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Storn Rumnaheim, Comments please!
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<blockquote data-quote="Ferret" data-source="post: 706742" data-attributes="member: 4052"><p>Storn Rumnaheim, Male Dwarf Paladin2 Sorcerer2 CR 4; Size: M Type HUMANOID; HD (2d10)+(2d4)+12; hp 36; Init +0 (+0 Dex, +0 Misc); Spd Walk 20'; AC 11 (flatfooted 11, touch 10), Hammer, Light +5 0'/B (1d4+2 20/x2 Carried S ) or Hammer, Light +3 20'/B (1d4+2 20/x2 Carried S ) or *Maul +1 +7 0'/B (2d6+4 20/x3 Both L (Warhammer +1 (Large))) or ; SA: +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, +4 dodge vs giants, Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands 4 hp/day, save +2 vs spells, save +2 vs. poison, Smite Evil 1/day, Stonecunning, Summon Familiar; Vision: Normal, Darkvision (60') AL: LG; Sv: Fort +8, Ref +2, Will +7; Str 15, Dex 11, Con 17, Int 10, Wis 14, Cha 15</p><p></p><p>Skills and Feats: Concentration +9, Diplomacy +6, Heal +4, Knowledge (Religion) +4; Spell Focus (Abjuration), Weapon Focus (Warhammer) </p><p> Possessions: 1 Bracers of Armor +1, 1 Outfit (Explorer's), 5 Thunderstone, 1 Backpack, 1 Pouch (Belt), 1 Pouch (Spell Component), 1 Scroll (Righteous Might), 1 Waterskin, 1 Holy Symbol (Silver/Masterwork), 1 Potion of Truth, 5 Hammer, Light, 1 Maul +1, Sorcerer: Spellbooks</p><p>Disrupt Undead x1, Light x1, Open/Close x1, Prestidigitation x1, Resistance x1, Detect Undead x1, Shield x1, </p><p></p><p>Storn set out early in his life to spread the wonder of moradin, and rid the world of all goblinoids, but halfway through his adventures his sorcerous powers awoke, and interupted his divine course.</p><p></p><p>This is the character I'm running for RTTTOEE, comments are welcome and any advice.</p><p></p><p>Also: I want a good Familiar but I don't know what.</p></blockquote><p></p>
[QUOTE="Ferret, post: 706742, member: 4052"] Storn Rumnaheim, Male Dwarf Paladin2 Sorcerer2 CR 4; Size: M Type HUMANOID; HD (2d10)+(2d4)+12; hp 36; Init +0 (+0 Dex, +0 Misc); Spd Walk 20'; AC 11 (flatfooted 11, touch 10), Hammer, Light +5 0'/B (1d4+2 20/x2 Carried S ) or Hammer, Light +3 20'/B (1d4+2 20/x2 Carried S ) or *Maul +1 +7 0'/B (2d6+4 20/x3 Both L (Warhammer +1 (Large))) or ; SA: +1 to hit orcs/goblinoids, +2 on Appraise of stone/metal items, +2 on stone/metal Craft check, +4 dodge vs giants, Aura of Courage, Detect Evil, Divine Grace, Divine Health, Lay on Hands 4 hp/day, save +2 vs spells, save +2 vs. poison, Smite Evil 1/day, Stonecunning, Summon Familiar; Vision: Normal, Darkvision (60') AL: LG; Sv: Fort +8, Ref +2, Will +7; Str 15, Dex 11, Con 17, Int 10, Wis 14, Cha 15 Skills and Feats: Concentration +9, Diplomacy +6, Heal +4, Knowledge (Religion) +4; Spell Focus (Abjuration), Weapon Focus (Warhammer) Possessions: 1 Bracers of Armor +1, 1 Outfit (Explorer's), 5 Thunderstone, 1 Backpack, 1 Pouch (Belt), 1 Pouch (Spell Component), 1 Scroll (Righteous Might), 1 Waterskin, 1 Holy Symbol (Silver/Masterwork), 1 Potion of Truth, 5 Hammer, Light, 1 Maul +1, Sorcerer: Spellbooks Disrupt Undead x1, Light x1, Open/Close x1, Prestidigitation x1, Resistance x1, Detect Undead x1, Shield x1, Storn set out early in his life to spread the wonder of moradin, and rid the world of all goblinoids, but halfway through his adventures his sorcerous powers awoke, and interupted his divine course. This is the character I'm running for RTTTOEE, comments are welcome and any advice. Also: I want a good Familiar but I don't know what. [/QUOTE]
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