Cave Wizard

Rurik Rumnaheim's page

1 post. Alias of Tangaroa.


About Rurik Rumnaheim



Notes:
15 pts, NPC heroic wealth, no traits, average HP; A cohort to act as an architect and builder for a kingdom

Rurik Rumnaheim
Male dwarf earth school wizard 5
N Medium humanoid (dwarf)
Init +0, Senses darkvision 60 ft.; Perception +0
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DEFENSE
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AC 14, Touch 10, Flat-footed 14 (+4 armor)
HP 37 (5d6+20)
Fort +4, Ref +1, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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OFFENSE
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Speed 20 ft.
Melee mwk. battleaxe +4 S (1d8+1/x3) or mwk. battleaxe +5 S (1d8+2/x3) if both the earth school wizard and foe are touching the ground.
Ranged light crossbow +2 P (1d8/19-20)
Special Attacks +1 on attack rolls against goblinoid and orc humanoids
Earth School Spell-Like Abilities (CL 5th; concentration +9)
7/day—acid cloud (1d6+2, DC 16)
Earth School Spells Prepared (CL 5th; concentration +9)
3rd - spiked pit (2) (DC 18), stinking cloud (DC 18)
2nd - ant haul (communal), bull's strength, glitterdust (DC 17), see invisibility
1st - crafter's fortune, expeditious excavation (DC 15), floating disk, grease (DC 16), mage armor
0th - acid splash, detect magic, light, mending
Opposition Schools Air
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TACTICS
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Before Combat The wizard casts mage armor.
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STATISTICS
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Str 13, Dex 10, Con 16, Int 18, Wis 10, Cha 10
Base Atk +2, CMB +3, CMD 13 (+4 vs. giants; +7 vs. bull rush or trip while on the ground; +3 vs. drag, reposition, and overrun while on the ground)
Feats Craft Magic Arms and Armor, Craft Wondrous Item, Scribe Scroll, Spell Focus (conjuration), Toughness
Skills Appraise +12, Craft (stonemasonry) +14, Knowledge (arcana) +12, Knowledge (engineering) +12, Knowledge (planes) +12, Profession (engineer) +8 (+2 if related to metal or stone), Spellcraft +12
Languages Draconic, Dwarven, Gnome, Taldane, Terran, Undercommon
SQ arcane bond (ring), craftsman, earth supremacy, stonecunning

Combat Gear 2 scroll cases with scrolls of bull's strength and protection from evil, potion of cure light wounds

Other Gear headband of vast intelligence +2, ring (bonded object), masterwork battleaxe, all tools vest, explorer's outfit, backpack, bedroll, ink (1 oz. vial), inkpen, clay tankard, paper (sheet) (5), belt pouch, chalk (1 piece), flint and steel, signal whistle, string (50 ft.), whetstone, small tent, spellbook, light crossbow with 20 crossbow bolts and 10 cold iron crossbow bolts

Spellbook (42/100 pages)
0th - all core except message
1st - crafter's fortune, expeditious excavation, floating disk, grease, hold portal, mage armor, magic weapon, protection from evil, stone fist
2nd - ant haul (communal), bull's strength, glitterdust, see invisibility
3rd - spiked pit, stinking cloud
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SPECIAL ABILITIES
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Acid Cloud (Su) As a standard action, you can create a 5-foot-radius cloud of acid vapor within 30 feet that lasts for 1 round. This cloud deals 1d6 points of acid damage + 1 point for every two wizard levels you possess to all creatures in the cloud and sickens them for 1 round. A successful Fortitude save negates the sickened effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that begin their turn inside the cloud can move out that turn without penalty, but those that enter the cloud are affected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object. It must be worn to have effect. When attempting to cast a spell without the ring worn, Rurik must make a concentration check or lose the spell (DC 20 + the spell's level).

Craftsman (Ex) Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Earth Supremacy (Su) You gain a +2 enhancement bonus to your CMD to resist bull rush, reposition, trip, and overrun attempts as long as you are touching the ground. This bonus increases by +1 for every five wizard levels you possess. In addition, you gain a +1 insight bonus on melee attack and damage rolls whenever both you and your foe are touching the ground. At 20th level, earth and stone do not block the line of effect of your spells, although they do still block your line of sight.

Hatred (Ex) Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Steady (Ex) Dwarves never have their speed reduced by armor or encumbrance.

Stonecunning (Ex) Dwarves receive a +2 bonus on Perception skill 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, regardless of whether or not they are actively looking.

Weapon and Armor Proficiency (Ex) Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.