Just wanted you to see what he looks like pending your approval on everything. If you still think it is a go, then I will put him up on the RG thread once I get up in the morning. If not, I will edit whatever you think I need to.
I hope you don't think I am trying to buck the system, but I am going to try to write you a background up which will put everything into perspective. All in all, without his hat of disguise, Korthos looks like Darkman from the old movie, and he will go to great lengths to hide that fact, the hat and soon hopefully the heavy armor will show just how paranoid he is that someone will see how scarred he is.
Korthus (Kort) Stonefire
Dwarven Male
Age : 110
Hgt : 4' 8"
Wgt : 150
ALIGNMENT : Lawful Neutral
Class: Wiz 3 / Ftr 1
Speed 20 ft
Base Attack Bonus +2
Base Melee Bonus +5 (BAB + STR)
Base Ranged Bonus +2 (BAB + DEX)
Initiative: +4
Str: 16 (+3)
Dex: 10 (+0)
Con: 14 (12+2) (+2)
Int: 17 (+3) (+1 @ 4th level)
Wis: 14 (+2)
Chr: 6 (8-2) (-2)
Languages Known: Common, Dwarven, Draconic, Goblin, Gnomish
Saving Throws:
Fortitude: +6
Reflex: +2
Willpower: +6
H.P. : 30
A.C. 16 Flatfooted:16 Touch Attacks: 10
Check Penalty: 0 Arcane Spell Fail: 10%
Armor AC Bonus: +4 Dex AC Bonus: +0
Max Dex Bonus: +4
Weapon Attack Damage Crit Range TypeNotes
MW Dwarven Waraxe +6 d10 x3 S
Light Crossbow +2 d8 19-20x2 80ft P
Feats
Scribe Scroll (Bonus Wizard 1)
Improved Initiative (Wizard 1)
Craft Wonderous Item (Wizard 3)
Dwarven Armor Proficiency (Bonus Fighter 1)
Skills
Craft (Alchemy): +5 (2)
Craft (Weaponsmithing): +8, +9* (5)
Craft (Armorsmithing): +8, +9* (5)
Craft (Stonecarving):+12 (7)
Knowledge (Arcana): +6 (3)
Knowledge (Geology): +4 (1)
Search: +4, +6** (1)
Spellcraft: +9 (6)
*=if crafting metel or stone
**=if searching in stone area
Class/Racial Abilities
1) Summon Familiar
2) Cast Arcane Spells
3) Darkvision 60'
4) Stonecutting: +2 racial bonus on Search checks to notice unusual stonework
5) Inuit Direction underground.
6) Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
7) Stability: +4 bonus vs bull rushed or tripped.
8) +2 racial bonus vs poison, spells, and spell-like effects.
9) +1 racial bonus to attack vs orcs and goblinoids
10) +4 A.C. bonus vs giant class
11) +2 racial bonus to Appraise and Craft checks when the material component is stone or metal items.
EQUIPMENT
Explorer's Outfit
Hat of Disguise* 900gp
Mithral Shield 1,015
Mithral Chain Shirt 1,100
MW Dwarven Waraxe* 110 gp
Light Crossbow 35gp
20 Crossbow bolts 2gp
Cloak of Resistance +1 1,000gp
Wand of Detect Magic (50 charges) 375 gp
MW Potionbelt (10 of 10 slots filled) 60 gp
4 Alchemist Frost Vials* 36 gp
4 Alchemist Spark Vials* 36 gp
2 Acid Vials* 6gp
Scrollcase 1 gp
Backpack 2 gp
Waterskin 1 gp
4 Days rations 2gp
Spare Peasant's Outfit 1 sp
Spellbook
*=Crafted by Korthus
CURRENCY
Platinum: 0
Gold: 182
Silver: 9
Copper:
MAGIC
SPELLS: Wizard Class
Prohibited: None
Lvl 0Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6Lvl 7Lvl 8Lvl 9
Base/Day 4 2 1 -- -- -- -- -- -- --
Bonus Spells -- 1 1 1 -- -- -- -- -- --
Total Spells/Day 4 3 2 -- -- -- -- --
0- Know All
1st- Mage Armor, Magic Missle, Shield, Identify, Repair Light Damage, Alarm, Obscuring Mist, Magecraft, Comprehend Language^, Detect Secret Doors^
2nd-Kragon's Acid Bolt*, Web, Disguise Self^^
*=Same as Melf's Acid Arrow, just trying to give unique name
^= Scribed from scroll cost total 125 gp each
^^=Scribed from scroll cost total 350 gp
Spells Memorized
0- Read Magic, Detect Magic, Daze x2
1st- Magic Missle x2, Shield, open slot
2nd- Kragon's Acid Bolt, Web