Firebrand

Torsten Runeforger's page

1,554 posts. Alias of Grumbaki.


Full Name

Torsten: Dwarf HR-Brawler/Sorcerer (16)

Race

Spell Points (22/42) MF (0/9) EW (0/2) IW (1/1) ToD (2/2) CMD (47, 51 vs trip/repo ) Init (+8) Percp (+21, +2 vs stone) Glove (2/4)

Classes/Levels

Current Buffs (Agile, Acetic Control, Armored Aegis, Energy Enchanement, Lifesense) Movement Speed (30ft)

Gender

Wounds (44) HP (200) AC (31/21/27, +4 Shield,) DR/5 (Adamantine/Chaos) Saves (32*/23/26, +3 Hardy, +2 vs Enchantment, +3 vs life sphere)

Size

Subtypes (Dwarf, Lawful, Construct)

Age

60

Special Abilities

Immune: Disease, Bleed, Sleep, Breathing, Eating, Drinking / Darkvision 90ft / Lifesense and Tremorsense 25ft/ 30ft move speed

Occupation

Tattoo Artist

Strength 30
Dexterity 18
Constitution 24
Intelligence 10
Wisdom 20
Charisma 8

About Torsten Runeforger

Original Form

Offense:

Reposition/Trip: + 16 (BaB) + 10 (Str) + 2 (DM) + 4 (Enchantment) -2 (Flurry) = +30
To Hit: +16 (BaB) + 10 (Str) + 4 (Enchantment) -2 (Flurry) = +28
Damage: 1d8 + 15 (Str) + 3 (Enchantment) +4 (Arcane Strike) = +22

Damage is magic, cold iron, silver, lawful (brawler strike) and good (holy). Can be bludgeoning, piercing, or slashing (tear flesh)
18-20 crit range and x3
Counter punch damage add 11
FCB: Ignore 15 points of hardness per punch
First hit causes bleed 3 and -3 natural armor

[dice=Move Action Shove Touch Attack]1d20+28[/dice]
[dice=Damage]10+7+4[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Move action reposition]1d20+30[/dice]
[dice=Damage add 4 if foe is prone]1d8+22[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Trip if Reposition happens]1d20+30[/dice]
[dice=AOO if tripped]1d20+28[/dice]
[dice=Damage]1d8+22[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Standard action Attack]1d20+28[/dice]
[dice=Damage add 4 if foe is prone]1d8+22[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Reposition if hit]1d20+30[/dice]

[dice=Trip if Reposition happens]1d20+30[/dice]
[dice=AOO if tripped]1d20+28[/dice]
[dice=Damage]1d8+26[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Free action Flurry]1d20+28[/dice]
[dice=Damage add 4 if foe is prone]1d8+22[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Free action Flurry]1d20+28[/dice]
[dice=Damage add 4 if foe is prone]1d8+22[/dice]
[dice=Force]1d6+7[/dice]
[dice=Sonic]1d6+7[/dice]
[dice=Untyped vs evil]2d6[/dice]

[dice=Cure]4d8+48+16[/dice]

Defenses:

HP
+17 (lvl 1) + 13 (lvls 2+) +1 (FCB) = 200

CMD
10 + 16 (BaB) + 10 (Str) + 4 (Dex) + 5 (Deflection) + 2 (Dodge) = 47

AC
* Base: 10
* Armor: 7
* Dex: 4
* Deflection: 5
* Enchantment: 3
* Dodge: 2
- Total: 31
* Shield with spell point: 4
- Total 35

Resistances
* Acid (10)
* Cold (10)

Saves
Fort: + 10 (class) + 5 (enchantment) + 7 (con) +5 (morale) = +27
Ref: + 10 (class) + 5 (enchantment) + 4 (dex) +5 (morale) = +23
Will: + 10 (class) + 5 (enchantment) + 5 (wis) +5 (morale) + +2 (Iron Will) = +26

Actions and Spell Point Breakdown:

Actions
* Move: Reposition, Shove, Martial Flexibility
* Standard: Attack
* Free: Flurry Strike, Reposition with hit, Trip with Reposition, Martial Flexibility
* Swift: Healing, Tear Flesh, Martial Flexibility

Spell Points
* 15 (class level) + 4 (wisdom) + 6 (spell pool) +15 (casting tradition) = 40
* 1 SP (Lifesense) 3 SP (Agile/Initiative/Improved Uncanny Dodge) 2 SP (Acetic Control) 2 SP (Energy Enhancement) 1 SP (Armored Aegis) = 9 spell points

Harrow cards:

- One weapon gains the undead-bane ability while in the location.
- If you fail a saving throw against a death effect, you're stunned for 1 round but negate the death effect. This protection can only be used once.

Dwarf, Background, Tatooed Warrior, Traits:

Dwarf
* +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
* Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
* 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.
* Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* 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.
* 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. This racial trait replaces dwarven weapon training.
* Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Terran, and Undercommon.

Background
Artist
Ability Boost: Dexterity
Bonus Feat: Prodigy (+4 craft tattoos and profession merchant)
Class Skills: Lore (art) and one Craft skill of your choice
Commission: You are known throughout your local area and may be able to gain access to people who want a commissioned piece.

Tattooed Warrior
Tattooed warriors turn their bodies into weapons through the use of magic symbols engraved onto their very flesh.

* Bonus Talents:
- Equipment: Unarmed Training (Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities. This bonus depends on an intricate awareness of the practitioner's body and balance, and as such is lost when the target is under any shapeshift other than blank form, or is polymorphed into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type.)
Bonus Feats: Dragon’s Tattoos (You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.), Zodiac Tattoos (Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.)
Special: Tattooed warriors gain 1 bonus skill point that must be spent on Craft (tattoos) each time they gain a level in any class.

Trait
* Glory of Old: In your veins flows the blood of dwarven heroes. You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison

Feats, Skills, Equipment:

Feats
Lvl 1: Deft Maneuvers (You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.)
Lvl 3: Iron Will (+2 will save and 1/day re-roll)
Lvl 5: Familiar Bond
Lvl 7: Improved Familiar Bond
Lvl 9: Diluted Mongrel
Lvl 11: Empowered Mongrel
Lvl 13: Improved Familiar Cassisian
Lvl 15: Extra Combat Talent

Sorcerer Feats
Lvl 1: Cantrips (You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, usually have a range of close, and are either instantaneous or have a duration of 1 hour depending on the effect created.)
Lvl 6: Extra Bloodline Power
Lvl 13: Extra Bloodline Power

Background Feats
Lvl 2: Robustness (Whenever you are the target of a sphere ability or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.)
Lvl 4: Cunning (+1 skill point per level)
Lvl 6: Inscribe Magical Tattoo
Lvl 8: Craft magic arms and armor
Lvl 10: Incredible Healer: When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.
Lvl 12: Skill Focus Craft Tattoos
Lvl 14: Lifebound
Benefit: Whenever a spell, spell-like ability, or supernatural ability heals you up to your maximum number of hit points, any excess hit points persist for 1 round per level as temporary hit points (up to a maximum number of hit points equal to 1/2 your character level). If the healing from the spell or spell-like ability would normally persist as temporary hit points, you instead add 1/2 your character level to the spell’s caster’s level to determine the total number of temporary hit points that you gain.
Lvl 16: Robustness
Benefit: Whenever you are the target of a spell, sphere ability, or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.

Skills with cunning and tattooed warrior
* Influence: +17 (+8 intimidate)
* Spellcraft: +18
* Sense Motive: +22
* Heal: +23
* Athletics: +27
* Craft Tattoos: +29 (+30 with masterwork tools, +36 with spell point)

Sage Familiar Skills
* Int 17 and 2 SP per lvl. +7 bonus to knowledge checks
* Knowledge Arcana: +27
* Knowledge Civilization: +27
* Knowledge Divine: +27
* Knowledge Occult: +27
* Knowledge Planes: +27
* Knowledge All: +11

Automatic Bonus Progression
Lvl 3: Resistance +1
Lvl 4: Deflection +1
Lvl 5: Attunement +1
Lvl 6: Resistance +2
Lvl 7: Deflection +2
Lvl 8: Attunement +2
Lvl 9: Resistance +3
Lvl 10: Deflection +3
Lvl 11: Attunement +3
Lvl 12: Resistance +4
Lvl 13: Deflection +4
Lvl 14: Attunement +4

Equipment
* Familiar Satchel (Full cover for familiar)
* Cracked Incandescent Blue Sphere Ioun Stone (+1 perception)
* Ring of Sustenance
* A white satin glove with no visible seams. It can be easily turned inside-out to wear on a left or right hand: Choose acid, cold, electric, or fire. As a Swift Action, you can add 1d6 energy damage of this type to all your attacks for 1 round a number of times per day equal to the number of assigned customization points (4)
* Tattoo tools
* Tattoos
* Monk’s Kit (This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
* Sling
* Artisan's Workshop (counts as MW tools when tattooing inside) with an attached Office and Lavatory.
* 1x potion of cure serious wounds
* Potion of hide in darkness (gain the hide in plain sight ability, though only in dim light or darkness, for two hours)
* 6x vials of alchemist fire
* 1x Healer's Kit (4/10)
* Potion - cure serious wounds x2
* Potion - remove disease x2
* Potion - lesser restoration x3
* Potion - gaseous form x2
* dust of disappearance x1
* Scroll - break enchantment
* Scroll - resurrection
stone salve x2
* Quick Runner’s Shirt
* 51.25 gold

Magic Tattoos
* Fists: Holy Enchantment
* Left Palm Shoanti Tattoo: 1/day summon monster V
* Wayfinder Tattoo with cracked scarlet and blue sphere ioun stone: +1 will save and +1 craft tattoo
(Attained)
* Philosopher's Tattoo (chest; 5,000gp crafting cost) - your rate of aging is halved, ignore physical penalties to aging, magical aging can be healed as ability damage
* Regulating Tattoo (back; 175gp crafting cost) - constant endure elements
* Bolka's Touch (arm; 400gp crafting cost- - constant prestidigitation on self only for cleaning and smell
* Booming Voice Tattoo (neck; 125gp crafting cost) - can raise voice up to 3x its normal volume
* Torag's Grace Tattoo (leg; 2200 crafting cost) - feather fall
* Cassisian Tattoo (face; 2000gp crafting cost) - familiar melds into tattoo

Brawler Monk lvl 16:

Rules

Weapon and Armor Proficiencies:

Brawlers are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice. This modifies weapon and armor proficiencies.

Martial Arts:
At 1st level, the monk gains the Boxing and Open Hand combat spheres as bonus talents. If he already possesses one or both of these base spheres, he may instead choose any one combat talent he qualifies for from the associated sphere.

Flurry Strike:
Starting at 2nd level, whenever the monk uses the attack action to attack with an unarmed strike or a monk special weapon, he may make one additional attack with an unarmed strike or monk special weapon as a free action. The monk must decide whether or not to use this ability before making the first attack roll for her attack action. Attacks made using this ability apply the monk’s full Strength bonus to the damage roll, regardless of whether the weapon is wielded with two hands or with an off-hand. This extra attack cannot be used with the extra attack granted by the Dual Wielding sphere. At 11th level, the number of bonus attacks increases by one (to a total of two). When using flurry, attacks are at -2 to hit

Stunning Fist (Ex):
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, the monk can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex):
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. He still takes no damage on successful Reflex saving throws against attacks, but henceforth he takes only half damage on failed saves. A helpless monk does not gain the benefit of improved evasion.

Martial Flexibility (Ex):

A brawler can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. He may select one feat as a swift action or two feats as a move action. He may use one of these feats to meet a prerequisite of the second feat; doing so means that he cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. He may select one feat as a free action, two feats as a swift action, or three feats as a move action. He may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward his daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward his daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward his daily uses of this ability. This ability replaces AC bonus, ki pool, ki powers, and perfect self.

Brawler’s Strike (Ex):

At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, he chooses one alignment component: chaotic, evil, good, or lawful; his unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, his unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. This replaces ki strike.

Purity of Body (Ex):
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Tough as Nails (Ex): At 6th level, Torsten gains DR 1/adamantine. This damage reduction increases by 1 point at 9th level and every 3 levels thereafter. This ability replaces the corresponding speed increases from fast movement.

Tongue of the Sun and Moon (Ex):
At 13th level, a monk can understand and speak with any living creature, as if under a permanent tongues effect.

Combat Talents:

Martial Tradition: Lvl 2x
Combat Talents Monk: Lvls 2, 3, 4, 6, 7, 8, 10, 11, 12, 14, 15, 16, 18, 19, 20

8 combat talents: 1d8 base damage
12 combat talents: 2d6 base damage
16 combat talents: 2d8 base damage
20 combat talents: 2d10 base damage

Lvl 1 (Boxing): Counter Punch
* You may ready an action to make an attack with a light melee weapon against the next enemy who makes a melee attack roll against you before the beginning of your next round; this attack is treated as an attack action for the purposes of talents as well as the Vital Strike feat and occurs before the attack that triggers it, gaining a +2 competence bonus to damage rolls. For every 4 points of base attack bonus you possess, this bonus increases by +2. Using this ability does not change your place in the initiative order.

Lvl 1 (Open Hand): Savage Combatant
* You do not gain the sweep ability. You gain Tear Flesh with this drawback.
* Tear Flesh (You may deal bludgeoning, piercing, or slashing damage with your unarmed strikes, rather than only bludgeoning damage, chosen each time you make an unarmed attack. Whenever you deal unarmed strike damage to a target as an attack action, you may spend a swift action to rip the damaged creature’s flesh; the creature takes 1 bleed damage and has their natural armor reduced by 1 (minimum 0) for as long as they are suffering this bleed damage. For every 6 base attack bonus you possess, the bleed damage and natural armor reduction caused by this talent increase by 1.)

Lvl 2 (Open Hand): Axe Kick (When making an attack action, attack of opportunity, or additional attack granted by a class feature or talent with an unarmed strike, you may add 1.5x your Strength bonus on the damage roll rather than just your Strength bonus (this talent does not apply to off-hand attacks or other attacks where a half Strength modifier is specified). On attacks targeting prone creatures, you instead deal 2x your Strength modifier on the damage roll for your unarmed strikes. Author's Note: This only applies to attacks where you use your Strength modifier. Axe Kick does not work if you use a different ability modifier for damage.)

Lvl 3 (Brute Sphere): Shove
* As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn. You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.

Lvl 4 (Brute Sphere): Slapper
* You may use your unarmed strike or a light weapon you are holding to make these maneuvers, meaning you may add their enhancement bonus, as well as spells or feats which increase their attack bonus such as Weapon Focus, to your CMB when performing a bull rush, drag, overrun, or reposition maneuver.
* Manhandle: When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may apply the effect of one (manhandle) talent you know to that creature. (Manhandle) talents cannot be applied to maneuvers performed as a free action.

Lvl 6 (Brute Sphere): Quick Force
* You may perform a bull rush, drag, or reposition combat maneuver as a move action instead of a standard action. You must still have movement remaining in a round in order to move with your target, such as your 5-foot step. You may expend your martial focus to perform a bull rush, drag, or reposition as a swift action. At +10 base attack bonus, whenever you perform a bull rush, drag, or reposition combat maneuver as a move action, you may move with the creature as part of that action; in essence, using the action both to move and perform the maneuver.

Lvl 7 (Brute Sphere): Drop
* Manhandle: You may make a trip combat maneuver against the target as a free action that does not provoke an attack of opportunity. If you possess the Hammer talent, a successful trip allows you to use the ground to deal damage as if it were a wall.

Lvl 8 (Equipment): Critical Genius
* You may select 1 weapon with which you are proficient (including unarmed strike), treating that weapon as though its critical threat range was 19-20 (unless it would be higher) and its critical multiplier as though it was x2 (even if it would normally be higher). In addition, when you confirm a critical hit with the chosen weapon while using the attack action, you deal additional damage equal to your base attack bonus; this additional damage is applied after other modifiers and is not multiplied by the critical hit. At +10 base attack bonus, the chosen weapon’s critical threat range is instead treated as 18-20.

Lvl 10 (Brute Sphere): Follow Through
* Whenever you hit a target with an attack action, you may make a bull rush or reposition maneuver against the target as a free action that does not provoke an attack of opportunity. You may use your weapon to perform this maneuver, meaning your weapon’s enhancement bonus, as well as spells that increase attack bonuses or feats such as Weapon Focus, apply to the maneuver.

Lvl 12 (Open Hand): Snap Kick
* Whenever you succeed on a trip combat maneuver against a creature, they provoke an attack of opportunity from you (you can choose to wait until the creature is prone before resolving this attack of opportunity), this attack of opportunity considers “whenever a creature lands prone” and “whenever you succeed on a trip combat maneuver” to be part of the same trigger, and you can not take more than one attack of opportunity due to this circumstance. If your attack of opportunity is successful, the creature must make a successful Reflex save or become staggered until the end of their next turn.

Lvl 15 (Open Hand): Perfect Attunement
* As long as you have martial focus, you gain tremorsense with a range of 15 feet. At base attack bonus +11 and every 4 base attack bonus higher, the range of your tremorsense increases by 15 feet.

Lvl 15: (Brute): Smash
* Whenever you successfully perform a bull rush, drag, overrun, or reposition maneuver against a creature (other than with maneuvers performed as a free action), that creature suffers damage equal to your unarmed strike or a light weapon you are wielding. This qualifies your bull rush, drag, overrun, and reposition maneuvers for feats and talents such as Power Attack, suffering a penalty to your CMB in exchange for increased damage. You may use your unarmed strike or a light weapon you are holding to make these maneuvers, meaning you may add their enhancement bonus, as well as spells or feats which increase their attack bonus such as Weapon Focus, to your CMB when performing a bull rush, drag, overrun, or reposition maneuver.

Lvl 16: Barroom Shere with Teetotaler (for Barroom Expert)
- No penalty when throwing improvised weapons, they count as 1 size category larger, and they have 18-20 crit range.

Casting Tradition: Tattoo Caster:

* Magic Type: Arcane
* Casting Ability Modifier: Wisdom
* General Drawbacks:
- Somatic Casting x2 (You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.)
- Verbal Casting (You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.)
- Magical Signs (Your magic is accompanied by tell-tale signs; the tattoos on his body glow bright gold. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.
- Center Of Power (You have an obvious physical feature which is the source of your magical power. Whenever you cast, any creature observing you can clearly see that your magic originates from your center of power. If a critical hit is confirmed on you, your center is disrupted and you lose 1d4 spell points (if you have them) and are dazed for 1 round. A creature can also target your center of power with a called shot, which also causes a disruption. The center of power is considered a challenging shot (-10). At the GM’s discretion, certain kinds of physical restraint might also make spellcasting require a concentration check (DC 20 + caster level), depending on the nature of the center of power and the restraint. An undesirable polymorph effect may also produce the same results.)
* Boon: +1 spell point per level in casting classes

Sphere Drawbacks
* Life
- Regenerate (You may only target yourself with your Life sphere abilities.)
* Enhancement
- Bodily Enhancement (You cannot enhance equipment and objects, only creatures. You can only take talents which can affect creatures. You must choose an (enhance) talent or Natural Enhancement with the bonus talent gained by this drawback.)
- Personal Magics (You may only enhance yourself and your own equipment. You cannot take the Ranged Enhancement talent, and any enhancement bestowed on an object ceases to function unless you are carrying, wearing, or wielding that object. You cannot take talents such as Bestow Intelligence or Animate Object that give life or minds to objects.)

Celestial Sorcerer lvl 15:

Spell Pool
A sorcerer gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + his wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Sorcerous Blood
The sorcerer gains an additional spell point every even sorcerer level and gains Cantrips as a bonus feat.

Bloodline Arcana:
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class. You gain a +2 bonus on all Heal and Knowledge (divine) checks.

Celestial Bloodline Powers
Lvl 1 Power: Arcane Resistance (Ex): You gain a +1 insight bonus on saving throws against magical effects from life sphere. At 5th level, and every 5 levels after, your bonus increases by +1.
Lvl 3 Power: Eldritch Wards (Su) (requires 3rd level): Twice per day, as an immediate action when you fail a saving throw, you may spend 2 spell points to attempt that saving throw again. You gain a +2 insight bonus on this second save. You must take the second result, even if it is worse.
Lvl 6 Bonus Power: Celestial Resistances (Ex) (requires 3rd level): You gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Lvl 9 Power: Hereditary Vitality (Ex) (requires 9th level): The same heritage that grants your sorcerous powers also grants you a vigor greater than your frame would suggest. You gain a +2 bonus to your Constitution score, and an additional +2 at 14th and 19th level.
Lvl 13 Bonus Power: Divining (Sp) (requires 3rd level): You can detect evil and detect snares and pits as at-will spell-like abilities. At 10th level, you benefit from a constant discern lies spell (DC 20).
Lvl 15 Power: Aura of Protection (Su) (requires 15th level): You project an aura of power and goodness and that gives strength to you and your allies. While you are conscious, you and allies who can see you gain a +4 morale bonus to all saving throws.
Lvl 20 Power: Immortal Power (Ex) (requires 20th level): Your bloodline’s power has affected you on a fundamental level. You no longer age, lose any existing ability score penalties you have due to your age category, and will never die of old age or gain any disease or condition that would only affect an older individual. You still gain ability score bonuses depending on your age, although you gain nothing further after the “venerable” category. You are immune to any effect that works off of aging someone if it would be a detriment to you.

Mongrel Destined Powers
Lvl 7: Touch of Destiny (Sp): You can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 7th level, you can use this ability at a range of 30 feet.
Lvl 11: Unparalleled (requires 9th level): You gain a +2 Inherent bonus to your highest ability score (before any bonuses) other than your casting ability. At 13th level, this raises to +4. At 17th level, it raises to +6.

Aura of Power (Su)
A sorcerer exudes an aura of magical power that is detectable by abilities that detect such things, such as detect magic. She appears as a magical item with a caster level equal to her class level. She does not register as a specific school, but a successful Spellcraft check against a DC of 15 + half her class level can identify her as a sorcerer and identify her bloodline.

Tap Chaos
Sorcerers amplify their power by pushing beyond the structures and forms of normal magic, with predictably unpredictable results. Starting at 2nd level, a sorcerer may, as part of the action required to use a spell or sphere ability, increase her caster level by 1 for that effect. This applies to variables dependent on a particular casting of an effect (damage, duration, number of targets etc.), but it does not apply to the caster’s total caster level with that sphere (i.e., it does not determine the strength of a companion from the Conjuration sphere, nor to the total number of Hit Dice of reanimated creatures that may be controlled through the Death sphere). This bonus increases by +1 at 5th level, and by an additional +1 for every 3 levels thereafter to a maximum of +6 at 17th level. Whenever a sorcerer uses tap chaos to enhance her magic, her wild magic chance increases by 100%. A sorcerer can tap chaos a number of times per day equal to half her sorcerer level + her Charisma modifier.

Wild Empowerment
At 4th level, whenever a sorcerer enhances a sphere effect with tap chaos, she may spend a spell point to add her tap chaos bonus to any spell penetration rolls for that effect.

Direct Chaos
At 7th level, whenever a sorcerer makes a roll on a wild magic table, he may spend a spell point to roll twice and choose which result to take.


Wild Fire
At 12th level, when a sorcerer enhances a sphere effect with tap chaos, he may spend a spell point to empower herself. He gains a bonus to attack rolls, saving throws, and a dodge bonus to AC equal to hisr tap chaos bonus for a number of rounds equal to his wisdom modifier.

Chaotic Flexibility
At 16th level, a sorcerer can gain the use of 1d3 magic talents of her choice for 1 minute. She may only have one use of chaotic flexibility active at any one time; using this ability again replaces the previous one. These talents can only be used with tap chaos.

Sphere Talents:

Level 1: Life Sphere
* Self Renewal (+1 spell point for swift action heal)
* Drawback Bonus: Deeper Healing (Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.)

Level 1: Enhance Sphere
* Buy the sphere
* Bodily Enhancement: You cannot enhance equipment and objects, only creatures. You can only take talents which can affect creatures. Gain Natural Enhancement with the bonus talent gained by this drawback.

Level 2 Enhance Sphere
* Energy Enhancement (enhance): You may enhance a weapon, granting it the corrosive, flaming, frost, or shock weapon special abilities. The weapons deal an extra point of elemental damage for every 2 caster levels possessed.

Level 3: Enhance Sphere
* Deep Enhancement: When you enhance an object or creature, the enhancement remains for 2 rounds after you stop concentrating. When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.

Level 4: Protection Sphere
* Protected Soul Drawback and altered aegis (for energy resistance)
* Armored Magic (aegis): 1 hour per level duration, +2 Shield AC, increases every 5 levels
* Energy Resistance (aegis, ward) You may create a ward that suppresses one energy type of your choice (acid, cold, electricity, fire, or sonic). Any damage of that energy type dealt within this area is reduced by 10 + your caster level. You may also create an aegis that grants energy resistance 10 + your caster level to either acid, cold, electricity, fire, or sonic. These effects only absorb damage and may not protect from other side effects of an attack.

Level 5: Dual Enhancement

Level 6: Divination Sphere (Limited Divination, Sense Only) Lifesense: You may spend a spell point to gain the lifesense ability. You sense and locate living creatures within close range (25ft), as if you had the blindsight ability.

Level 7: Alteration Sphere Lycanthropic: You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.) Gain Agile -> Dodge (+2 Dodge AC) for 1 minute per level under blank transformation (does not change his basic makeup)

Level 8: Alternation - Lingering Transformation (10 min per level duration)

Level 9: Alteration - Permanent Transformation (2 spell points to make it permanent!)

Level 10: Spectral Enhancements (ghost touch armor and weapon enchantment options)

Level 11: Alternate Energy

Level 12 Bonus Talent: Ascetic Control (By spending 10 minutes and 2 spell points, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to breathe, eat, drink, or sleep. Ascetic Control lasts 24 hours.)

Level 13: Restore Senses

Level 14: Restore Spirit

Level 15: Break Enchantment

Lvl 16: Outsider Body

Martial Flexibility Combos:

Swarm? Ratcatcher

Incoporeal? Ghostlayer

Invisible? Blind-Fight

Catch-All? Dedicated Adversary

Athletics

Wrestling for grapples

Pummeling Style and Pummeling Charge (for high DR and charging)

Crane Style tree (when AC needed)

Jabbing Style tree (extra damage)

Background, Appearance, Personality:

Background
Korvosa, like many human cities, had a fairly sizable community of dwarfs. Most had ties to Janderhoff, given that it was the only port which goods from that city came through. Torsten’s family were merchants, whose ties to ‘the old country’ brought a comfortable living. It was thought that Torsten would join the family business. This was not to be. For Torsten had within him a strange mixture. A longing for the old ways, with the insatiable curiosity and drive that defined the human city he was born in. When his father realized that his son’s passion wasn’t in his business, he acquiesced and allowed him to become an apprentice in the art of runesmithing. It was, afterall, the clan’s original trade. But even in that he was a disappointment. For Torsten was far too “human” in his desire to experiment. He learned the runes, but insisted that there was no need for them to be placed on Stone and Steel. Why not inscribe them directly onto one’s skin? Did the clerics not preach that all were made on Torag’s Forge? Just because the ancestors did it didn’t mean that he had to. Because if everyone thought that way, then everyone would still use stone tools! The argument, while sound, was one that was also shameful. His family was left with a problem. A young dwarf who was as stubborn as any of his people. Countless shouting matches eventually led to him leaving the enclave and setting out on his own. Where he would be free to live and experiment as he saw fit.

Without any real money to back him up, Torsten ended up in the poor quarter of the city, for it was the only place that he could afford to set up shop. But with determination he made it work. In 4698 AR he opened “Runeforger Tattoos.” As they years rolled on he worked hard making a reputation for himself. By 4708 AR he was earning a comfortable living, with the quality of his work being enough to attract even the well to do. He had also used the time to work his art on himself. Inch by inch he had inscribed tattoos on himself, infused with runic power. Day by day, night by night, he trained himself so that his fists might be as hard as steel, worthy of his runes. His determination to prove his clan wrong drove him. The sight of a heavily muscled, tattooed dwarf with a bright orange beard had become a regular one. That, and the floating stones that accompanied him wherever he went. An “Ioun Wyrd” he called it. A byproduct of his years training to be a runesmith. The only item he had ever carved runes into which wasn’t flesh. It carried within it a connection to his very soul. It was as much an extension of himself as his own hand. With it nearby he could think far clearer than ever before and could learn much faster. Without it, it was as if though his mind was stuck in a haze. It was further proof of how far he was willing to go using his own mind and body to perfect his craft. To the people of the slums it was just “Torsten’s pet rock.” A name that Torsten took an immediate liking to and happily put into use. He was content with his life and optimistic for the future.

This all ended one night with Gaedren Lamm came in. The minor crime lord was flanked by a pair of thugs, a wide smile on his thin face. He informed Torsten that there were “taxes” to be had for operating in his territory. That the reason his business was doing so well was because of his benevolence. Torsten refused to pay, saying that he had pain his taxes to the King and that none other were due. That if he wanted taxes then talk to the Watch. Lamm responded that he couldn’t be held accountable for what might happen.

A few months later Torsten was sleeping when he was woken by the sounds of people screaming “Fire!” That was when he smelled the smoke. He escaped with his life, but that was about it. His home and his store had gone up in flames. And just like that he was homeless. He watched with despair as the ashes of his dreams smoldered. And in that moment, he saw a child approach him. It was a Little Lamm. The child had a message. That the taxes were still due, and that without them his safety couldn’t be assured. It was a clear message, from a messenger that the irate dwarf could not take his vengeance out on.

Torsten is now homeless, with only a backpack and it’s contents to his name. Unwilling to go back to his clan, and with Korvosa being the only home he has ever known, Torsten can think of only one thing: vengeance.

Appearance
Torsten is short, stout, and heavily muscled. With a bright orange beard, a bald head, and tattoos covering his body from head to toe (literally!) he is a quite unique sight.

Personality
Given what has happened to him, one might think that Torsten would be brooding. Dwarfs, afterall, have a well deserved reputation. Quite the opposite, he is gregarious, loud, and passionate. To him, life is meant to be lived. He is, however, extremely stubborn and is a perfectionist. Once he has set his mind to something then it will be done, and it will be done well. He has the heart of a craftsman, and as such he takes pride in his work. Even when working for silvers he insists on providing work that is worth gold. It is why his shop thrived, and it is why he is as dangerous with his fists as the monk of a monastery. He decided that to prove his father wrong that he would make his hands into weapons to rival that of a hammer and his flesh to be tougher than a suit of plate armor. Because he said that he would do it, it has become so. Which is why Lamm probably made a mistake made Torsten into an enemy...

Alaric Runeforger - Torsten's Father:

Alaric

Str (12) Dex (9) Con (13) Int (15) Wis (8) Cha (8) HP (27) Saves (2/0/3)

Dwarf
* Standard except for craftsman (+2 craft with steel)

Trait
* Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Feats
1: Skill Focus- Craft Weapons
3: Skill Focus- Craft Armor

Skills
* Craft Armor: 4 SP (+17 / +19 with tools)
* Craft Weapons: 4 SP (+17 / +19 with tools)
* Craft Blacksmith: 4 SP (+13 / +15 with tools)
* Appraise: 4 SP (+11)
* Knowledge Local: 4 SP (+9)
* Knowledge History: 4 SP (+9)
* Profession Merchant: 4 SP (+6)
* Influence: 4 SP (+6)

Equipment
* Barundor: +2 to craft checks, flaming burst warhammer

Alaric is a cantankerous old dwarf, set in his ways and always talking about how things were better when he was young. Born in Janderhoff, he moved to Korvosa when he was in his mid 40s, dreaming of earning a "fair price" for his craft, which just wasn't possible in the over-inundated markets of Janderhoff. While he stubbornly has refused to return, having made for himself a profitable business, it hasn't stopped him from idealizing his old life. His arguments with Torsten are nearly legendary, for Alaric's constant reminiscing and refusal to experiment ("If it was good enough for our ancestors then it is good enough for me!") stand in stark contrast to his son's point of view. Alaric blames the city of Korvosa for "poisonings Torsten's simple mind."

Brundrika Runeforger - Torsten's Mother:

Brundrika

Str (11) Dex (9) Con (10) Int (14) Wis (15) Cha (10) HP (20) Saves (4/0/6)

Dwarf
* Standard except for Stoic Negotiator (+2 Diplomacy, bluff and profession merchant)

Trait
* * Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

Feats
* Lvl 1: Skill Focus Knowledge Arcana
* Lvl 3: Craft Wonderous Items
* Lvl 3 Bonus Feat: Craft Magic Arms and Armor

Skills
* Knowledge Arcana: 3 SP (+8)
* Spellcraft: 3 SP (+8)
* Profession Merchant: 3 SP (+10)

Lvl 3 Forgemaster Sphere Cleric
* 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.)
* Divine Smith
* Runeforger

Enhancement Sphere
Lvl 1: Deep Enhancement, Greater Enhance Equipment, Energy Enhancement, Harden/Weaken
Lvl 2: Enhance Focus
Lvl 3: Deadly Weapon, Ragged Edges

Brundrika has 'magic in the blood', as she likens to say. Where her husband is a master craftsman, able to reliably make weapons and armor of the highest craftsmanship, she is the one who carves the runes that truly make the items come to life. Also a native of Janderhoff, she was wooed by Alaric's craftsmanship and several years of persistence on his part. Her own clan was glad to have someone as skilled as Alaric court her, for they worried given her thin frame (almost human in proportion!) that they would ever marry her off. But for Alaric, all that he saw was someone with the same passion for crafting and adherence to the old ways. It was love on first sight. The process of their marriage was a long and complicated affair, following all of the protocols to the letter. But as long as that was, it has led to a marriage that is as strong and unbreakable as any suit of plate armor.

Where her husband is loud, bellicose and extremely opiniated, she is instead much slower to speak and much more deliberate in what is said. In her mind words have power, and each one should be thought through. She takes to her craft with the same slow determination, spending years to make each rune absolutely perfect.

Torsten inherited much from her, such as his ability to forge runes. And while she is proud of his raw ability, her disdain for his adventurous ways is evident. His experimentation, especially on his own body, is the antithesis of her craft. Not once has she raised her voice to him, nor have the two ever argued. But the disapproving glare was, in many ways, louder than any shouting match that Alaric and Torsten had. When he left home, it was fleeing her ire as much as anything else.