Kaigon the Miscreant

Khavar Skuddison's page

No posts. Alias of Antariuk.


Full Name

Khavar Skuddison

Classes/Levels

Male Dwarf Diviner 1 | AC: 10, FF: 10, T: 10| HP 8 / 8 | F: +2, R: +0, W: +2 | CMB: +0, CMD: 10 | Init +6, Perception: +0 | Move: 20'

Size

Medium

Age

49

Alignment

LN

Deity

Nethys, God of Magic

Location

formerly of Riddleport

Languages

Azlanti, Common, Dwarven, Draconic, Giant, Orc

Occupation

Scribe

Strength 10
Dexterity 10
Constitution 14
Intelligence 17
Wisdom 10
Charisma 13

About Khavar Skuddison

Appearance, Background, Personality:

Appearance
Khavar has fiery red hair and sports intricate, arcane tattoos on his cheeks and his forearms - a constant reminder of his time as an apprentice in the Order of the Cyphers. His bright grey eyes are in stark contrast to this hair and tattoos and gave him his nickname, „Brighteyes“ (although the first person to ever call Khavar like that was a blind woman). He isn't as muscular as the average dwarf and likes to dress in light clothes such as monk's robes, but despite his lack of phsysical strength Khavar is surprisingly hardy and can hold his own in any drinking contest, which he likes to prove as often as possible.

Background
Kharvar was born in Janderhoff and lived most of his life in the shadow of the Sky Citadel. Thanks to his father's merchant business, he saw lots of foreign traders and adventurers from Khorvorsa and other, even more distant cities, and he learned their languages and listened to their stories with great interest. The most fascinating stories were those about giants, and much to his family's chagrin Kharvar developed a special interest in giantkin.
Lacking the physical strengh of his brother, Kharvar had an arcane talent instead that is rarely seen amongst dwarves. Since his family couldn't (or didn't want to) afford a prestigeous tutor in Janderhoff, Kharvar only learned the most basic principles of arcane magic – until he met a wandering Cyphermage. Fascinated by the knowledge and powers of the man, Kharvar begged his father to let him study in the Cypher Lodge in faraway Riddleport, a wish he was finally granted.
At the Cypher Lodge, Kharvar was accepted as an apprentice and became a popular student thanks to his meticular writing and his knack for dealing with different cultures and personalities. The city's criminal athmosphere didn't bother Kharvar too much at first, but over time he saw that the members of the Order of Cyphers weren't so much better with all the intense rivalry and infighting. When a group of older apprentices stole the work of months from Kharvar, he finally had enough and left to find a better place.
His return to Janderhoff was a frosty affair, not only because his brother had taken over their father's business in the meantime but also because apparently Kharvar had become „too foreign“ in his ways. Remembering his interest in the culture of giants, Kharvar left Janderhoff and befriended a cloud giant who taught him the ways of his people in return for magical scrolls and tales about the Cyphergate. Armed with his new knowledge, Kharvar moved further north and eventually found himself in Trunau.
Intrigued by the grim frontier philosophy of Trunau's citizens, Kharvar stayed. He found a kindred spirit in Agrit Staginsdar, owner of the „House of Wonders“, probably because they followed their own heart and not their family's wishes. He and Agrit shared stories and had heated debates about principles of arcane magic, and Kharvar thinks they might becoming real friends. When he is not copying spells or writing letters for someone, he usually hangs out in her shop, listening to some tale about the town's violent past or tryong to convince Agrit to get a tattoo.

Personality
Kharvar is open-hearded and open-minded and quickly finds new friends or contacts wherever he goes, which often suprises people who are accustomed to dwarves with a more gruffy demeanor. He believes that there are rules everywhere in life, one only has to look closely and see the pattern. If confronted with people of different believes, Kharvar tries his best to convince them of his point of view, but unless his sensitivities are seriously offended he never preaches or persecutes.
Khavar's most serious character flaw is that he unconciously expects most people to operate under assumptions and insights similar to his own, which either leads him to overestimate or underestimate a person, especially when it comes to criminal intent.

Statistics:

Khavar "Brighteyes" Skuddison
Male dwarf diviner 1 (foresight)
LN Medium Humanoid (dwarf)
Init +6; Senses Darkvision; Perception +0 (+2 before surprise round)
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DEFENSE
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AC 10, touch 10, flat-footed 10 (Dex +0)
hp 8 (1d6+2)
Fort +2, Ref +0, Will +2; +2 vs. poison, spells, spell-likes
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants)
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OFFENSE
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Speed 20 ft.
Melee dagger +0 (1d4/19-20) or warhammer +0 (1d8/×3)
Special Attacks +1 on attack rolls agains goblinoids and orc humanoids
Diviner Spells Prepared (CL 1st; concentration +4)
1st – comprehend languages, mage armor, magic missile
0 (at will) – detect magic, message, resistance
Opposition Schools enchantment, necromancy
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STATISTICS
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Str 10, Dex 10 Con 14, Int 17, Wis 10, Cha 13
BAB +0, CMB +0, CMD 10 (14 vs. bull rush or trip)
Feats Improved Initiative, Scribe Scroll
Traits Giant Ambivalence, Student of Giantkind
Skills Diplomacy +8, Kn (arcana) +7, Kn (history) +7, Kn (local) +7, Linguistics +7, Spellcraft +7
Languages Azlanti, Common, Dwarven, Giant, Orc, Terran, Undercommon.
SQ Arcane bond (thrush familiar), forewarned, prescience (6/day), weapon familiarity.
Combat Gear Warhammer, dagger, scroll of protection from evil, scroll of enlarge person (6 lbs.); Other Gear Monk's outfit, backpack, bedroll, waterskin, rations (5), flint & steel, case (scrolls), parchment (20 sheets), candles (7), ink (1 vial), inkpen, chalk (1 piece), soap, Harrow deck (common), signet ring. (19,5 lbs.)
Light Load 33 lbs., Medium Load 66 lbs., Heavy Load 100 lbs.
Gold 18 gp, 8 sp, 2 cp.

Racial and Campaign Traits:

Alternate Racial Traits

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.

Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.

Campaign Traits

Student of Giantkind: You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Giant Ambivalence (Regional): You witnessed or were otherwise strongly inflenced by two separate acts by giants, one of great benefience and one ofgreat violence. You reflexively gauge the intentions of powerful creatures in case they turn to violence. You gain a +1 trait bonus on initiative checks. You also gain a +1 trait bonus on Sense Motive checks, and a +2 trait bonus on Perception checks to not be surprised in a surprise round of combat.

Divination School Powers:

Forewarned
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Prescience
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Khavar's Spellbook:

1st – comprehend languages, enlarge person, mage armor, magic missile, protection from evil, summon monster I
0 – acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark