Dwarf

Uldir Forgeheart's page

146 posts. Alias of CrusaderWolf.


Full Name

Uldir Forgeheart

Race

Dwarf

Classes/Levels

LG Synthesist2 l hp17/17 l AC14, T10, FF14 l Init +0 l F +2 R +0 W +5 (+3 vs P/Sp/SLAs) l Per +2 l Hero Points 3

Age

70

Alignment

LG

Deity

Torag

Languages

Dwarven, Common, Terran, Ignan

Strength 10
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 15
Charisma 14

About Uldir Forgeheart

Stats:

LG Dwarf Summoner [Synthesist Archetype]
Medium humanoid [Dwarf]

Init +0, hp10, Spd20ft
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DEFENSE
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AC14 (+4 chain shirt); Touch10, Flat-Footed14

Fort +2, Ref +0, Will +5 (+3* on saves vs Poison, Spells, & Spell-Like Abilities)

CMD11, CMB +1
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OFFENSE
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BAB +1

Mauler-Axe +1 (1d6)

Warhammer +2 (1d8)
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FEATS
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Augment Summoning

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ADVENTURING SKILLS (4/level)
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Concentration +7 (2 ranks, +3 bonus, +2 Con)

Knowledge [Religion] +6 (1 rank, +3 bonus, +2 Int)

Knowledge [Planes] +7 (2 ranks, +3 bonus, +2 Int)

Knowledge [History] +7 (2 ranks, +3 bonus, +2 Int)

Perception +2 (0 ranks, +2 Wis)

Spellcraft +7 (2 ranks, +3 bonus, +2 Int)

Use Magic Device +6 (1 ranks, +3 bonus, +2 Cha)
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BACKGROUND SKILLS (2/level)
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Craft [Gemcutting] +9 (2 ranks, +3 bonus, +2 racial, +2 Int)

Knowledge [Engineering] +7 (2 ranks, +3 bonus, +2 Int)
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TRAITS
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Glory of Old: Increase saves vs Poison, Spells, & Spell-Like Abilities by 1 (total +3)

Exposed to Awfulness: 1/day reroll a failed save agains an effect created by a demon, if that effect would kill or incapacitate you.

Eidolon Form:

Evolutions (4pts)
1pt Improved Damage [Bite]
1pt Improved Armor +2
1pt Resist Fire [5]
1pt Magic Attacks

Quadruped; Medium Outsider
Init +2, hp35 (+18), Spd30ft
Str15 Dex15 Con13 Int14 Wis15 Cha14
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DEFENSE
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AC18 (+6 natural, +2 Dex); Touch12, Flat-Footed16

Fort +4, Ref +5, Will +4 (+3 vs poison, spells, & SLAs)

CMD16, CMB +4
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OFFENSE
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BAB +2

Tusk Rip +4 (1d8+3)
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FEATS
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Power Attack (-1 atk, +3 dmg)

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SKILLS (Eidolon 0/8pts unspent)
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Concentration +7 (1 rank, +3 bonus, +2 Con)

Knowledge [Religion] +6 (1 rank, +3 bonus, +2 Int)

Knowledge [Planes] +7 (1 rank, +3 bonus, +2 Int)

Spellcraft +7 (1 rank, +3 bonus, +2 Int)

Use Magic Device +6 (1 rank, +3 bonus, +2 Cha)

*Perception +7 (2 ranks, +3 bonus, +2 Wis)

*Athlethics +7 (2 ranks, +3 bonus, +2 Dex)

*Sense Motive +7 (2 ranks, +3 bonus, +2 Wis)

*Stealth +7 (2 ranks, +3 bonus, +2 Dex)
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SPECIAL QUALITIES
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Resist Fire [5]
Darkvision 60ft
Evasion
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TRAITS
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Glory of Old: Increase saves vs Poison, Spells, & Spell-Like Abilities by 1 (total +3)

Exposed to Awfulness: 1/day reroll a failed save agains an effect created by a demon, if that effect would kill or incapacitate you.

Abilities:

Racial
+2 Con, +2 Wis, -2 Cha
Slow & Steady: Base speed 20ft; not slowed by armor or encumbrance
Defensive Training: +4 Dodge bonus to AC vs Giants
Hardy +2 to save vs Poison, Spells, & Spell-Like Abilities [modified by Glory of Old trait]
Darkvision 60ft
Craftsman: +2 to on all Craft checks involving stone or metal
Hatred: +1 on Attack rolls vs Orcs & Goblinoids
Stability: +4 to CMD vs Trip & Bull Rush
Stonecunning: +2 on Perception checks to notice unusual stonework

Class
Cantrips

Eidolon: While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

Fusion Link: Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

Summon Monster I: SLA (5/day), lasts 1min per Caster Level

Spells:

Spells Known
[0]: Acid Splash, Guidance, Detect Magic, Mending, Message

[1]: Protection from Evil, Shield, Lesser Eidolon Repair

Spells per Day
3/-/-/-/-/-

Equipment:

Chain shirt armor
Mauler-axe
Ms Warhammer

Background:

Clan Origins
The dwarves of the Forgeheart clan trace their bloodlines back to the great priestess and hero Darraka Uleskhor whose greatest deed led directly to the founding of the clan, and the legacy they guard to this day. Shortly after the Rending of 3980AR, when Droskar's Crag erupted in the Five Kings Mountains and broke the back of mighty Tar Kadurrm, a lesser volcano known as Jyurdolkur erupted near the city of Bazaracral. The eruption was sudden, for the great spirit of the mountain was enraged at the gemstone mines that riddled its flanks. Jyurdolkur in its wrath took the form a great boar made of molten stone with burning rubies for eyes--its steps shook the mountain side, and magma erupted from the earth at its approach.

The dwarves of Bazaracral were certain that their doom was upon them, but Darraka Uleskhor strode out to meet the mountain's elemental wrath. For two days the two did battle--but Darraka spoke as she fought, seeking to calm the furious mountain and soothe his pain. Alas, the volcano's anger was too great, and Darraka was forced to strike it down. As the boar lay crumpled at the priestess' feet its anger bled away and the two conversed--though the words that passed between them remain unknown to all, even to this day. In the end, Darraka returned to Bazaracral bearing a great ruby that gave off a searing heat, speaking of the mountain spirit and its final peace with the dwarves. At the heart of the mountain she built a temple dedicated to Torag, and the spirits of earth and fire that make his children's creations possible. Her followers in time became known as Clan Forgeheart.

The clan's most closely guarded secret is this: Jyurdolkur did not perish in its battle with Darraka, and is now the clan's eternal guardian and protector. Under its purview, the volcano has remained dormant, its might harnessed by the dwarves to power their forges. A secretive order of shamans and priests has tended to the elemental for over seven centuries; though the volcano no longer takes physical form, it occasionally blesses priests by bonding with their souls on a fundamental level. Uldir is one such a priest--chosen as a partner by the volcanic spirit and gifted with a portion of its power.

Uldir's History
Uldir was born within Jyurdolkur (a name applied interchangeably to the physical mountain and the elemental spirit itself) and like all the youths of his clan raised communally in its temple-schools. While never better than mediocre at his weapons practice, he early on showed a gift for communicating with the mountain's spirits and was made an initiate of the spirit-priests. There in the temple he studied the history and of his people and the lands beyond the Five Kings Mountains. He eagerly sought out news of the wider world from the merchants who arrived to purchase the clans' gems. In particular, Uldir has followed as best he can the exploits of the crusaders of Mendev in their century-long battle against the Worldwound. While many dwarven clans have tithed warriors to the conflict, Clan Forgeheart has remained aloof--a policy Uldir argued forcefully against, but as a lowly initiate his words were dismissed by the clan elders. Years passed, and on the day of his induction into the formal ranks of the priesthood something extraordinary happened--when placed in the presence of the great volcanic spirit the two somehow bonded. Uldir does not speak of what transpired between the two, but he now bears a runic mark branded upon his forehead. Heralded by his clan as the Voice of Jyurdolkur, Uldir shocked and angered the elders when he announced his intention to travel to Mendev and battle the demons of the Worldwound in Torag's name. Afraid that were he die, his connection to the mountain spirit would cripple or even kill the clan's guardian and sacred charge, the Forgeheart elders attempted to place Uldir under house arrest in all but name. Smuggled out of the mountain by allies, he fled north the Highhelm and caught the first caravan to Mendev, barely a step ahead of the clansmen sent by the elders to bring him back.

Traveling as he was with a heavily armed convoy of dwarven crusaders, Uldir's travels through the River Kingdoms and Numeria were dull and uneventful, and the company arrived in Nerosyan without incident in late summer of 4711 AR. Uldir was assigned to work as an assistant quartermaster in the border town of Kerrik; he threw himself into his work with gusto and gained a reputation as a fastidious bookkeeper and incorruptible steward of the crusade's war materiel. Alas, in the winter of 4712 tragedy struck. A force of demonic cultists assaulted in numbers during one frigid night--the demon worshippers worked a terrible magic that blanketed the town in a sickly miasma. All those killed within rose as hungry ghouls, and Uldir was lucky to fight his way free with a small force of crusaders--though the sickly poison of the demonic mist seeped into Uldir's very bones and he collapsed less than a mile from the dying town. Carried to safety by his fellow soldiers, Uldir lingered for weeks on the edge of death; were in not for the unquenchable spark of Jyurdolkur within him he would surely have perished. The next several months were a dark time for Uldir, as he struggled to regain his strength and put behind him the horrible memories of Kurrik's fall--and the nightmares that had plagued his sickly sleep.

In time, he reported himself fit for duty, and was ordered to report to Kenebres to reprise his role as quartermaster. He has resided in the city for the past two months, slowly warming up to his role, and looks forward to the upcoming holiday.

Appearance & Personality: