Torgrym Foehammer's page

66 posts. Alias of Amergin the Wise.


Full Name

Forgemaster Torgrym Foehammer

Race

Dwarven Forgemaster Cleric Level 2

Classes/Levels

AC 19 ff 17 touch 12 CMD 15 | F+6 R+2 W+8 | init+2 | perc+10

Gender

Propitiation: Diplomacy | Runeforging: 6/6 | HP 20/20

Size

M

Age

100

Alignment

LG

Deity

Moradin

Languages

Common, Dwarven, Giant, Goblin, Orc

Occupation

Priest of Moradin

Strength 17
Dexterity 15
Constitution 17
Intelligence 16
Wisdom 20
Charisma 13

About Torgrym Foehammer

“You burn the dross from me, but the iron remains.”

Backstory:

Torgrym Foehammer comes from a long and illustrious line of priests of Moradin. Trained from childhood and guided by the clan elders, he embraced his destiny with typical dwarven steadfastness and resolve, and became a Forgemaster. The path instilled in him a strong sense of duty, and his great pride is tempered only by his feeling that his people have fallen from grace. He decries the breaks with tradition that the centuries have imposed – and his public denouncements have earned him a few ennemies in the priesthood. Likely, some are more than happy to see him go…

Torgrym is profoundly faithful, and blessed by the Soul-Forger who guides his hammer. He is one of the clan’s finest craftsmen, yet his spirit is driven to leave the forge as he yearns to return his people to their former glory. In the halls of his ancestors, he hopes to reclaim his past, and bring forth the light of Moradin.

Having now celebrated his first century, Torgrym leaves Ulverin to reclaim Angur'Khul!

Personality:

Primary Motivators
Power - To lead others, and the Church of Moradin in particular

Emotions and Core Traits
emotional disposition: contemptuous and phlegmatic
outlook: pessimistic and cynical
integrity: conscientious and pragmatic
impulsiveness: controlled and deliberate
boldness: cautious and vigilant
agreeableness: disagreeable and cold
interactivity: engaging, but sanctimonious
conformity: conventional and orthodox
sense of humour: none
favorite topics of conversation: religion, politics

Religion and Spirituality
adherence: orthodox
tolerance: intolerant
religious demeanour: constant expression, casual conversion, judgemental attitude
religious role: priest

Quirks, Habits, and Oddities
Superstitious

Base +1

Fort +6
Ref +2
Will +8
–2 penalty on Will against charm and compulsion if promised wealth or power
+3 trait & racial bonus against poison, spells, and spell-like abilities.

melee attack Masterwork Warhammer +5;1d6/1d8+3
melee attack Dagger +4;1d3/1d4+3
ranged attack Dagger +3;1d3/1d4+3
Ranged attack Heavy Crossbow +3;1d8/1d10
+1 racial bonus against humanoid creatures of the orc and goblinoid subtypes

AC 19 ff 17 touch 12
+4 dodge bonus against monsters of the giant subtype
CMD 15
+4 racial bonus when resisting a bull rush or trip attempt while standing on the ground

Hit point: 20|20

Move 20'
Never modified by armor or encumbrance

Senses: Darkvision

Runeforging: 6|6

Current propitiation: Diplomacy +2

RACIAL TRAITS:

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
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.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
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.
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.

TRAITS:

Propitiation : At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Glory of Old: +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Power-Hungry: –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

FEATS

Extend Spell: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. (Level increase +1)

Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

SKILLS

* Appraise (1) 7
* Craft, Armorsmith (1) 9
* Craft, Blacksmith (4) 12
* Craft, Weaponsmith (1) 9
* Diplomacy (1) 5
* Heal (1) 9
* Knowledge, Arcana (1) 9
* Knowledge, History (1) 9
* Knowledge, Nobility (1) 9
* Knowledge, Planes (1) 9
* Knowledge, Religion (1) 9
* Knowledge, Untrained 5
* Perception (1) 10 (+2 to notice unusual stonework)
* Profession, Priest (1) 11
* Profession, Untrained 7
* Sense Motive (1) 9
* Spellcraft (1) 7

POWERS & ABILITIES

Aura (Ex): Lawful Good

Spontaneous Casting: channel stored spell energy into healing spells

Divine Smith (Su): 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 (minimum 0).

Runeforger (Su): A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time.

Forgemaster's Blessing: The inscribed nonmagical item functions as a masterwork item.

Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.

ARTIFICE 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.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, crafter's curse, crafter's fortune, lead blades; 2nd—wood shape, chill metal, heat metal, shatter; 3rd—stone shape, keen edge, versatile weapon; 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue, iron body, repel metal or stone; 9th—prismatic sphere.

orisons (4): Detect Magic, Enhanced Diplomacy, Guidance, Light
level 1 (4+1): Bless, Moment of Greatness, Doom, Protection from Evil + Lead Blades

GEAR & WEALTH

Carrying capacity / encumbrance: 260 lbs. / 144.5 lbs

Cleric’s kit
Sturdy Holy Text
Iron Holy Symbol

Masterwork Chainmail Armor
Masterwork Buckler

Masterwork Warhammer
Heavy Crossbow
Dagger

Masterwork tools
Healer’s Kit
Crowbar
4 x Caltrops
Gear maintenance kit
5 x Marbles
Survival kit, common
2 x Waterproof bag

Cleric’s Vestments
Explorer’s outfit

Key of Lock Jamming

Speaking stone, which allows communication with Elders

Giant sized Masterwork Stonecutting tools (100 gp)

245 gp
5 sp

Donkey (Light load @ 48 lbs.)
2 x saddlebag
Dungeoneering kit, common
Camouflage netting
2 x Bell
Bell net
Rations 15/15