About Tarkum
TARKUM CR 1
Male Dwarf Wizard 2
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 12 (2d6+2)
Fort +1, Ref +2, Will +4
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Masterwork Battleaxe +3 (1d8+1/20/x3) and
. . Unarmed Strike +2 (1d3+1/20/x2)
Ranged Masterwork Crossbow, Light +2 (1d8/19-20/x2)
Special Attacks Acid Cloud (1d6+1) (7/day) (DC 15)
Wizard Spells Known (CL 2, 2 melee touch, 3 ranged touch):
1 (3/day) Color Spray (DC 15), Expeditious Excavation (DC 15), Mage Armor, Magic Missile
0 (at will) Read Magic, Detect Magic, Acid Splash, Acid Splash
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STATISTICS
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Str 13, Dex 14, Con 12, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Combat Casting, Scribe Scroll, Wizard Weapon Proficiencies
Traits Hedge Magician, Tunnel Fighter
Skills Appraise +9, Craft: Gemcutting +6, Knowledge: Arcana +9, Knowledge: Engineering +9, Knowledge: Geography +8, Knowledge: History +9, Knowledge: The Planes +9, Spellcraft +9
Languages Common, Draconic, Dwarven, Giant, Orc, Terran
SQ Air, Cold weather outfit, Earth Supremacy +2 (Su), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2
Combat Gear Bolts, Crossbow (40), Masterwork Battleaxe, Masterwork Crossbow, Light; Other Gear Backpack (5 @ 14.5 lbs), Bedroll, Case, map or scroll (empty), Case, map or scroll (empty), Cold weather outfit, Ink (1 oz. vial, black), Inkpen, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Potion of Cure Light Wounds, Pouch, belt (4 @ 3.96 lbs), Rations, trail (per day) (4), Rope, silk (50 ft.), Spell component pouch
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SPECIAL ABILITIES
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Acid Cloud (1d6+1) (7/day) (DC 15) (Su) 5'r cloud deals 1d6+1 Acid damage and sickens for 1r. Fort halves/negates.
Air You must spend 2 slots to cast spells from the Air school.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, pull, reposition, trip and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hedge Magician Magic item gp costs -5%.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
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APPEARANCE
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Tarkum stands 4'2" tall, has long red hair, green eyes, and intricately braided beard. Braided into his beard is an amulet with deep blue sapphire that seems to twinkle with an inner fire.
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BACKGROUND
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Tarkum was raised in the south, the son of a jeweler. His family moved to Camlin several years ago and opened shop. Tarkum worked mostly with gemcutting and was quite good but felt unfulfilled.
He eventually met an old wizard in town named Zaerget. Zaerget practiced wizardry, but not the typed learned at one of the great schools. Tarkum began studying magic with Zaerget, learning the magic of the earth. Tarkum's parents were not pleased with his study of magic, but did not interfere as they assumed it was a phase.
While working in his fathers shop,Tarkum discovered a large sapphire mixed in with a shipment of gems that had recently arrived. Tarkum felt a connection with the sapphire and fashioned it into an amulet which braided into his beard. It was his greatest creation, and he found he could work his magic through the amulet.
As Tarkum has grown more involved in his magic, he has become increasingly distant from his family, and has begun to look for new experiences to test his mettle.