Harsk

Losk Harunk's page

9 posts. Alias of Brian Baird 35.


Occupation

blacksmith

About Losk Harunk

mythic:

mythic notes flaw cold iron weakness, bounes hp 4, divien surge cast spell using 1 point can add metamagic, does not need to be prepared. path ability 1 mythic craft
mythic feat pick wis, prime mythic ability score str

mythic points 7 per day
str 16
dex 12
con 15
int 14
wis 16
cha 8

hp 14
ac 18 (10+5 armor+1 dex, +2 shilde)
touch 11, Flat footed 17
fort 2 2=4
ref 0 1=1
will 2 2=4
+3 save vs spells or poison

trait glory of old dwarf +1 vs spells and poison, Merchentil +1 perception, it is class
feat, extend spell

melee +3
ranged +1=
warhammer +3 1d8+3x3
crossbow +1 1d8 x3

skills
points 5
Appraise (Int), 1 3 2=6
Craft (Int),wepon 1 3 2=6(8 for metal and stone wepons)
Diplomacy (Cha),
Heal (Wis),
Knowledge (arcana) (Int),
Knowledge (history) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int),
Knowledge (religion) (Int),
Linguistics (Int),
Perception(wis),1 3 3 1=8
Profession (Wis),
Sense Motive (Wis), 1 3 3=7
and Spellcraft (Int).1 3 2=6

A forgemaster adds the following spells to her spell list:

1st—crafter's curse, crafter's fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.

Divine Smith (Su)

Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0)

Runeforger (Su)

A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster's blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk () may be placed on an item at any given time.

This ability replaces channel energy

Forgemaster's Blessing: The inscribed non-magical item functions as a masterwork item.

Craft Magic Arms and Armor

The forgemaster gains the Craft Magic Arms and Armor item creation feat as a bonus feat at 3rd level.
Master Smith (Ex)

At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

Artifice Domain
Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.

Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere.

Aura (Ex)

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities. and dwarf

spells per day
0 3
1 2+1

prepared
0 creat water, detect magic, resistance, (mending)
1 bless, lead blade extended animate rope(d)


dwarf:
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

fun mythic note, when casting lead blades with mythic ability caster level is 4 as well as extended so lastes 8 mins

gear:

warhammer 12 gold 5 lbs
crossbow light 35 gold 4 lbs
bolts 40 4 gold 4 lbs

scale mail 50 gold 30 lbs
holy symbol iron 25 gold 1 lbs

backpack 2 gold 2 lbs
water kin 1 gold 4 lbs
spell components pouch 5 gold 2 lbs
holy text 10 gold 4 lbs
bed roll 5 lbs
artisan tools black smithing 5 gold 5 lbs
anvil 5 gold 40 lbs
shovel 3 lbs
barrel 2 gold 30 lbs
149 lbs
4 gold left over

background:

As a cleric of Torag he knows that hardship will make him stronger, so he stays in this land. His prayers to Torag also make him a nice living so long as he can stay on good terms with the merchants that sell his weapons, after all he is not a very good sales man, but he knows when he is being tricked more often then not. and his race has time to reclaim the sky citys

while in battle he ready's himself and his allies if needed to better defeated his foes, if the foe would best be stopped by kicking sand in his eyes then that is what Losk will do, He is not above pulling such a dirty trick, after all most people that fight him end up dead, so no one can call him on such tactics. He thinks that healing should be done while not in battle, unless death is the only other option.

He has a long term goal of helping his fellow kinsmen out in reclaiming the sky Citadels, be it with his action, or with donations given from his crafting.

looks
Losk's face has scorch marks on it, he smells of sweat and embers more often then not, he has flaming red hair that is wild and unkempt. his smile looks like a man mans.

mythic notes:

mythic ablity str, and con, mythic points per day 6
Hard to kill, auto stablise at negative hp, other then bleed damage, die at -x2 con score.
flaw material weakness cold iron, cold iron automatically confirms all critical hits against you and critical multiplyer increased by 1 to a max of 4, bypasses any damage reduction.
bounes hp 4,
divien surge, Inspired spell, you can expend one use of mythic power to cast any one divine spell. tThis spell must be on your divine spell list and must be a level you can cast useing that divine spellcasting class. you dont need to have the spell prepared or on your list of spells knonw, when casting a spell this way you treat your caster level as 2 higher for any effect that depends on level. you can apply any metamagic feats you know to this spell, but its toal adjested level cant be greater then the highest level divine spell you can cast useing that spells spellcasting class.

path ablity 1
mythic craft. when useing craft skill, double progress with each check, to make a masterwork item only pay the cost not the time, add mythic tier to any skill checks associated with making magic items.

mythic feat dual focus pick con