About Torrag GrimmA bald, gruff, white bearded (not gray), dwarf can often be found with his head in the books and whiskey close by. He wears a cloak, no armor, carries a heavy crossbow across his back, a battleaxe at his hip, and a rough obsidian ring on his right hand which he seems to play with whenever deep in thought.
Skills: Acrobatics -2 (-6 to jump)
SQ arcane bond (ring of protection +1), earth supremacy, stonesinger[APG] Scenario Specific Equipment:
+1 Construct Bane Bolt Potion of Cure Serious Wounds Potion of Remove Disease Equipment:
haunt siphon lesser cold elemental metamagic rod[APG] lesser electricity elemental metamagic rod[APG] lesser fire elemental metamagic rod[APG] lesser selective metamagic rod[APG] lesser extend metamagic rod pearl of power (1st level) x3 Used x3 pearl of power (2nd level) pearl of power (3rd level) Used potion of air bubble potion of cure moderate wounds potion of touch of the sea ring of blinking scroll of endure elements (x2), protection from energy (x2) scroll of stone to flesh scroll of overland flight wand of cure light wounds (43 charges) wand of magic missile (27 charges) wand of reduce person (46 charges) wand of shield (38 charges) acid (2) alchemist's fire (2) alkali flask[APG] (2) holy water (2) oil mwk battleaxe mwk heavy crossbow with 20 bolts mwk warhammer cloak of resistance +1 deathwatch eyes[UE] handy haversack headband of vast intelligence +4 ring of protection +1 ale (per gallon) tankard (6) bedroll belt pouch belt pouch belt pouch flint and steel grappling hook ink inkpen medium tent[APG] parchment (5) scroll case silk rope (50 ft.) spell component pouch spellbook tindertwig (5) trail rations (14) waterskin winter blanket small stone shovel sculpture (worth 20 gp, 0.5 lb) 1,292 gp Spellbook:
0-Level: Acid Splash, Arcane mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue 1st Level: Burning Hands, Expeditious Excavation, Grease, Mage Armor, Magic Missile, Shield, Stone Fist, Air Bubble, Charm Person, Detect Secret Doors, Enlarge Person, Ray of Enfeeblement, Sleep, Summon Monster I, Touch of the Sea 2nd Level: Acid Arrow, Create Pit, Flaming Sphere, Glitterdust, Stone Call, False Life, Locate Object, Scorching Ray, See Invisibility, Spider Climb, Summon Monster II, Web 3rd Level: Aqueous Orb, Dispel Magic, Fireball, Fly, Spiked Pit, Summon Monster III, Gaseous Form, Haste, Heart of the Metal, Hold Person, Ice Spears, Lightning Bolt, Thunderstomp (Greater), Tongues 4th Level: Acid Pit, Black Tentacles, Dimensional Anchor, Summon Monster IV, Dimension Door, Locate Creature, Phantasmal Killer 5th Level: Acidic Spray, Cloudkill, Hungry Pit, Smug Narcissism, Teleport, Break Enchantment, Dismissal, Dominate Person, Elemental Body II, Feeblemind, Fire Snake, Hold Monster, Lightning Arc, Mage’s Private Sanctum, Overland Flight, Passwall, Stoneskin communal, Summon Monster V, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Light, Wall of Stone 6th Level: Disintegrate, Summon Monster VI, Flesh to Stone, Stone to Flesh, Globe of Invulnerability, True Seeing, Veil
-------------------- Special Abilities -------------------- Acid Cloud (1d6+6 acid damage, 9/day, DC 21) (Su) 5 ft radius acid cloud in 30 ft deals damage and sickens 1 rd (Fort part). Air You must spend 2 slots to cast spells from the Air school. Arcane Bond (Ring of protection +1) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Augment Summoning Summoned creatures have +4 to Strength and Constitution. Combat Casting +4 to Concentration checks to cast while on the defensive. 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. Earth Glide (11 rounds/day) (Ex) Gain a burrow speed Earth Supremacy +4 (Su) +4 CMD vs. bull rush, drag, reposition, trip, and overrun while touch ground. +1 to melee att/dam while you and foe touch ground. Elemental Focus (Acid) +1 DC to spells that deal damage of the chosen energy. Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type. Greater Spell Focus (Conjuration) +1 to the Save DC of spells from one 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. Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC. Spell Mastery (Dimension Door, Fly, Teleport, Invisibility,) You can prepare the chosen spells without a spellbook. Stonesinger +1 effective level for [Earth] spells and earth-related class abilities. ----------- PFS info: -----------
PFS# 165646-2
XP: 32
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