About Stigmar StonefootStigmar Stonefoot Background:
Stigmar was born to a dwarven wizarding clan, and had a relatively uneventful childhood. He performed adequately at his wizarding studies, joined the clan watch as a scout and lookout and had stable life for many years. Until one year, when the clan was visited by several important dignitaries, who required additional guards when travelling to their next location. Stigmar was one of those volunteered for the job, and on his journeys was taken in by how much of the world he had never seen before. Upon leaving reaching the dignitaries home, Stigmar decided not to return home with his clanmates, but instead decided to explore more of the world. After a number of years his travels lead him to Janderhoff, where he decided to stay. His skills eventually granted him the honor of a position on the strike force. Statistics:
STR: 10 = Base: 10
DEX: 17 = Base: 15; Enhancement: (+2) Belt of Incredible Dexterity +2 CON: 12 = Base: 10; Racial: (+2) Dwarf INT: 20 = Base: 17; Enhancement: (+2) Headband of Vast Intelligence +2; Misc: (+1) Ability Modifier (Level 4) WIS: 12 = Base: 10; Racial: (+2) Dwarf CHA: 8 = Base: 10; Racial: (-2) Dwarf Fort: +4 = Base: +2; CON: +1; Resistance: (+1) Cloak of Resistance +1
AC: 14 = Base: (+10); Dexterity: (+3); Natural Armor (Enhancement): (+1) Amulet of Natural Armor +1
BAB: 3
Init: +10 = Dexterity: +3; Misc: (+3) Forewarned, (+4) Improved Initiative
Attacks:
Melee Masterwork Quarterstaff +4 (1d6, x2) Touch +3 (Varies, x2) Ranged Masterwork Sling +3 (1d4, x2) Ranged Touch +6 (Varies, x2) Skills:
Acrobatics: 8 = +3 DEX; Competence: (+5) Boots of Elvenkind Appraise: 10 = +2 ranks; +5 INT; Misc: (+3) Class Skill Bluff: -1 = -1 CHA Climb: 0 = +0 STR Diplomacy: -1 = -1 CHA Disguise: -1 = -1 CHA Escape Artist: 5 = +3 DEX; Misc: (+2) Stealthy Fly: 7 = +1 rank; +3 DEX; Misc: (+3) Class Skill Heal: 1 = +1 WIS Intimidate: -1 = -1 CHA Knowledge (arcana): 14 = +6 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (dungeoneering): 11 = +3 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (engineering): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Knowledge (geography): 14 = +6 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (history): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Knowledge (local): 14 = +6 ranks; +5 INT; Misc: (+3) Class Skill Knowledge (nature): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Knowledge (nobility): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Knowledge (planes): 14 = +2 ranks; +5 INT; Misc: (+3) Class Skill; Headband of Vast Intelligence +2 Knowledge (religion): 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Linguistics: 9 = +1 rank; +5 INT; Misc: (+3) Class Skill Perception: 9 = +6 ranks; +1 WIS; Misc: (+2) Alertness Ride: 3 = +3 DEX Sense Motive: 5 = +2 ranks; +1 WIS; Misc: (+2) Alertness Sleight of Hand: 4 = +1 rank; +3 DEX Spellcraft: 14 = +6 ranks; +5 INT; Misc: (+3) Class Skill Stealth: 18 = +6 ranks; +3 DEX; Trait: (+1) Highlander (hills or mountains); Misc: (+2) Stealthy, (+3) Familiar (Centipede, House), (+3) Class Skill Survival: 2 = +1 rank; +1 WIS Swim: 0 = +0 STR Use Magic Device: 9 = +6 ranks; -1 CHA; Trait: (+1) Artifact Hunter (Use Magic Device); Misc: (+3) Class Skill Race Features:
Type (CRB 21): You are a humanoid with the dwarf subtype.
Slow and Steady (CRB 21): You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.* Darkvision (CRB 21): You have darkvision with a range of 60ft. Defensive Training (CRB 21): You gain a +4 dodge bonus to AC against monsters of the giant subtype. Greed (CRB 21): You receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy (CRB 21): You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability (CRB 21): You receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning (CRB 21): You receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever they pass within 10 feet of them, whether or not you are actively looking. Weapon Familiarity (CRB 21): You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.* Giant Hunter (ARG 12): You gain a +1 bonus on attack rolls against humanoids with the giant subtype and a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. Class Features:
Weapon Proficiency: You are proficient with the following weapons: Battleaxe; Club; Crossbow, heavy; Crossbow, light; Dagger; Pick, heavy; Quarterstaff; Warhammer; Crossbow, Underwater, Heavy; Crossbow, Underwater, Light
Arcane Bond (Ex/Sp) (Core 78): You have chosen your arcane bond: a Familiar (Centipede, House) Arcane School (Core 79): You are a specialist in arcane spells of the Scryer spell school. Your prohibited schools are: Enchantment Necromancy
Traits:
Highlander (hills or mountains) (APG 332): You gain a +1 trait bonus on Stealth checks*, and Stealth is always a class skill for you*. This trait bonus increases to +2 in hilly or rocky areas.
Artifact Hunter (Use Magic Device) (APGS 6): You gain a +1 trait bonus on Spellcraft checks to identify magic items and a +1 trait bonus on Use Magic Device checks* and Use Magic Device is a class skill for you.* When you first encounter an artifact there is a 55% change you recognize the artifact and know its name, origins and something of its powers, abilities or dangers. Feats:
Improved Initiative (Core 127): You get a +4 bonus on initiative checks.*
Spell Penetration (Core 134): You get a +2 bonus on caster level checks made to overcome spell resistance Stealthy (Core 135): You get a +2 bonus on all Escape Artist checks and a +2 bonus on all Stealth checks.* Extend Spell (Core 123): You can make your spells last twice as long*. Uses one slot higher Alertness (Core 117): You get a +2 bonus on all Perception and Sense Motive skill checks. Increases to +4 if you have 10 or more ranks.* Scribe Scroll (Core 132): You can create a scroll of any spell you know. Languages:
Common, Dwarven, Draconic, Terran, Giant, Elvish Equipment:
Masterwork Quarterstaff, Masterwork Sling, 5 x Bullets, Sling, Backpack, masterwork, Bedroll, Waterskin, Spell component pouch, 2 x Smoke pellet, 6 x Rations, trail (per day), Thunderstone, Mess kit, Inkpen, Ink (1oz vial), Flint and Steel, Spellbook, Scroll creation materials (500),
Headband of Vast Intelligence +2 (Knowledge (planes); Goblin), Belt of Incredible Dexterity +2, Cloak of Resistance +1, Amulet of Natural Armor +1, Boots of Elvenkind,
501GP, 5SP, 5CP
Spells:
Wizard 0th (DC 15): Detect Magic, Acid Splash, Resistance, Mage Hand 1st (DC 16): True Strike, 2nd (DC 17): 3rd (DC 18): Tongues, Wizard (Spellbook) 0th (DC 15): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue 1st (DC 16): Burning Hands, Detect Secret Doors, Disguise Self, Feather Fall, Mage Armor, Magic Missile, True Strike, Vanish 2nd (DC 17): Acid Arrow, Detect Thoughts, Resist Energy, See Invisibility 3rd (DC 18): Blood Biography, Fireball, Haste, Tongues Conditional Modifiers:
AC: +4 dodge - against monsters of the giant subtype (Defensive Training) Acrobatics: -4 racial - to jump checks (Base Movement) Appraise: +2 racial - to determine the price of non-magical goods that contain precious metal or gemstones (Greed) Attack Rolls: +1 - against monsters of the giant subtype (Giant Hunter) Caster Level checks: +2 - to overcome spell resistance (Spell Penetration) CMD (bull rush): +4 racial - while standing on the ground (Stability) CMD (trip): +4 racial - while standing on the ground (Stability) Perception: +2 - to notice traps and hidden doors located in stone walls and floors. (Stonecunning) Saving Throws: +2 racial - vs poison, spells and spell-like abilities (Hardy) Spellcraft: +1 trait - to identify the properties of magic items (Artifact Hunter (Use Magic Device)) Stealth: +1 trait - in hilly or rocky areas (Highlander (hills or mountains)) Survival: +2 - to track monsters of the giant subtype (Giant Hunter) Status Lines:
Default: AC: 14 FF: 11 Touch: 13 | CMB: 3 CMD: 16 | Fort: +4 Reflex: +6 Will: +7 | Init: +10 | Darkvision 60ft Perc: +9 SM: +5 | Speed 20ft | Sense Senses: 8/8 | Active Buffs: None Mage Armor:
Mage Armor, Haste:
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