Kargstaad

Sigmundr's page

9 posts. Alias of Grumbaki.


Languages

Common, Dwarven, Draconic, Abyssal, Infernal, Celestial, Ignan, Aquan, Auran, Terran

Strength 20
Dexterity 16
Constitution 16
Intelligence 8
Wisdom 11
Charisma 20

About Sigmundr

Offense
* To Hit: +6 (BaB) +5 (Str) +1 (enchantment) +1/+0 (weapon focus claws) -2 (power attack) = +11 (claws) +10 (bite)
* Damage: 1d4 (claws) 1d6 (bite) +10/+7(Str) +1 (Enchantment) +4 (Power Attack) = 1d4+15 / 1d4+12 / 1d6+12
* +2 hit and damage vs evil outsiders

[dice=Claw add 2 vs evil outsider]1d20+11[/dice]
[dice=Damage add 2 vs evil outsider]1d4+15[/dice]

[dice=Claw add 2 vs evil outsider]1d20+11[/dice]
[dice=Damage add 2 vs evil outsider]1d4+12[/dice]

[dice=Bite add 2 vs evil outsider]1d20+10[/dice]
[dice=Damage add 2 vs evil outsider]1d6+12[/dice]

Defense
* HP 10 (Monk) + 12 (Paladin) + 8 (Sorcerer) + 21 (Dragon Disciple) + 3 (FCB) + 48 (Con) = 102
* AC: 10 (Base) +3 (Dex) +5 (Cha) +1 (Dodge) +1 (Deflection) +2 (Shield) +1 (Armor) +2 (Natural Armor) = 25/20/21 -> 28 with mage armor
* CMD: 10 (Base) +6 (BaB) +3 (Dex) +5 (Cha) +1 (Dodge) +1 (Deflection) = 26
* Fort: +2 (Monk) +3 (Paladin) +2 (Dragon Disciple) +3 (Con) +5 (Cha) +1 (Cloak) +1 (Trait) = +17
* Ref: +2 (Monk) +1 (Dragon Disciple) +3 (Dex) +5 (Cha) +1 (Cloak) +2 (Familiar) = +14
* Will: +2 (Monk) +3 (Paladin) +2 (Dragon Disciple) +5 (Cha) +1 (Cloak) +1 (Trait) = +14
* Resistances: Acid resistance 5, cold resistance 5, electricity resistance 5, and fire resistance 5.

Race, Traits, Stats:

Dwarven Tiefling (Nightmare Dragon Bloodline
Non-Human Tieflings
In addition to humans, elves, dwarves, halflings, and gnomes all have tales of tieflings in their histories, and those who appear among them now often suffer even greater stigma than those born to humans.… In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.

* Stats: +2 Con, +2 Cha, -2 Wis
* Skilled: +2 Disguise, Intimidate
* Maw or Claw: Gains two claws that each deal 1d4 points of damage. These attacks are primary natural attacks
* Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
* Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Traits
* Resilient: +1 Fort Save
* Auspicious Tattoo: +1 Will Save

Stats
* Str: 15 (7pts) + 1 (lvl4) +2 (Belt) + 2 (DD) = 20
* Dex: 14 (5pts) +2 (Snakeskin Tunic) = 16
* Con: 14 (5pts) +2 (Race) = 16
* Int: 8 (-2)
* Wis: 13 (3pts) -2 (Race) = 11
* Cha: 15 (7pts) +2 (Race) +1 (lvl8) +2 (Headband) = 20

Feats, Skills, Equipment:

Feats
* Monk: Improved Unarmed Strike, Stunning Fist, Dragon Style
* Dragon Disciple: Power Attack
* Lvl 1: Dodge
* Lvl 3: Weapon Focus (Claws)
* Lvl 5: Feral Combat Training (Claws)
* Lvl 7: Dragon Ferocity

Skills
8 (Int) + 4 (monk) + 8 (Paladin) + 4 (Sorcerer) + 6 (Dragon Disciple) = 30
* Spellcraft (3sp): +5
* Knowledge Arcana (5sp): +7
* Stealth (1sp): +7
* UMD (1sp): +9
* Perception (8sp): +11
* Diplomacy (4sp): +12
* Intimidate (2sp): +12
* Acrobatics (6sp): +12

Background Skills
* Linguistics: +10
* Craft Jewelry: +10

Sage Skills
Int 13 (+1) Levels (+2) = 24x
* Knowledge Arcana (6sp) +14
* Knowledge All except Arcana (2sp) +10

Equipment 33k
(Chest) Snakeskin Tunic: +1 Armor, +2 Dex (8k)
(Belt) Belt of Strength +2 (4k)
(Headband) Headband of Charisma +2 (4k)
(Amulet) Amulet of Mighty Blows +1 (4k)
(Cloak) Cloak of Resistance +1 (1k)
(Ring) Ring of Protection +1 (2k)
(Ring) Ring of Force Shield (8.5k)
(Gold) 2500

Spells:

Sorcerer Spell Level 4
Advanced d20 Magic

Spells Known
Lvl 0: Prestidigitation, Mage Hand, Mending, Detect Magic, Read Magic, Message
Lvl 1: Mage Armor, Detect Thoughts, Vanish, Mind Thrust
Lvl 2: Mirror Image

Classes: Dragon Disciple:

Scaled Fist Unchained Monk (1)
* Cha to AC, Flurry of Blows, Bonus Feats

Faithful Wanderer Paladin (2)
* Wanderer’s Lore
- A faithful wanderer quickly learns the skills she needs to survive. She gains Knowledge (nature), Knowledge (planes), Perception, Stealth, and Survival as class skills but doesn’t gain Diplomacy, Handle Animal, Knowledge (nobility), or Ride as class skills. A faithful wanderer gains a number of skill ranks equal to 4 + her Intelligence modifier at each level (instead of gaining a number of skill ranks equal to 2 + her Intelligence modifier). This alters the paladin’s class skills and replaces detect evil.
* Hidden Aura (Su)A faithful wanderer doesn’t have an aura of good like other paladins do, as this would give her presence away to hostile denizens of the Abyssal wastelands.
* Stalk Evil (Su) A faithful wanderer isn’t interested in going out in a blaze of glory after exhausting a limited ability to smite evil. Instead, she has developed techniques to evade, stalk, and punish evil whenever necessary. She gains a +2 bonus on Knowledge, Perception, Sense Motive, Stealth, and Survival checks against evil outsiders, as well as a +2 bonus on weapon attack and damage rolls against them.
* Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
* Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Tattooed Sorcerer Nightmare Dragon Bloodline (2)
* Variant Bloodline Arcana: When selecting spells known, you can choose spells from the psychic class spell list. The psychic spells you select must normally be unavailable to your class. You can know only a number of psychic spells equal to the highest level spell you can cast from your class spell list, based on your current class level. When you’re casting these spells, they function as psychic magic instead of arcane. You use thought and emotion components (Occult Adventures 144) instead of verbal and somatic components when casting these spells.
* Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
- Archaeopteryxes Sage Familiar
* Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
* Blood Piercing: At 9th level, when you cast a sorcerer spell that deals damage, creatures affected by the spell reduce their energy resistance and spell resistance against the spell’s effects by an amount equal to your Strength or Charisma modifier, whichever is higher. You can use this ability once per day at 4th level and one additional time per day for every 5 caster levels you have beyond 3rd, up to four times per day at 18th level.

Dragon Disciple (3)
* Blood of Dragons: Add to level of sorcerer for bloodline
* Natural Armor: +1 (increases with bloodline) Strength +2
* Dragon Bite (Ex) At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline.
* Breath Weapon (Su) At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description.

Background and Description:

Sigmundr is far from a normal dwarf. His skin and hair appear sculpted from polished marble, veined with subtle streaks of elemental crystal. When he channels his arcane power, these crystalline veins shimmer faintly, hinting at the draconic essence that courses through him. No armor made for man or dwarf could contain him; instead, his body possesses a natural armor that feels both organic and otherworldly. His fists are jagged stone protrusions, capable of slashing through armor and flesh with terrifying precision, while his crystalline beard forms a deadly “bite” for those foolish enough to come too close.

These manifestations are the unmistakable signs of his Nightmare Dragon bloodline. His mother, a mage of some renown, had long used her dreams to channel magic and drive her research, until the day she failed to wake. Her clan watched and waited, praying for her awakening, or at least the cessation of her haunting nightmares. Only upon her passing did they discover that she had been carrying a child: Sigmundr, a birth that surprised, and horrified, all involved. This is not to say that he was blamed for her death, or that he was treated poorly. Rather, his deceased mother bore the blame for his ‘condition’ and he grew up in the quiet specter of pity from all involved.

Though his clan found his birth unsettling, they did not turn from him. Their pity was not the sneering kind born of contempt, but the quiet sorrow reserved for a child dealt an unfair hand. They loved him, but they also recognized that they did not fully understand him. Fearing they might fail him through ignorance rather than malice, they entrusted him to the temple where wiser hands could guide him. Sigmundr was raised not in isolation, but in an environment of gentleness, patience, and genuine care. The priests and monks who tended him did so out of compassion, and he grew to maturity knowing kindness, not cruelty. And while he knew that there was something obviously ‘wrong’ about him, this upbringing gave him the path he needed to turn these feelings of being “ill made” into a motivation to be the kind of dwarf that he wanted to be.

Now an adult, Sigmundr has long left his clan behind. His life has been shadowed by both nightmarish visions and dark urges upon waking, but he has turned these into a driving force. He strives to surpass what he was born into. As he often says, he cannot change where he comes from, but he can control what he does, and he will shape his destiny through his own actions.