Vale Temros

Raktar Garnok's page

1,087 posts. Alias of golfdeltafoxtrot.


Full Name

Raktar Garnok

Race

| HP: 174/174, DR 2/- | AC: 23/27 (Tch 11, Fl 22/26) | CMB: +16, CMD: 27 | F: +18, R: +10, W: +16 | Init: +6 | Perc: +19, SM: +0

Classes/Levels

| Speed 50/40ft | Spells: 1st 8/8, 2nd 7/7, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 5/5, 7th 4/4 | Charges: Armour 49/60, Chainsaw 6/10, Shield 9/11 | Iron Skin 2/2 (150) | Default stats only - see stats spoiler for current status

Gender

Male NG Human (Kellid) Oracle 15

Size

Medium (5'5", 165lb)

Age

18

Alignment

NG

Deity

Brigh

Location

Torch

Languages

Hallit, Taldane

Occupation

Smith

Strength 20
Dexterity 12
Constitution 20
Intelligence 10
Wisdom 10
Charisma 20

About Raktar Garnok

Raktar Garnok
Human (Kellid) Oracle 15
N Medium humanoid (human)
Init +6; Senses Perception +19, darkvision
DEFENSE
AC 23/27, touch 11, flat-footed 22/26 (+9/+13 armour, +1 Dex, +3 natural armour)
HP 174
Fort +18, Ref +10, Will +16
Immune disease, sickened, nauseated
DR 2/-
OFFENSE
Speed 50 ft (40ft in expanded armour)
Melee +4 chainsaw +20/+15/+10 (3d6+11, 18-20/x2) or +1 earthbreaker +17/+12/+7 (2d6+8, x3) or dagger +16/+11/+6 (d4+5, 19-20/x2 P or S)
Ranged composite longbow +12/+7/+2 (d8+1)
Oracle Spells Known (CL 15th; concentration +22)
7th (4/day) - particulate form, regenerate, statue
6th (5/day) - blade barrier, dimensional blade, mass cure moderate wounds, wall of iron, wall of silver
5th (7/day) - break enchantment, breath of life, flame strike, mass cure light wounds, major creation, wall of clockwork
4th (7/day) - air walk, blessing of fervour, cure critical wounds, divine power, greater shield of fortification
3rd (7/day) - cure serious wounds, daylight, dispel magic, keen edge, prayer, remove curse, versatile weapon
2nd (7/day) - bull's strength, cure moderate wounds, delay poison, heat metal, lesser restoration, protection from technology, resist energy (30)
1st (8/day) - bless, burning disarm, cure light wounds, lead blades, remove fear, shield of faith (+4)
0 (at will) - create water, detect magic, light, mending, purify food and drink, read magic, resistance, spark, stabilise
Mystery Metal
STATISTICS
Str 20, Dex 12, Con 20, Int 10, Wis 10, Cha 20
Base Atk +11/+6/+1; CMB +16; CMD 27
Feats Craft Magic Arms and Armour, Critical Focus, Exotic Weapon Proficiency (chainsaw), Extra Revelation, Furious Focus, Improved Initiative, Iron Will, Power Attack (-3/+9), Warrior Priest
Traits Local Ties, Seeker
Skills (ACP +0/-2) Acrobatics +1 (+13 to jump), Bluff +1, Craft (weapons) +22, Craft (armour) +15, Diplomacy +1, Disguise +11, Handle Animal +1, Heal +18, Intimidate +5, Knowledge (engineering) +9, Knowledge (planes) +18, Knowledge (religion) +18, Perception +19, Perform +1
Languages Hallit, Taldane
SQ oracle's curse (wasting), revelations (skill at arms, dance of the blades, armour mastery, vision in iron, iron skin, iron constitution)
Gear +4 chainsaw, +1 earthbreaker, dagger, composite longbow (+1 Str), 19 arrows, +5 smart armour, cloak of resistance +4, amulet of natural armour +3, headband of alluring charisma +4, belt of giant strength +4, boots of striding and springing, pink rhomboid ioun stone, minor ring of inner fortitude, glove of storing, hat of disguise, goggles of night, thoracic nanite chamber mark II, healer's kit, spell component pouch, artisan's outfit, belt pouch (contains flint and steel, wand of cure moderate wounds [18 charges], wand of cure serious wounds [22 charges]), lesser extend metamagic rod, masterwork backpack (contains 50ft silk rope, grippers, sack, 7 full batteries, 1 battery with 3 charges, 1 empty battery, masterwork artisan's tools [weapons and armour]), 23898gp, 1cp

Revelations:

Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

Dance of the Blades (Ex): Base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

Iron Skin (Sp): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This ability functions as stoneskin, using your oracle level as the caster level, except it only affects you. At 15th level, you can use this ability twice per day.

Vision in Iron (Sp): You can use any piece of polished metal at least the size of a dagger as a scrying device, as if using scrying. At 15th level, this functions like greater scrying. Can scry for rounds per day equal to oracle level; these rounds do not need to be consecutive.

Tech:

Grippers - A tool that resemble a blacksmith's tongs. Once they're set, they can be locked into place to grip an object. Used when attempting to pry open a stuck object (in a manner similar to the use of a crowbar), grippers grant a +2 circumstance bonus on Strength checks. When used to attach two devices, a set of grippers holds on with an effective Strength score of 24.

Smart armour

Compact - Weight 20 lbs.; AC +4; Max Dex +6; ACP -0; Speed 40 ft.; Capacity 60; Usage 1 charge/10 minutes

Expanded - Weight 20 lbs.; AC +8; Max Dex +3; ACP -3; Speed 30 ft.; Capacity 60; Usage 1 charge/10 minutes

While inactive, smart armor resembles a breastplate of adamantine scales, which doesn't seem out of place among most metal armor, except for its alien aesthetics. When activated as an immediate action, smart armor expands to cover the wearer's legs and limbs, and a built-in magnetic generator hardens the armor into a rigid, plate-like form. When in this form, it uses the statistics of smart armor (expanded form). It can be collapsed back to breastplate form with a move action, and automatically retracts when it loses power. In either form, smart armor provides DR 2/— due to its adamantine construction. Smart armor is considered masterwork armor.

Timeworn Hard Light Shield

Weight 1 lb.; AC +2; Max Dex —; Penalty 0; Spell Failure 10%; Capacity 20; Usage 1 charge/minute

This bulky bracelet is covered in blinking blue lights and pulsing holographic emitters. A hard light shield produces a translucent but substantial holographic barrier when activated. The shield bonus counts as a force effect and applies to the wielder's touch AC against beam and ray attacks (but not other touch attacks). As a transparent force effect, a hard light shield provides no bonus against lasers. A hard light shield can be used to deliver shield bash attacks like a heavy shield.

When turned off, a hard light shield provides no AC bonus and imposes no spell failure chance. Activating or deactivating a hard light shield is a move action. This item occupies the wearer's wrist slot.

Modified Chainsaw

Type two-handed melee; Proficiency exotic; Dmg (M) 3d6 slash.; Dmg (S) 1d12 slash.; Critical 18-20/×2; Capacity 10; Usage 1 charge/hour; Special deadly, distracting; Weight 10 lbs.

Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razor-sharp cutting links spins at blinding speed when the weapon is activated. It's a swift action to activate a chainsaw, and doing so consumes two charges of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw's blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a -10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.

Magic Items and Cybertech:

Implantation Value 4/20

Armour: +3 smart armour
Belt: belt of giant strength +4
Body: Thoracic Nanite Chamber Mark II
Chest:
Eyes: goggles of night
Feet: boots of striding and springing
Hands: glove of storing
Head: hat of disguise
Headband: headband of alluring charisma +4
Neck: amulet of natural armour +2
Rings: minor ring of inner fortitude
Shield:
Shoulders: cloak of resistance +4
Wrists: Timeworn Hard Light Shield

minor ring of inner fortitude
A minor ring of fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. 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.

Appearance:
A small unassuming man at first glance, Raktar cuts an unimposing figure. His brown hair is shaved down to stubble and his blue eyes almost glow with a thirst for knowledge. It is only up close that the burns covering his neck and arms become apparent, the scarred and blistered skin giving off a faint metallic sheen to those who study it closely. The burns clearly continue beneath his clothing but they don't seem to dampen Raktar's abilities at the forge or his desire to learn.

Background:

A native of the small Numerian town of Torch, Raktar was born into a family of metalworkers and smiths who had settled in the town after it's namesake flame appeared more than one hundred years ago. From an early age Raktar worked alongside his parents and siblings in the family business, making all manner of objects from all manner of metals purchased from local prospectors and salvagers. Raktar showed some aptitude for blacksmithing, particularly when it came to blades and other weapons.

A week before Raktar turned 16 his father came across a half-buried lump of a mysterious silvery metal and brought it home. Resembling neither a normal metal nor one of the fabled skymetals which were occasionally seen in Torch, Raktar's father took the lump to local innkeeper and scholar Khonnir Baine for identification. With the wizard unable to identify the metal Raktar's father took it home to ponder what to do with the nugget.

That night the flashes began in the purple fire atop the hill. As the flashes grew more intense over the next few days the artisans and blacksmiths began to move away from the fire, knowing that an eruption was coming. The day of the eruption coincided with Raktar's 16th birthday, and with the day that would change his life forever.

The eruption of the purple fire was particularly fierce that day, and the noise woke Raktar in the middle of the night. He woke in his bedroll on the floor of the forge where his family slept to discover the mysterious silvery metal writhing and flowing towards him. The stream of metal rushed across the floor and up the side of the still-warm forge that the family slept near to fend off the cold of the Numerian winter. The liquid metal exploded as it met the warm forge, showering molten metal across the room and setting the whole building alight. Raktar was pelted by gobbets of molten metal which seared his skin, and he passed out from the pain.

He awoke to find himself being tended to healers from the temple of Brigh who calmly but bluntly told the young man that he was the sole survivor of the fire that claimed his whole family, and that he was now a ward of the temple. Pain wracked Raktar's body for weeks as the burns which covered nearly his whole body slowly healed. As they healed the burns took on a silver sheen, bearing a remarkable resemblance to the mysterious metal which had caused the explosion.

As the months passed Raktar found his abilities at the forge greatly enhanced. His strength and endurance had increased, and the clerics of Brigh recognised a growing magic within him. He had developed a limited amount of control over metals, and was able to make things glow with light or deflect other metals. Unsure of how this had come to be, Raktar sought out Khonnir Baine as his father had. The wizard took the young man under his wing and helped Raktar explore what had happened to him and where his powers had come from, but to little success.

Khonnir's disappearance following the loss of the purple bonfire left Raktar stunned, but he vowed to assist in the hunt for his friend and mentor, hoping at last that he would uncover answers about himself along the way.

Encumbrance:

Masterwork backpack increases effective Strength by 1
Weight carried 98lb
Light 153, Medium 154-306, Heavy 307-460

Advancement:

Oracle (Seeker) 1
Human alternate racial trait - Industrious (replaces skilled, +2 concentration checks, +2 Craft [weapons])
Skill points - Disable Device, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (weapons), Knowledge (engineering)
Favoured class bonus - HP
Feats - Extra Revelation (Dance of the Blades), Improved Initiative
Traits - Local Ties (Knowledge [engineering] becomes class skill with +1 trait bonus, treated as if you possessed the Technologist feat for the purposes of resolving checks, increasing to +3 with the feat), Seeker (Perception becomes class skill with +1 trait bonus)

Oracle (Seeker) 2
HP - 7 + 2 (Con) + 1 (FC)
Skill points - Disable Device, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (weapons), Knowledge (engineering)
Favoured class bonus - HP
BAB - +1
Saves - Fort +0, Ref +0, Will +3
Spells known - +1 0 level (purify food and drink)
Spells per day - +1 1st level
Mystery spell - lead blades

Oracle 3
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (weapons), Knowledge (engineering)
Favoured class bonus - HP
Feat - Power Attack
BAB - +2
Saves - Fort +1, Ref +1, Will +3
Spells known - +1 1st level (burning disarm)
Spells per day - +1 1st level
Revelation - Armour Mastery
Spent 5 days and 100 gp to retrain out of seeker archetype - lose Perception and Disable Device bonuses, regain additional mystery class skills.

Oracle 4
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (weapons), Knowledge (engineering)
Favoured class bonus - HP
Stat increase - +1 Con (4 HP, +1 Fort)
BAB - +3
Saves - Fort +1, Ref +1, Will +4
Spells known - +1 0th level (read magic), +1 2nd level (bull's strength)
Spells per day - +1 1st level, +4 2nd level
Mystery spell - heat metal

Oracle 5
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (weapons), Knowledge (engineering)
Favoured class bonus - HP
Feat - Craft Magic Arms and Armour
BAB - +3
Saves - Fort +1, Ref +1, Will +4
Spells known - +1 1st level (remove fear), +1 2nd level (protection from technology)
Spells per day - +1 2nd level
Curse development - immunity to sickened condition
Revelation development - Armour Mastery (when wearing metal armour you reduce ACP by 1, increase max Dex bonus allowed by armour by 1)

Oracle 6
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
BAB - +4
Saves - Fort +2, Ref +2, Will +5
Spells known - +1 0th level (create water), +1 3rd level (prayer), + cure serious wounds
Spells per day - +1 2nd level, +3 3rd level
Mystery spell - keen edge

Oracle 7
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Feat - Exotic Weapon Proficiency (chainsaw)
BAB - +5
Saves - Fort +2, Ref +2, Will +5
Spells known - +1 1st level (sun metal), +1 2nd level (lesser restoration), +1 3rd level (dispel magic)
Spells per day - +1 2nd level, +1 3rd level
Revelation - Vision in Iron
Revelation development - Dance of the Blades (At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet)

Oracle 8
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Stat increase - +1 Dex
BAB - +6/+1
Saves - Fort +2, Ref +2, Will +6
Spells known - +1 0th level (create water), +1 4th level (blessing of fervour) + cure critical wounds
Spells per day - +1 3rd level, +4 4th level
Mystery spell - versatile weapon

Oracle 9
HP - 8 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Feat - Warrior Priest
BAB - +6/+1
Saves - Fort +3, Ref +3, Will +6
Spells known - +1 2nd level (resist energy), +1 3rd level (daylight), +1 4th level (air walk)
Spells per day - +1 3rd level, +1 4th level

Oracle 10
HP - 7 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
BAB - +7/+2
Saves - Fort +3, Ref +3, Will +7
Spells known - +1 0th level (detect magic), +1 5th level (wall of clockwork), mass cure light wounds
Spells per day - +1 4th level, +3 5th level
Mystery spell - major creation
Revelation development - Armour Mastery (when wearing metal armour reduce ACP by 1, increase max Dex bonus allowed by armour by 1)
Curse development - immunity to disease

Oracle 11
HP - 8 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Feat - Furious Focus
BAB - +8/+3
Saves - Fort +3, Ref +3, Will +7
Spells known - +1 2nd level (delay poison), +1 3rd level (remove curse), +1 4th level (shield of fortification, greater), +1 5th level (break enchantment)
Spells per day - +1 4th level, +1 5th level
Revelation - Iron Skin
Revelation development - Dance of the Blades (+1 attack bonus after moving 10ft, Move Action to generate 20% miss chance)

Oracle 12
HP - 8 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Stat increase - +1 Cha
BAB - +9/+4
Saves - Fort +4, Ref +4, Will +8
Spells known - +1 6th level (dimensional blade), mass cure moderate wounds
Spells per day - +1 1st level, +2 5th level, +3 6th level
Mystery spell - wall of iron

Oracle 13
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
Feat - Critical Focus
BAB - +9/+4
Saves - Fort +4, Ref +4, Will +8
Spells known - +1 4th level (divine power), +1 5th level (flame strike), +1 6th level (wall of silver)
Spells per day - +1 5th level, +1 6th level

Oracle 14
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
BAB - +10/+5
Saves - Fort +4, Ref +4, Will +
Spells known - +1 7th level (particulate form)
Spells per day - +1 6th level, +3 7th level
Mystery spell - statue

Oracle 15
HP - 5 + 2 (Con) + 1 (FC)
Skill points - Heal, Knowledge (planes), Knowledge (religion), Perception
Background skill points - Craft (armour), Craft (weapons)
Favoured class bonus - HP
BAB - +11/+6/+1
Saves - Fort +5, Ref +5, Will +9
Spells known - +1 5th level (breath of life), +1 6th level (blade barrier), +1 7th level (regenerate)
Spells per day - +1 6th level, +1 7th level
Feat - Iron Will
Revelation - Iron Constitution
Revelation development - Armour Mastery (reduce ACP by one, increase max Dex by one), Dance of the Blades (+1 attack with metal weapons after moving 10ft), Iron Skin (twice per day), Vision in Iron (use as greater scrying)
Curse development - immune to nauseated