Stronfeur Uherer

Toraim Highhammer's page

245 posts. Alias of Amergin the Wise.


HP 21/22 | Init +1 | AC 22, ff 20, touch 12 | Fort +6, Ref +0, Will +5 | Move 20' | Perception +8 (darkvision) | Propitiation: Diplomacy | Combat stamina 3/3 | Artificer 6/6, Runeforger 2\5

About Toraim Highhammer

Dwarven Fighter 1 / Cleric (Forgemaster) 1
Lawful Neutral Medium humanoid
Init +1; Perception +8; darkvision 60’; +2 bonus to notice unusual stonework
Essence: 1 primal (unassigned)
AC 22, touch 12, flat-footed 20 (+10 armor (focus), +1 trait, +1 dex)
Special +2 circumstance bonus to AC against critical hit confirmation rolls (Boulder helmet); +2 bonus to AC against undead
HP 22
Fort +6, Ref +0, Will +5
Special +2 on saving throws against spells and spell-like abilities cast by undead; +2 racial bonus on saving throws against poison, spells, and spell-like abilities
Speed 20’
Melee Dwarven long hammer +3; 2d6+2 (x3; reach); Dwarven Sphinx Hammer +3; 1d10+2 (x3); Earthbreaker +3; 2d6+2 (x3); Greatsword +3; 2d6+2 (19-20, x2)
Ranged Dwarven Sphinx Hammer +2; 1d10+2 (x3; range 20’)
str 14 (+2), dex 13 (+1), con 14 (+2), int 14 (+2), wis 16 (+3), cha 8 (-1)
Base Atk +1; CMB +3; CMD 14
Special +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip
Feats Power attack, Piranha strike, Deadly aim, Combat expertise, Armor Focus, Tutelage of the Smith, Combat stamina (3 points)
Traits Propitiation, Defender of the Society (Fighter), Wary, Family ties
Skills Appraise (1) +6, Climb (1) +6, Craft (armor) (2) +12, Craft (weapons) (2) +12, Diplomacy (1) +3, Heal (1) +7, Intimidate (1) +3, Knowledge (religion) (1) +6, Knowledge (dungeoneering) (1) +6, Knowledge (engineering) (1) +6, Perception (2) +8, Sense Motive (1) +7, Spellcraft (1) +6, Survival (1) +7
Special Propitiation (at the start of each day, pick one of the following skills: Appraise, Craft (pick one craft skill), Diplomacy, Intimidate; gain a +2 trait bonus on that skill until the start of the next day)
Languages Common, Dwarven, Undercommon, Goblin
Orisons known Guidance, Detect magic, Prestidigation, Create water, Arcane mark (on crafted items)
Level 1 spells known Bless (1 min), Burning disarm (DC 14, 2d4 fire damage), Crafter’s curse (24 hours), Crafter’s fortune (24 hours), Divine Favor (1 min), Hide from Undead (10 min), Sun metal (2 rounds), Lead Blades (2 min), Weapon against Evil (2 weapons, 2 rounds), Alarm
Special Divine Smith (whenever a Forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1)

Orisons prepared (3) Detect magic, Guidance, Create water
Level 1 spells prepared (2+1) Hide from Undead, Sun metal + Lead Blades
Runeforger (5/day)
Forgemaster’s Blessing: The inscribed non-magical item functions as a masterwork item.
Smith Domain
Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat & skills
* Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
* Stonecunning: Dwarves gain a +2 bonus on Perception 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, whether or not they are actively looking.
* Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Weight carried: 137.5
Masterwork Full Plate armour (armour check -5)
Dwarven Boulder Helmet
Outfit, Cold-Weather
Iron Holy Symbol
Dwarven Longhammer
Dwarven Sphinx Hammer
Masterwork Smith tools (+2 circumstance bonus on Craft checks)
spell component pouch (5 lbs)
belt pouch (1/2 lbs + approx 3 lbs)
148 gp
5 sp
8 cp
adventurer’s sash (20 lbs)
2 x Tanglefoot bag
3 x Holy water flask
Healer’s kit (+2 circumstance bonus on Heal checks; 10 uses)
Masterwork survival kit (flint and steel, mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, guide to identifying flora and fauna, small utility knife; +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards, and to predict the weather)
Map of The Point
Waterproof bag
masterwork backpack @ camp (62 lbs)
Small tent
iron pot
Small steel mirror
Signal horn
50’ string
Climber’s kit (crampons, pitons, ropes, and other tools; +2 circumstance bonus on Climb checks)
Gear maintenance kit (metal polish, small file, leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, sewing needle, buttons)
Dwarven trail rations x 10 days
mule @ Eastgate
(light load: up to 100 pounds; medium load: 101–200 pounds; heavy load: 201–300 pounds)
Animal feed (10 days) 100 lbs
Harness 2 lbs
Pack saddle 15 lbs


In the deepest and most ancient halls of Kahae Edhekal, the esteemed Forgemasters Guild has long kept the fire of Valthyra burning in the sacred forge. To guard their secrets, the Forgemasters have always remained isolated from the outside world. But many believe that this is no longer possible…

Born into the revered Clan Highhammer, Toraim, son of Dwarkar, was fated to follow in the footsteps of his ancestors and, in true Dwarven fashion, he never doubted his destiny. His childhood was typical, if perhaps stricter than most. As is right and proper, he began his apprenticeship on his 25th birthday. And when he became an adult at 50, he embraced his responsibilities and married.

He became a proud and dedicated smith, an honorable father and husband, and he never imagined another life. But soon, the Shaping changed everything. When the Fire Goblins, emboldened by the chaos caused by the Shaping, took the Halls of Mourning and the Crypts, the Fire of Valthyra, which burned below, was extinguished. Few of the Forgemasters survived the surprise attack, and Toraim only barely escaped. The event left Toraim scarred and would haunt his dreams for years to come.

The Forgemaster’s Guild fell into chaos. Most of the elders believed that the smiths should remain isolated and dedicate themselves exclusively to their craft. But the younger members – Toraim in particular – advocated that they must fight alongside their kinsmen and the outsiders. Despite the protestations of his wife and clansmen, Toraim was among the first of the Forgemasters to don his armour and leave the relative safety that his position allowed, to fight against the hordes of undead that had invaded Oldtown. He deemed that it was his duty to defend his people against all the odds, and to fight until the sacred forge could be reclaimed.

These battles against the undead would prove the anvil on which the steel of his resolve would be tested.

Characteristics selfless, merciless, truthful (honest and pragmatic), and greedy (but no more so than a typical dwarf!); deliberate and focused; confident, yet vigilant.
Motivations Toraim is conflicted. Most of all, he wants to return to his family life, tend to his hearth, and hone his craft. But he knows that this is impossible until order is restored for all his people, and for generations to come. Additionally, he remains driven to bring honour to his clan and guild.
Disposition calm and even-tempered; generally disagreeable and rigid; taciturn.
Outlook pessimistic and cynical; conventional and traditional, yet rebellious by Dwarven standards; Orthodox adherent to the faith, yet tolerant.


For the past three decade Toraim has been mentored by Welmôur Leadtoe. Welmôur, a dwarven bladesmith and disciple of Vlathyra, came to the Vale just over 50 years ago. This Iron Dwarf taught briefly at the Forgemasters Guild in Kahae Edhekal before buying the legendary By Hammer and Hand in The Point district 28 years ago. Toraim continued to seek knowledge and guidance from the old dwarf as he honed his craft.

Since the Shaping, Toraim has been helping the dwarves keep the road between Eastgate and the Bright Gate – the gatehouse that separates Oldtown and The Point along the Dragon Road – clear of undead to allow for traffic between Eastgate and the Bright Tower. Mercenaries from the Bright Tower and a few survivors from the City Watch have been keeping the path clear from the Bright Gate, through the Point, to the Bright Tower.
(The route is Eastgate <-> Oldtown <-> The Point <-> The Bright Tower.)

On the 10th of Selefis, Toraim and a group of dwarves were escorting Ysildaë, two other elf companions of hers, a tiefling and six humans to the Tower Gate. They were overrun by undead along the Dragon Road, escaped through the Bright Gate before it was shut and barricaded, and retreated to the Bright Tower

On the 14th of Selefis, a portal from Earthenwork opened inside the Bright Tower and refugees began to flock out.

On the 15th of Selefis, the portal closed. Among the refugees were Akula and Maria.

The soldiers of Haemil are coordinating with the Bright Tower to begin clearing The Point for the refugees to inhabit. However, things haven't gone smoothly as undead are being found in most dwellings.

On the morning of the 17th of Selefis, a call goes out to all able bodied persons to report to the Bridge to assist.