About Thorheim Stonefist II
Thorheim Stonefist
Male dwarf transmuter 3
NG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +8 (+10 to notice unusual stonework)
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Defense
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AC 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield)
hp 22 (3d6+8)
Fort +3, Ref +2, Will +4; +4 insight vs. gaze attacks, once, +1 morale vs. fear, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee mwk dwarven waraxe +3 (1d10/×3)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hatred
Arcane School Spell-Like Abilities (CL 3rd; concentration +9)
. . 7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 3rd; concentration +9)
. . 2nd—glitterdust (DC 16), levitate, scorching ray
. . 1st—color spray (DC 16), enlarge person (DC 15), mage armor, shield
. . 0 (at will)—detect magic, ghost sound (DC 15), prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 12, Con 14, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats Martial Weapon Proficiency (dwarven waraxe), Spell Focus (evocation), Spell Focus (illusion)
Traits focused mind, tomb raider
Skills Acrobatics +1 (-3 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Bluff +1, Diplomacy +1, Disguise +1, Intimidate +1, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (history) +8, Knowledge (local) +10 (+12 about Aspis Consortium), Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +10, Perception +8 (+10 to notice unusual stonework), Spellcraft +10; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Osiriani, Varisian, Vudrani
SQ arcane bond (masterwork dwarven waraxe), physical enhancement (+1)
Combat Gear feather token (tree), potion of barkskin +2, potion of cure light wounds (2), potion of mage armor (2), potion of shield of faith +2, wand of cure light wounds, wand of cure light wounds (3 charges), wand of grease (11 charges), acid, alchemist's fire (2); Other Gear light crossbow with 20 bolts, mwk dwarven waraxe, backpack, bedroll, belt pouch, chalk (4), climber's kit, courtier's outfit, crowbar, flask, flask (5), flint and steel, grappling hook, scroll case, silk rope (50 ft.), spell component pouch, sunrod (2), trail rations (7), trail rations (4), wizard starting spellbook, drummady's shoes (worth 50 gp), 1,687 gp, 1 sp, 8 cp
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Special Abilities
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Arcane Bond (Masterwork dwarven waraxe) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Telekinetic Fist (1d4+1 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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Vanai’s Friend: You have befriended Vanai Thaskin, who nows works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanai provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, remove this boon; your reckless use of Vanai’s information has compromised her cover and led to her capture. (6-16: Scions of the Sky Key, part 3: The Golden Guardian)
Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
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