Dwarf

Toral Kargar's page

839 posts. Organized Play character for noral.


Race

HP 98/98 + 12/12 Temp HP | Resistance Fire 10 | Now: AC25 / AC 27 vs evil, Normal: AC 22 T 10 FF 22 | CMB +4, CMD 14 | F: +11, R: +6, W: +17 | Init: +0 | Perc: +20, SM: +19, Dipl.: +24

Classes/Levels

| Reroll 1/1 | Chaldira trait reroll 1/1 | Knowledge 8/8 | Darkvision 60ft | Speed 20ft | Active condition: heroism, barkskin, magic vs evil, heightened awareness

Gender

Male N Dwarf from Qadira - usually talking business or about the past | Flame Spirit Shaman (Speaker for the Past) 9 |

Size

M

Age

44

Alignment

N

Deity

Chaldira Zuzaristan (although Toral believe her to be a dwarven deity and calls her Chaldira Zuzatar)

Location

Golarion

Occupation

PFS

Homepage URL

Used resources:

About Toral Kargar

---

–– Flame Spirit Shaman (Speaker for the Past) 9 ––

____________________________

-- STATS --
Str: 7, Dex: 11, Con: 18**, Int: 14, Wis: 26*, Cha: 5
* Lvl 4 & 8 Increase, +4 Headband
** +2 Belt
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–– SAVES ––
Fortitude: +11 (Con +4, Shaman +3, Dwarf ‘Unstoppable‘ racial trait +1, Cloak of Resistance +3)
Reflex: +6 (Dex +0, Shaman +3, Cloak of Resistance +3)
Will: +17 (Wis +8, Shaman +6, Cloak of Resistance +3)

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–– COMBAT ––
Ranged to hit: +6 (BAB +6, Dex +0)
Melee to hit: +4 (BAB +6, Str -2)

Initiative +0

CMD 14 (10 + BAB +6, Str -2, Dex +0)
CMB +4 (BAB +6, Str -2)
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–– AC ––
AC 22, T 10, FF 22 (Armor +10, Shield +2, Dex +0)
Armor Check Penalty - 6: Full Plate +1 [-5] + Buckler +1 [-0] OR Heavy Load [-6]

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–– SKILLS ––
• Acrobatics -6 (Rank 0, Dex +0, ACP -6)
• Bluff -1 (Rank 0, Cha -3, 'Stoic Negotiator‘ racial trait +2)
• Climb -8 (Rank 0, Str -2, ACP -6)
• Diplomacy +24 (Rank 9, Class +3, Wis +8 'Empathic negotiator' trait, +2 racial bonus 'Stoic Negotiator‘ racial trait, +2 untyped bonus 'Iron Citizen' racial trait)
• Escape Artist -6 (Rank 0, Dex +0, ACP -6)
• Fly -6 (Rank 0, Dex +0, ACP -6)
• Heal +12 (Rank 1, Class +3, Wis +8)
• Knowledge: Arcana +3 (Rank 1, Int +2)
• Knowledge: Dungeoneering +3 (Rank 1, Int +2)
• Knowledge: Engineering +3 (Rank 1, Int +2)
• Knowledge: Geography +3 (Rank 1, Int +2)
• Knowledge: History +6 (Rank 1, Class +3, Int +2)
• Knowledge: Local +6 (Rank 1, Class +3, Int +2)
• Knowledge: Nature +6 (Rank 1, Class +3, Int +2)
• Knowledge: Nobility +3 (Rank 1, Int +2)
• Knowledge: Planes +13 (Rank 9, Class +3, Int +2)
• Knowledge: Religion +6 (Rank 1, Class +3, Int +2)
• Linguistics +11 (Rank 6, Class +3, Int +2)
• Perception +20 (Rank 9, Class +3 from archetype ‘Speaker for the Past‘, Wis +8)
• Profession: Merchant +24 or +26 related to metal/stone* (Rank 9, Class +3, Wis +8, +2 racial bonus 'Stoic Negotiator‘ racial trait, trade tools +2) * Craftsman alternate racial trait
• Ride -6 (Rank 0, Dex +0, ACP -6)
• Sense Motive +19 (Rank 9, Wis +8, +2 untyped bonus 'Iron Citizen' racial trait)
• Spellcraft +6 (Rank 1, Class +3, Int +2)
• Stealth -6 (Rank 0, Dex +0, ACP -6)
• Survival +12 (Rank 1, Class +3, Wis +8)
• Swim -8 (Rank 0, Str -2, ACP -6)

63 skill points => 9 levels with 7 Skill Points per level: 4 Shaman + 2 Int + 1 Fav. class

Languages:
• Racial: Common, Dwarven
• Int: Kelish, Tien
• Linguistics: Infernal, Abyssal, Ancient Osiriani, Celestial, Ignan, Sylvan

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–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 6 +1 = 4 + 2 Wis + 1 Flame Spirit
• 2nd level: 6 + 1 = 4 + 2 Wis + 1 Flame Spirit
• 3rd level: 5 + 1 = 3 + 2 Wis + 1 Flame Spirit
• 4th level: 4 + 1 = 2 + 2 Wis + 1 Flame Spirit
• 5th level: 2 + 1 = 1 + 1 Wis + 1 Flame Spirit

–– MEMORIZED SPELLS ––
• 0 level: Daze, Detect Magic, Guidance, Read Magic
• 1st level: Heightened Awareness, Bless, Obscuring Mist, endure elements, Protection from Evil, <empty slot>, Flame Spirit: Burning Hands
• 2nd level: Barkskin, False Life, Lesser Restoration, Spiritual Weapon, Spiritual Weapon, <empty slot>, Flame Spirit: Resist Energy
• 3rd level: Magic Circle against Evil, Fly, Dispel Magic, Heroism (Ancestor mystery), <empty slot>, Flame Spirit: fireball
• 4th level: Summon Nature’s Ally IV, Dismissal, Ice Storm, <empty slot>, Flame Spirit: wall of fire
• 5th level: Breath of Life, Overland Flight, Flame Spirit: summon monster V (fire elementals only)

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–– XP / PRESTIGE POINTS / FAME ––:

TOTAL OVERVIEW:
* Currently: 24 XP / 17 PP / 46 Fame
* Spent: 29 PP (1 PP regained from House of Harmonious Wisdom)

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–– PRESTIGE PURCHASE / RETRAINING ––:

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2nd Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3rd Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Prestige Award Purchase: Master of Trade (Fame 20, 4 PP) Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5th Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 7th Level: Retrained revelation costing 5 days / 5 PP / 350 gp (=5 days * 7th Lvl * 10gp)
• On 8th Level: Retrained ‘Heaven Spirit’ to ‘Flame Spirit’ with boon ‘Traveler In An Unstable Timeline’ to retrain this class feature without paying any retraining cost.

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–– HIT POINTS ––:

Lvl 1 - 15 Hit Points: 8 Shaman +4 Con + 3 Toughness via ‘Unstoppable‘ Dwarven racial trait
Lvl 2 - 12 Hit Points: 5 Shaman + 4 Con + 3 Retraining
Lvl 3 - 11 Hit Points: 5 Shaman + 4 Con + 2 Retraining
Lvl 4 to 10 - 9 Hit Points: 5 Shaman + 4 Con + 1 Toughness

TOTAL - 98 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 4352 gp

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–– GEAR ––
+1 Full Plate Armor
+1 Buckler
Cloak of Resistance +3
Talisman (Lesser) Life Breath
Headband of Wisdom +4
Belt of Constitution +2
Dagger
4 x Scroll of Infernal Healing
Pearl of Power 1st
Wand of CLW 24 charges
Backpack, Masterwork
Compass
Air bladder
Snorkel masterwork
Dwarf clan dagger
Smoked Goggles
Animal glue
Drill
Earplugs
Scroll of Comprehend Languages, Remove Fear, Protection from Evil
Bell string
Whistle signal
Vermin repellent
Masterwork Tool (Profession Merchant), 1 lb.
Spell component pouch
4 x Alchemical Grease
2 x Oil of Grease
Holy symbol Chaldira
Smelling Salts
Pathfinder Chronicles (all 10 knowledges)
Potion of Touch of Sea
Air Crystals
Antiplague
Antitoxin
5 x Acid

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–– TRAITS ––
• EMPATHIC DIPLOMAT (Region: Qadira or Osirion): You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

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–– FEATS ––
• Lvl 1: Armor Proficiency (Heavy)
• Lvl 3: Extra Hex: Misfortune Hex
• Lvl 5: Accursed Hex: Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day.
• Lvl 7: Spirit Talker: By forging a temporary bond with a spirit, you gain access to an unfamiliar hex. Prerequisites: Hex class feature; shaman level 6th or witch level 6th. Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.
• Lvl 9: Extra Hex: Silkstring Snare Hex

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–– CLASS ABILITIES ––

• Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, and with light and medium armor.
• HEX (2nd - Class feature) - SLUMBER (Su): Cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the Shaman’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
• HEX (3rd - via Extra Hex Feat) - MISFORTUNE (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
• HEX (4th - Class feature) - CHANT (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
• HEX (8th - Class feature) - FORTUNE (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
• HEX (9th - via Extra Hex Feat) - SILKSTRING SNARE (Su): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours.

• Spirit (Su): Chosen: Flame. A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment.
• Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.
• Flame Spirit Magic Spells: burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only) (5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th)
• Flame Greater Spirit Ability: A shaman who chooses the Flame spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit. Fiery Soul (Su): The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
• Mysteries of the Past (‘Speaker for the Past‘ archetype): A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ‘ancestor‘ and ‘time‘ oracle mysteries to her class spell list (as the cleric level for those spells). This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
• Revelations of the Past (‘Speaker for the Past‘ archetype): At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.
- KNOWLEDGE OF THE AGES (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma Wisdom modifier. You can use this ability a number times per day equal to your Charisma Wisdom modifier.
- TIME HOP (Su): As a move action, you can teleport up to 10 feet per Oracle Shaman level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

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-- DWARF RACIAL TRAITS --
• Wis: +2, Con: +2, Cha: -2
• TYPE: Humanoid (Dwarf)
• SIZE: Medium
• SPEED: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• DARK-VISION
• UNSTOPPABLE: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
• STOIC NEGOTIATOR: Some dwarves, especially those who hail from the town of Peddlegate in Druma, use their unwavering stubbornness to get what they want in negotiations and other business matters. They gain a +2 racial bonus on Bluff, Diplomacy, and Profession (merchant) checks. This racial trait replaces defensive training, hatred, and stonecunning.
• IRON CITIZEN: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. (PFS additional ressources: Dwarves selecting Iron Citizen must also replace the Hardy racial trait with the Craftsman alternate racial trate.)
• 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.
• 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.

• Automatic Languages: Common, Dwarven

–– BACKGROUND –– :

Toral is a young Dwarf from a Kelish merchant family. He always felt the pull of the spirits.

Toral embraces the lessons of the past as shamans have watched over this world since the beginning of time.

He is a stoic negotiator but has an empathic approach. He is very perceptive and understands people's motives which is very important as a merchant.

He typically walks around in his full plate and during battle tries not to attack but uses spells and hexes instead.

Toral's family has deep roots in the Exchange faction of the Pathfinder Society.

Thus, the Kargar brothers Almaas, Jangafzaar, Toral and Sadaf are all members of the Pathfinder Society.

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James Jacobs on falling prone and being similar to unconscious when you fall asleep.