 60% of their listed price, rather than the normal 50% value. What is considered an ancient relic is left to the GM's discretion.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
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.
Influence Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you (diplomacy).
Slow and Steady Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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.

Description:
Rurdem is a forty-five year old dwarf with red hair and beard, and skin with a dull copper undertone and delicate traceries of what look like scales. He stands four foot four and weighs one hundred and ninety five pounds. Unlike most dwarves, he never wears armor, he does carry a very well made dwarven war axe. His features are handsome, and he is very personable, particularly for a dwarf.

Back Ground:

Rurdem Wyrmborn comes from a long line of mountain dwarves who have fought the orcs of Belkzen holds for generations. Over the centuries they have had a number of allies in this fight but one of their strongest supports was the copper wyrm Dexalyth. The alliance lasted longer than most and headway was being made, at least until Dexa left one night. She left one egg which hatched into a dwarven half-dragon. This dwarf was Rurdem's great grandfather Dorgrym Wyrmborn.

After the loss of Dexa and the death of Dorgrym, the battles of the clan against the orcs turned. The stiff resistance the clan had made collapsed with the loss of their two most potent weapons and they were forced from their ancestral home. Their fortunes never improved and the clan slowly married into other clans or died off. This is what Rurdem was born into, clan Wyrmborn in exile.

Growing up, Rurdem showed little skill with armor, or with weapons other than his father's axe, inherited when he died protecting his family from gnoll slavers. No, Rurdem showed aptitude for something very different, sorcery. He learned to begin manipulating arcane energies and to draw oupon his legacy as a descendant of Dorgrym Wyrmborn. Rurdem also inherited a heightened interest in gemstones, much like his ancestor wyrm.

After the death of his mother and his last sister being married off, Rurdem found himself at loose ends. Rurdem began traveling and working as a gem merchant and sometime antiquities dealer. Growing up he learned how to influence people as the leader of his clan, becoming good at diplomacy, and used this in combination with his attraction to gems and antiques to support himself. Recently, Rurdem heard about the opening of the tombs of Wati and decided that it would be a prime opportunity to collect more gems and to make some money with what he could find.