Lord Vardak

Kyroden Hawkstorm's page

324 posts. Organized Play character for Trailjava.


Full Name

Kyroden Hawkstorm

Race

Half Elf {HP 18/18| AC12 | T12 | FF10 | Fort 5| Ref 4| Will 4 | CMD 12 | Init 3 | Per 7

Classes/Levels

Bonded Witch (Favored Class) 1 / Alchemist 2

Gender

Male

Size

Medium

Age

60

Alignment

Neutral Good

Deity

Yuelaral

Location

Maginmar

Languages

Elven, Gnome, Osirian, Common, Varisan

Occupation

Library Worker

Strength 12
Dexterity 13
Constitution 13
Intelligence 17
Wisdom 13
Charisma 12

About Kyroden Hawkstorm

Name: Kyroden Hawkstorm
Class/Levels: Bonded Witch (Favored Class) 1 / Alchemist 2
Alignment: NG
Race/Homeland: Half Elf/Varisa
Faction: Osirion
PFS #: 39262-3
Missions
PFS 03-21 Temple of Empyreal Enlightenment
PFS 00-17 Perils of the Pirate Pact
PFS 00-07 Among the Living (1-7)
PFS 00-05 Mists of Mwangi
The Confirmation 5-08 Table B
PFS 5-02 Rescue on the Glass River

Information :

Kyroden Hawkstorm
NG Medium Half Elf
Bonded Witch (Favored Class) 1 / Alchemist 2
Height 6'
Weight: 165
Eyes: Blue
Hair: Sandy Brown

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Combat Info:

Combat Info:
Hp:18/18AC:12,Touch: 13, Flat Footed:13 HP:14 Fort: 4 Ref: 2 Will: 3 Init + 6 BAB: 0 CMD: 12 CMB:1
Defensive
AC:11,Touch: 11, Flat Footed:10
(+1 DEX)
HP:12(1D6+ 1d8 + 1 Con Mod + 2 FC)
Perception: +7=(1 Wis+1 Rank+5 Mis)
Fort: 4
Ref: 3
Will: 4
Offensive
Init + 3
BAB: 1
CMD: 12
CMB:1
Melee: Mace, Heavy + 1 str (1d8+1(Str)
Speed: 30FT
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Stats:

Attributes
STR:12 /1
DEX:13/1
CON:13/1
INT:17/3
WIS:13/1
CHA:12/1
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Skills:

Skills
(Name = points + Bon + Ranks + Misc)
Appraise: 4=3+1
Craft (Jewelry)`: 6 = 3 + 1
Craft (Alchemy) : 7= 6+ 1
Disable Device: 2= 1+1
Fly: 2 = 1 + 1
Handle Animal: 1=1
Heal: 1 = 1
Intimidate: 1 = 1
Knowledge (Arcana): 7 = 3+1+3
Knowledge (Dungeoneering): 4 =3 + 1
Knowledge (History)*: 7= 6+1
Knowledge (Nature)*: 3= 3
Knowledge (Planes)*: 3 = 3 + 3
Perception: 7 =1 + 1 + 5
Profession (Librarian)`*:1 =1
Spellcraft*: 5 = 3 +2
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Special Abilities :

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51

SQ/EX/SU/RA
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Bonded Item (Sp): At 1st level, a bonded witch gains a bonded item instead of a familiar.
ring
This bonded item is similar to a wizard's arcane bond bonded item, and follows all the rules of such an item with the following exceptions. (see Class stuff)
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use theThrow Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier..
Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

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Feats/Traits:

Feats/Traits
Your senses are especially sharp, even for your kind.
Prerequisite: Keen senses racial trait.
Benefit: You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
Normal: The keen senses trait normally grants a +2 racial bonus on Perception skill checks.
Eschew Material
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Extra Bombs
You can throw more bombs per day.
Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day.
Special: You can gain Extra Bombs multiple times. Its effects stack.
Tomb Raider: You’ve spent most of your life exploring
the ancient tombs and catacombs of Osirion. You gain a
+1 bonus on Perception and Knowledge (dungeoneering)
checks, and one of these skills (your choice) becomes a
class skill for you
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on
Initiative checks.
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Spells:

Spells | Spells per day etc
Spells Witch
0 Level (3)
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks
Detect Magic:You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Level (2+1 )
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5)
Mage Armor: Gives subject +4 armor bonus.
Alchemist
StoneFist: This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
Shield: creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
True Strike - +20 on next roll

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Gear:

Gear
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Money= 605 gp
1 ring of protection +1
1 Wayfinder
1 Wand of Cure Light wounds 8 charges
1 Heavy Mace
1 Traveling robes
1 Alchemist lab
1 Traveling formula book
1 Backpack w/various clothes and such..
2 Potion of CLW
Noble Robes and Ring (85gp)