Duergar Slaver

Torsten Runeforger's page

89 posts. Alias of Grumbaki.


Burn (0) Non-Lethal (0) Wounds (0) HP (12) Saves (5/5/4, +2 Hardy) AC (17/13/14) Initiative (+3)


CMD (13, +4 stability) Immune (paralysis, phantasms, poison) Performance Combat (+2)


Common, Dwarven, Undercommon, Drow Sign Language

Strength 13
Dexterity 16
Constitution 17
Intelligence 12
Wisdom 16
Charisma 6

About Torsten Runeforger

Close Combat Blast
To Hit: +4 (+3 Power Attack)
Close Combat: 1d8+4 (+7 Power Attack)

Ranged 30ft
To Hit: +4 (+3 Deadly Aim)
Damage: 1d8+3 (+5 Deadly Aim)


* Ability Score Modifiers: Duergar are hearty and observant, but also belligerent. They gain +2 Constitution, +2 Wisdom, and –4 Charisma.
* Type: Duergar are humanoids with the dwarf subtype.
* Size: Duergar are Medium creatures and thus have no bonuses or penalties due to their size.
* Base Speed: Slow and Steady– Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. * Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran. See the Linguistics skill page for more information about these languages.
* Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.
* Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.
* Telekinetic Adept: A duergar tyrant has access to the basic telekinesis, telekinetic finesse, and telekinetic haul, kineticist wild talents with an effective kineticist level equal to his total character level.
* Daysighted The cruel light of the sun harms some duergar less than others. Such duergar lack the light sensitivity racial trait, but have darkvision of only 60 feet.


Problem Slave
You were a living headache for your previous master. You back-sassed them, deliberately performed your tasks slowly, and otherwise went out of your way to be as defiant as you could without pushing them too far. You excelled at your assigned duties, so your master couldn’t simply have you killed or worse, but you got more than your share of lashings and torture. You endured them all just to see the look of frustration on your old master’s face when you didn’t break. Eventually, they became fed up with your antics and sent you to the gladiator pits. You gain a +2 bonus to one Craft, Perform or Profession skill of your choice, and that skill is a class skill for you. In addition, you gain a +1 trait bonus to Will saving throws.
* Peregrinus: Has Dwarven Boulder Helm. May fight with it and it gains performance
* Nimble Fingers Keen Mind: +1 disable device and Class Skill
* Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
* Paranoid: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Feat, Skills, Equipment:

Feats (feat tax rules)
Lvl 1: Precise Shot

* Perception +6
* Perform (Act) +4
* Sleight of Hand, Disable Device +4 (acp)
* Stealth, Acrobatics +3 (acp)
* Intimidate +2

* Gladiator’s Chain Shirt: A balteus with metal greaves, a manica of banded metal and an enclosed helmet. Uses the stats for a chain shirt
* Dwarven Boulder Helmet
* Kukri

Psychic Deurgar Powers:

Basic Telekenisis
This ability is similar to mage hand, except you can move an object that weighs up to 5 pounds per 2 kineticist levels you possess (minimum 5 pounds), and you can move magical objects. Additionally, you can create a container of entwined strands of aether in order to hold liquids or piles of small objects of the same weight. You can dip the container to pick up or drop a liquid as a move action. If you possess the extended range wild talent, you can increase the range of basic telekinesis to medium range and increase the rate of movement to 30 feet per round, and if you possess the extreme range wild talent, You can increase the range of basic telekinesis to long range and increase the rate of movement to 60 feet per round. You can also use your basic telekinesis to duplicate the effects of the open/close cantrip.

Telekinetic Finesse
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Telekinetic Haul
When using basic telekinesis, you can move an object that weighs up to 100 pounds per kineticist level you possess. When using your telekinetic blast, you can throw an object weighing up to 100 pounds per kineticist level you possess, but this doesn’t increase the damage. If you accept 1 point of burn, the maximum weight increases to 1,000 pounds per kineticist level you possess and the duration increases to 1 minute per kineticist level you possess.

Elementalist Annihilator:

Gather Power, Burn

Devastating Infusion (Su)

At 1st level, an elemental annihilator can either shoot her kinetic blast at a target within 30 feet or make a single melee attack as if she were using kinetic blade as an attack action. For this attack, the elemental annihilator’s base attack bonus from her kineticist levels is equal to her full kineticist level. A devastating infusion always deals an amount of damage equal to 1d8 + the elemental annihilator’s Constitution modifier, regardless of the annihilator’s class level or use of composite blasts. When making a melee attack with devastating infusion, the elemental annihilator doesn’t provoke attacks of opportunity, and if she uses two hands, the attack’s damage is equal to 1d8 + 1-1/2 times her Constitution modifier. This is a 1st-level form infusion that costs 0 points of burn and can be used with any physical blast (but not energy blasts). Unlike with kinetic blade, the elemental annihilator can use Vital Strike with devastating infusion. The damage bonus from elemental overflow doesn’t apply to devastating infusion’s damage rolls.

This ability replaces the 1st-level infusion and the basic utility wild talent normally granted by selecting an element.

Dampened Versatility (Ex)

An elemental annihilator can never gain utility wild talents.

Bonus Feats: At 2nd level, an elemental annihilator can select a bonus feat from the following list: Deadly Aim, Double Slice, Point-Blank Shot, Power Attack, Precise Shot, Rapid Shot, Two- Weapon Fighting, Weapon Finesse, and Weapon Focus. Rapid Shot and Two-Weapon Fighting can be used with a kinetic blast only if the annihilator also possesses flurry of devastation (see below). She gains an additional bonus feat at 8th, 10th, 14th, and 18th levels. At 8th level, she can also select Improved Two-Weapon Fighting and Weapon Specialization. At 10th level, she can also select Greater Weapon Focus, Improved Critical, Improved Precise Shot, and Two-Weapon Rend. An elemental annihilator doesn’t need to meet the prerequisites for these feats to select them as bonus feats.

This ability replaces the 2nd-, 8th-, 10th-, 14th-, and 18th-level utility wild talents.

Increased Range (Su)

At 3rd level, an elemental annihilator gains the extended range infusion. At 9th level, she gains the extreme range infusion.

This ability replaces the 3rd- and 9th-level infusions.

Ever-Present Threat (Su)

At 4th level, an elemental annihilator threatens all foes within her natural reach. If anyone provokes an attack of opportunity from her, she can form her melee devastating infusion and make the attack, after which the weapon disappears.

This ability replaces the 4th-level utility wild talent.

Blast Training (Ex)

At 5th level, an elemental annihilator gains a +1 bonus on attack rolls and damage rolls with her devastating infusion form infusion. This bonus increases by 1 at 9th level and every 4 levels thereafter.

This ability replaces the 5th-level infusion.

Flurry of Devastation (Su)

At 6th level, an elemental annihilator can make a full attack of devastating infusions against targets within 120 feet as a full-attack action. Each individual attack deals damage as a devastating infusion.

This is a 3rd-level form infusion that costs 1 point of burn and can be used with the same blast types as devastating infusion. Abilities such as Rapid Shot and haste that grant additional attacks apply normally to this full attack. If she makes only melee attacks with her flurry of devastation, she can use the Two-Weapon Fighting feats (unlike with the kinetic blade wild talent), but ranged devastating infusions do not work with Two-Weapon Fighting. For the elemental annihilator’s off-hand attacks with Two-Weapon Fighting, she adds half her Constitution modifier to the damage (increasing to her full Constitution modifier if she has Double Slice). Though she can normally mix melee and ranged attacks with her flurry of devastation, she can’t do so when she uses Two-Weapon Fighting. She can never use metakinesis or substance infusions with flurry of devastation.

This ability replaces the 6th-, 12th-, and 16thlevel utility wild talents.

Level Plan:

Lvl 2: Elemental Defense Water (shield!), Rapid Shot
Lvl 3: VMC Rogue (Trapfinding), Extended Range, Elemental Overflow
Lvl 4: +1 Con (18), Ever Present Threat
Lvl 5: Furious Focus, Blast Training
Lvl 6: Elemental Overflow 2, Internal Buffer, Flurry of Devastation
Lvl 7: VMC Rogue Sneak Attack, Expanded Element
Lvl 8: +1 Str (14), Weapon Specialization
Lvl 9: Iron Will, Elemental Overflow 3
Lvl 10: Improved Precise Shot