Radi Hamdi

Dovar's page

47 posts. Alias of Uthraed.


Full Name

Dovar

Race

Human

Classes/Levels

Commoner

Gender

Male

Size

5' 7"

Age

16

Strength 20
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Dovar

Human Commoner 4
Neutral Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+8 armor, +2 Dex, +3 shield, +1 Deflection)
hp 36 (4d10+4)
Fort +4, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee
Ranged
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Statistics
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Str 20, Dex 10, Con 14, Int 10, Wis 14, Cha 10
Base Atk +4; CMB +9; CMD 20
Feats
Traits
Dangerously Curious You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Wisdom in the flesh Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. (Stealth)

Skills
Background
Adventuring

Languages Common
SQ

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Special Abilities
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Summon Red Mastiff:
Compression
Reduces size by one category granting +2 Dex, -2 Str, +1 to Attack Rolls and AC due to size.
Heroism 3/day 10min./level 1 Standard Action
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
Empowered Cone of Cold 1/day 1 Standard Action 60 ft Cone shaped burst
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Gear

Gear Details:

Rings
Ring of Inner Fortitude
Alternating diamonds and rubies stud this band of white gold. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.
Red Hound Ring
This white gold ring is engraved with the images of a mastiff and a thundercloud. It functions as a ring of protection +1. In addition, once per day, the wearer may use summon monster I to summon a red mastiff (use statistics for a celestial dog). Additionally, once per day the wearer may use beast shape I to transform into a Small red mastiff.
Belt
Belt of the Weasel
This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face. It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability (Bestiary 2 295).
Head
Mask of Cutting Flesh
This black leather mask is studded with bits of bone and metal, with smooth-sewn holes for the wearer’s eyes, mouth, and nostrils. It laces in the back with long straps and covers the entire face, leaving only the ears and back of the head exposed. The wearer gains a +2 resistance bonus on Fortitude saving throws. If Zon-Kuthon is the wearer’s patron, once per day the wearer can whisper a command word to lash out at a target within 100 feet, unerringly slashing the target with an invisible blade of force that deals 2d4+2 points of force damage (spell resistance applies). As a free action, the wearer can will the mask to unlace and reshape itself into a leather cap on top of the wearer’s head, or hide itself within the wearer’s shirt or helm.
Shoulder
Plumed Mantle
This simple woolen cloak is trimmed across the shoulders with the feathers of eagles and other raptors, and permits the user to fly (as the spell) for a total of 30 minutes each day. These 30 minutes need not be consecutive, but each use of this ability that lasts for fewer than 5 minutes reduces the daily limit by 5 minutes. While flying under the power of the plumed mantle, the wearer has a +2 bonus on Fly checks, in addition to any bonuses from speed or maneuverability. In addition to its powers of flight, the plumed mantle protects its wearer with a continuous feather fall effect, and makes him appear as a golden eagle to viewers on the ground. The wearer can suppress either effect by force of will as a free action. While at a height greater than 40 feet, the wearer of the plumed mantle receives a +2 competence bonus on Perception checks involving vision or sight.
Shield
Bloodfeast Shield
Three flensed skulls jut from the face of this +2 heavy steel shield. Three times per day as a free action, the shield’s wearer can command the heads to attack independently of her, biting with the wearer’s base attack bonus (making multiple attacks if the wearer has a high enough base attack bonus). This attack is in addition to any actions performed by the wearer, and deals 1d6 points of damage plus 1 point of Constitution damage. When using the bloodfeast shield’s ability, if the wearer is a vampire (or regains hit points from blood drain in a similar manner), she also heals 5 hit points or gains 5 temporary hit points for 1 hour.
Weapons
Hearthhammer
The stone handle of this +3 adamantine warhammer is carved in the form of a stately dwarven woman. The wielder of Hearthhammer gains a +5 competence bonus on Craft (armor, jewelry, stonemasonry, traps, and weapon) checks. If the wielder is a humanoid with the dwarf subtype, this bonus increases to +10.
Winter's Heart
Carved long ago from the ice at the heart of an ancient glacier and infused with a cold and unstoppable drive, this +5 icy burst quenching bastard sword (Pathfinder RPG Ultimate Equipment 146) changes size to match its wielder. Spell-like abilities used by Winter’s Heart receive the benefits of Greater Spell Focus (evocation). As a standard action, the wielder of Winter’s Heart can dispel fire effects as a frost brand. Alternatively, as a standard action, the wielder can quench a Huge or smaller nonmagical fire by touching it with the sword.
The sword commands the following spell-like abilities:
3/day—heroism (on its wielder only)
1/day—empowered cone of cold (DC 21), maximized widened detonate APG (cold only, DC 20), word of recall
The DC for detonate is determined as if it were an 8th-level spell. If detonate is cast on a creature with the cold subtype, it also acts as heal; if cast on a creature with the fire subtype, it also acts as harm.

Winter’s Heart has the special purpose of uniting the lands of the north under one iron rule. When pursuing this purpose, it surrounds its wielder in icy armor that combines the protection of stoneskin and fire shield (cold flames). If the protection of the stoneskin is exhausted, both protections are lost and the sword can’t reestablish them for 10 minutes.
Wrists
Gauntlets of Twisting Vines
These wrist wraps are actually dark, thorny vines that constantly move and twist around the wearer’s hands of their own accord. The wearer gains a +2 circumstance bonus on combat maneuver checks to disarm, grapple, and stealAPG. Once per day when the wearer successfully pins a foe with a grapple check, the vines can move off the wearer (ending the circumstance bonus on combat maneuver checks), envelop the target, and tie it up. A tied-up victim can escape the vines by succeeding at a combat maneuver or Escape Artist check with a DC equal to the result of the combat maneuver check that pinned the victim. The character who was wearing the gauntlets when they were used to envelop a target can remove them from the target as a move action. Any other creature must succeed at a combat maneuver or Strength check at the same DC to pry the gauntlets loose of an enveloped target.
Body
Robe of Eyes
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can’t be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded for 1d3 minutes. A daylight spell blinds the wearer for 2d4 minutes.
Rods
Fiery Nimbus Rod
This rod functions as a +1 flaming burst light mace. Furthermore, when the rod confirms a critical hit, not only does it deal the extra damage from the flaming burst special ability, a nimbus of cold blue flames ignites the target for 1d4 rounds. This illuminates the target as the faerie fire spell. While the nimbus does not burn the target, it responds to melee attacks made against that foe. Each time an ignited foe takes damage from a melee attack, it takes and additional 1d10 fire damage.
Furthermore, once per day, as a free action, after hitting a foe with this rod, the wielder can surround the target of that attack with the nimbus, which has the same effect as the nimbus created by a confirmed critical hit.
Ioun Stones
Onyx Rhomboid
+2 enhancement bonus to Constitution (stacks)
Slotless Wondrous Items
Concealing Pocket
This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment’s wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.
Greensurge Bomb
A greensurge bomb is a small magically and alchemically treated plant bulb with a root growing out of that forms a handle. The bomb can be thrown like a splash weapon with a range increment of 10 feet. When the bomb strikes the ground, it bursts open, scattering weeds in a 10-foot radius. At the beginning of the thrower’s next turn, the weeds rapidly grow into thick undergrowth, creating an area of difficult terrain. The weeds flourish regardless of the surrounding natural terrain (even in urban settings or on hard rock floors) but don’t grow on damaging surfaces, such as pools of lava or acid. The new vegetation lasts for 5 minutes before it turns brown and crumbles to dust.
Stinging Stiletto
This tiny dagger has a black leather hilt and a gold-inlaid pattern of stripes and sharp angles on its steel blade. It can transform into a delicate necklace or ornate finger-ring at the wearer’s command. The wearer gains a +3 competence bonus on Perception checks while the item is carried or worn. The wearer can also use it to cast ghost sound once per day. If Calistria is the wearer’s patron, once per day the wearer may speak a command word to use fox’s cunning. As a standard action, the wearer can prick her finger with the dagger and swear an oath on her own blood to avenge herself against a particular named creature; the wearer gains a +1 competence bonus on her next attack roll within 1 minute against that creature. Speaking a new vengeance-oath removes the old one, whether or not the wearer has achieved her vengeance.
Eyes
Summoner Slayer Eyes
Crafted by the Arclords of Nex, these golden-white lenses rest in crystal frames that fit comfortably over the eyes. Any creatures conjured by summon monster or a similar spell in the wearer’s field of vision appear to the wearer as though they were surrounded by a shimmering, purple glow. The wearer sees non-native creatures that have been called by other forms of magic (such as planar ally or gate) outlined in a blue glow. This affects only creatures of which the wearer is already aware. It doesn’t bypass concealment or stealth, nor does it work if the target is under the effect of an illusion spell that the wearer hasn’t seen through.
Once per day when the wearer hits a summoned or called creature with a weapon, the wearer can concentrate on that target, attempting to banish it back to its place of origin. This is treated as a dismissal spell targeting the creature, which must succeed at a DC 16 Will save or be sent back to its home plane.
Armor
Hero's Hauberk
The damage reduction of this dull gray +1 adamantine chain shirt stacks with any other damage reduction the wearer possesses. For example, a wearer with DR 5/magic would reduce damage from nonmagical attacks by 6, and magical attacks by 1. While the wearer rages or maintains a raging song, the armor emits a low droning sound and grants the benefits of light fortification. While the wearer maintains a bardic performance, the armor’s links jangle in harmony with his song or movements, aiding his focus. The wearer receives a +1 luck bonus on all ability checks and skill checks he attempts during such a performance. In addition, any penalties applied to his attack rolls, ability checks, skill checks, and saving throws are reduced by 1. If a die roll has multiple penalties, the total of the penalties is reduced by 1, not each individual penalty.
Artifacts
Sword of Valor
The Inheritor herself carried this crimson banner into battle during the Shining Crusade. An army commander who carries the Sword of Valor increases the DV and OM of her army by 4 against armies of undead or evil outsiders. Yet the Sword of Valor’s greatest power lies not in offense but in defense. Mounted firmly upon an interior wall in a visible, public place, the Sword of Valor creates a 10-mile-radius area that bars demons and those who worship demons from using teleportation spells and effects and imparts on such creatures a –4 penalty to Armor Class and on all saving throws. Once per month while the banner is mounted on a wall, a worshiper of Iomedae within 30 feet of the banner can use it to summon a planetar to protect the banner and its surroundings for 1 day. Any nonevil creature that sleeps within a 1-mile radius becomes immune to fear effects from demons and demon worshipers for 24 hours.
Neck
Periapt of Wound Closure
This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.
Boots
Boots of Swift Fury
These boots of heavy, furred hide rise to the wearer’s calf, and are held in place with rough hide straps secured by thick iron buckles. They increase the wearer’s base land speed by 10 feet (considered an enhancement bonus). When the wearer is in a rage, the boots also grant him a +4 deflection bonus to AC against attacks of opportunity provoked by moving through or out of a threatened area or by casting a spell.
Items
Metal glove
This thick iron gauntlet is more an encasing than a piece of armor. It has only a few moving joints, and the position of its fingers and wrist must be adjusted and locked into place before the wielder can properly slip it over her arm. When wearing a metal glove, it is impossible to manipulate one's digits (meaning the wearer cannot hold anything in that hand), but that hand and forearm are completely protected from injury, making it easy to reach into a trapped hole or a deadly animal’s cage. Any trap or creature attempting to damage an arm wearing a metal glove must break through the glove before reaching the wearer. Heavy objects that would normally crush the wearer's hand rest harmlessly on the glove instead, likely trapping the item but allowing her to pull her hand out as normal. A metal glove has hardness 10 and 15 hit points, and can withstand 2,000 pounds of pressure before crumpling. It does not protect the wearer from injury to other parts of her body.
Hypnotist's locket
A small, elliptical metal case containing a small portrait or keepsake, a hypnotist’s locket can be attached to a belt or worn as a pendant. When hanging from a metal chain, a hypnotist’s locket grants a +2 circumstance bonus on Diplomacy checks for the hypnotism occult skill unlock. A hypnotist’s locket can also come in the form of a pocket watch. It can be worn the same way, still includes a space for a portrait or keepsake, and adds the same bonus for hypnotism, but it also functions as a timepiece.
Jetcaster
This device consists of one watertight central ammunition bladder and several air bladders linked by specialized nozzles. When the wielder compresses the air bladders (a standard action that doesn’t provoke attacks of opportunity), the jetcaster sprays its ammunition in a 10-foot cone. Most adventurers use a jetcaster to spray powder over invisible foes or holy water over incorporeal undead, but it can also spray oil, itching powder, sneezing powder, or other mundane dusts and liquids. Loading the ammunition bladder is a full-round action that provokes attacks of opportunity and requires either a 4-pint jug of liquid (weighing up to 4 pounds) or a 4-pound sack of powder; insufficient ammunition causes it to misfire harmlessly. Refilling the air bladders is a move action that doesn’t provoke attacks of opportunity. Readying and firing a jetcaster requires two hands. If a jetcaster fires ordinary powder or oil, each square in the cone is coated in that substance. If a jetcaster fires holy water, itching powder, or sneezing powder, treat each square in the cone as a square of impact and each square adjacent to the cone (including the wielder’s) as an adjacent square for the purpose of determining effects and DCs. Loading a jetcaster with unstable compounds such as acid or alchemist’s fire destroys the device.
BALL
Wing oil
Tengus mix special salves to protect their feathers from the elements. This one-ounce vial of wing oil gives a feathered creature a +1 bonus on all saving throws to resist the effects of cold weather. Its effects last 24 hours.
Reagent paper
This slip of paper can aid in the identifying of liquids. Its color changes in accordance to basic traits such as acidity, salinity, or magic. This confers a +2 alchemical bonus on any Craft (alchemy) or Spellcraft check made to identify potions or other liquids.
Cytillesh stun vial
Harvested from the cytillesh fungus commonly found in the Darklands, these small vials emit a bright blue glow, and are commonly used in intertribal kobold disputes. When broken, a cytillesh stun vial releases a f lash of blue light consisting of bright light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the f lash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they’re in the area of bright light, or are confused for 1 round if in the area of dim light. Crafting this item requires a successful DC 30 Craft (alchemy) check.
Slayer's kit
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, manacles, a mess kitUE, rope, torches (10), trail rations (5 days), and a waterskin.