Grim Reaper

Kurt Iron's page

252 posts. Alias of Remnar.


Full Name

Kurt Iron

Race

| Tiefling |

Classes/Levels

Magus (Fiend Flayer)/2 |

Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Gender

HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5

Size

Med

Age

45

Alignment

LN

Deity

Zon Kuthon

Languages

Abyssal, Common, Draconic, Elven, Goblin, Infernal

Strength 16
Dexterity 17
Constitution 15
Intelligence 19
Wisdom 14
Charisma 13

About Kurt Iron

Combat Stats:
Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4+3/19-20)
Ranged crossbow, light +4 (1d8/19-20)

Spellbook:

Spell Like Abilities
Darkness 1/day

Prepared Spells
Magus (CL 1st; concentration +5)
1st-color spray,shield(DC ), shocking grasp
0th-daze, detect magic, prestidigitation(DC 14), spark

Magus Spells
1st - burning hands, chill touch, color spray, corrosive touch, enlarge person, grease, shield, shocking grasp, true strike
0th -acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark


Skills:

Skills
Acrobatics +1
Bluff +3
Climb +1
Escape Artist +1
Fly +1
Intimidate +6
Knowledge (Arcana) +8
Knowledge (Dungeoneering) +8
Knowledge (Local) +5
Knowledge (Planes) +8
Knowledge (Religion) +5
Perception +8
Spellcraft +8
Swim +1
Use Magic Device +6

Background Skills
Handle Animal. +2
Knowledge (Engineering) +5


Equipment:
Combat Gear longsword, chain shirt, dagger (2), magus spellbook, crossbow-light, bolts-crossbow (10), scroll (shield) (2)
Other Gear , outfit (explorer's), scroll case, , pouch (belt), backpack, bedroll, waterskin, flint and steel, ink (1 oz vial), inkpen, mess kit, soap (per lb), spell component pouch, rations (trail/per day) (5), torch (10), 23.8 gp

History:
Kurt was born from the union between a minor Cheliaxian noble and one of his scullery maids. The fact that he was born an obvious Tiefling, and the fact that the maid disappeared suddenly afterwards left plenty of speculation as to which side of his family had the infernal taint, but taint there was. Fortunately (Or unfortunately, depending on viewpoint) Kurt's biological father happened to have a legitimate son of approximately the same age. He determined that he would keep Kurt as his son's playmate, sparring mate and, most importantly, whipping boy. Considering that his father was a devotee of Zon Kuthon, Kurt learned quickly and from a young age all about pain. Apart from the frequent torture sessions, he had a reasonable upbringing. There was plenty to eat and he excelled in the martial disciplines. He even managed to befriend the court wizard and leverage his infernal predisposition for magic into a useful talent.

All worked well until his companion came of age, and had no use for a whipping boy, or bastard friend. Kurt was unceremoniously kicked from the household and expected to fend for himself. He wandered a bit, eventually ending up at Mulberry End, temporarily working as a laborer in the local stables.


Description:
Kurt shows his heritage blatantly. His face is long and lean, with an upturned, batlike nose, and high cheek bones that cannot be mistaken for human. Uncannily tall and thin, with light green, mottled skin make it impossible to determine what race he could be, leading the observer to determine that his lineage cannot be wholly natural.

As a follower of Zon Kuthon, and an upbringing consisting of frequent bouts of torture, Kurt has developed a quiet stoic demeanor. He managed to internalize much of his suffering, focusing on pushing external expression out of his life. This leads to a calm, almost apathetic or fatalistic persona, covering any true emotion he might have.

He believes in law and order, and chaos disrupts his ordered life. His word is always his bond, and he cannot stand liars of any stripe. He often believes this is from his infernal heritage, but it likely is more due to his time with the priests of Zon Kuthon.

He does not know exactly what he wants out of this life, now that his life is finally his own. Working the ordered, consistent, life of a stable worker is fulfilling for the moment, but he knows there must be something more for him in the future.

He does crave learning, and that is likely what will push him to travel and wander. He loves finding new bits of lore and knowledge, and strives to increase his burgeoning magical skill as he grows in knowledge.


Char Sheet:
Kurt Iron
Male Tiefling magus 2 Archetypes Fiend Flayer,
LN Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural, )
hp 16 ((2d8)+4)
Fort +5, Ref +3, Will +5
Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee longsword +4 (1d8+3/19-20)
Melee dagger +4 (1d4+3/19-20)
Ranged dagger (thrown) +4 (1d4+3/19-20)
Ranged crossbow, light +4 (1d8/19-20)
Special Attacks Spell Combat, Spellstrike,
Innate Spell-Like Abilities darkness (1/day),

Prepared Spells
Magus (CL 2nd; concentration +6)
0th-detect magic, light, prestidigitation(DC 14)
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TACTICS
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STATISTICS
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Str 16, Dex 17, Con 15, Int 19, Wis 14, Cha 13,
Base Atk +1; CMB +4; CMD 17
Feats Armor of the Pit
Skills Intimidate +6, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Local) +5, Knowledge (Planes) +8, Knowledge (Religion) +5, Perception +8, Spellcraft +8, Use Magic Device +6,
Traits Anatomist, Seeker,
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal
SQ arcane pool (5/day), armor proficiency, bonus magus arcane pool (2x), cantrips, darkvision, fiendish language, fiendish resistance, fiendish sorcery, infernal mortification, magus arcana, skilled, spell-like ability, ,
Combat Gear scroll (shield) (2), rations (trail/per day) (5), torch (10),
Other Gear longsword, chain shirt, outfit (explorer's), scroll case, bolts, crossbow (10), pouch (belt), dagger (2), magus spellbook, crossbow, light, backpack, bedroll, waterskin, flint and steel, ink (1 oz vial), inkpen, mess kit, soap (per lb), spell component pouch, 13.8 gp
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SPECIAL ABILITIES
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Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 5 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Magus Arcane Pool (2x) Add +1/4 point to the magus' arcane pool.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Infernal

Infernal Mortification (Su) A fiend flayer can sacrifice some of his own infernal blood to add to his arcane pool. Sacrificing blood in this way is a standard action. For every 2 points of Constitution damage the fiend flayer takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Constitution damage taken by way of infernal mortification. This ability cannot be used if the fiend flayer's Constitution damage is equal to or greater than 7.

Magus Arcana A fiend flayer gains access to the following magus arcana. He cannot select any arcana more than once.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Tiefling

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Magus Spellbook
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[b]Magus Spells

1st -burning hands, chill touch, color spray, corrosive touch, enlarge person, grease, shield, shocking grasp, true strike
0th -acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark