Eyeball

Struug's page

46 posts. Alias of Fallen_Mage.


Full Name

Struug

Race

Dunaux

Classes/Levels

Magus 1

Status:
10/10 HP | AC: 13 | T: 11 | FF: 13 | F: +5 | R: +0 | W: +3 | Init: 0 | Per: +4

Gender

Male

Size

S

Alignment

Neutral

Languages

Common, Draconic, Dwarven, Elven, Infernal, Majar, Velmoru

Strength 8
Dexterity 10
Constitution 15
Intelligence 20
Wisdom 13
Charisma 9

About Struug

Defense:

AC: 13 (Leather +2, Dex +0, Size +1)
Touch: 11
Flat-footed: 13
HP: 10
CMD: 8
Saves: Fort +5, Ref +0, Will +3

Offense:

Initiative: 0
Speed: 30
Base Attack: +0
CMB: -2
Melee: Light mace +1 (1d4-1/x2)
Special Attack: Bite -4 (1d3-1/x2) or +1 (1d3-1/x2) if not using the light mace
Spell-Like Abilities: Detect Thoughts (1/day)
Magus Spells Prepared (CL 1):
0 (at will) Acid Splash, Read Magic, Detect Magic
1 (3/day) Magic Missile, Web Bolt (DC 16), Shock Shield

Feats & Traits:

Vision: Darkvision 60 ft.

Feats

Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits

Focused Mind: +2 to Concentration checks

Resilient: You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.


Skills:

Acrobatics +0
Appraise +5
Bluff -1
Climb +3
Diplomacy -1
Disguise -1
Escape Artist +0
Fly +2
Heal +1
Intimidate -1
Knowledge (arcana) +9
Knowledge (planes) +9
Perception +4
Ride +0
Sense Motive +9
Spellcraft +9
Stealth +5
Survival +2
Swim -1

Special Abilities:

Arcane Pool: (+1) (6/day)

Spell Combat: As a full-round action, use a weapon with one hand at -2 and cast a spell with the other. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check.

Toxic Saliva (2/day): Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

Detect Thoughts (1/day)


Gear:

Backpack, masterwork: Bedroll, Spellbook
Belt pouch: Trail rations (6)
Belt pouch:
Spell component pouch
Waterskin
58 GP, 9 SP

Total Gear Weight: 19.5\67.5 Light Encumber


Spellbook:

Level 0
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

Level 1
Burning Hands, Floating Disk, Magic Missle, Mud Ball, Shock Shield, Shocking Grasp, Vanish, Web Bolt

Resources used:
Magic Missile

Racial Traits:

Aberration (Automatic Darkvision)
Small
Speed: 30 ft
+2 Int, +2 Dex, -2 Cha
Standard Language
Bite (x2 for 1d3 damage)
Frenzy 1/day
Skill Bonus (Sense Motive)
Skill Training (Sense Motive)
SLA: Detect Thoughts 1/day
Bonus Feat: Alertness
Toxic

Racial Physical Description:

The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.

One of the most distinctive features is the head. The face is narrow and angular with no nose, but two slits where the sides of it would be. Along the top sides of the head are two ridges that run back and join at the base of the skull. Then there is the lack of a mouth. In its place are three mandibles that function similarly to viper fangs. One starts from the chin and points up from the nose slits and the other two located on the outside of the slits pointed towards the chin. The Dunaux use these mandibles to inject one of two kinds of venom. First venom is for digestion purposes, it is injected into their food, which is then liquefied and absorbed through the hollow fangs. The second venom is a little more deadly, as it sucks the life right out of its victim. However a Dunaux can only use so much before running dry.

Even though they lack a mouth, the Dunaux have no issue communicating via Telepathy. This telepathy is only for communication, but they have other mental abilities that allow them to gain a sense of what others are thinking.

Children of the Swamp:

The Dunaux were created by The Nameless One. A powerful Lich that resides in The Swamp of the Dead. For the first couple of centuries, these vicious, hive minded creatures roamed the swamp killing all they came across. Slowly however, they began to develop an intelligent consciousness that made them start to question the orders they were given. On the day they were informed to start preparations for an invasion of the nearest village, the Dunaux took up arms against the Nameless One and his other minions. The other monstrosities were defeated, but the Lich escaped unfortunately.

Freed from the undead abomination’s rule, the Dunaux left the swamp and began to live on its borders. Taking it upon themselves to keep the Nameless One’s forces at bay, the Dunaux earned their place among the other civilizations.

Struug was born in one of these hives (villages). This one however, was starting to develop a technique to utilize weapon and spell. One night, a ruckus began to arise at the swamp side of the hive. Grabbing his weapon Struug joined the other town militia in attempting to fight off the latest undead monstrosities. These were different, they were led by a man followed by a flaming skeleton. Quickly, the hive was overwhelmed and Struug was knocked unconscious under a collapsed building. When he awoke the next morning , everything was destroyed as were the next three villages he came across. Finding other survivors, the Magus learned the name of the man leading the hoard, Nemesis.

Finding out where the horde was headed, the Dunauxian Magus joined the small army amassed to stop them. The horde was ultimately defeated, but Nemesis’ body was never found. Despite the victory, and his role in it, Struug always felt that there was more he could have done to save his village and the other innocents that were massacred after. The nightmares didn’t help either. He suffered horrible visions of Nemesis and other terrible creatures.

He needed to get away from it all, and upon hearing of a new island discovered, it seemed like a good time to do it. So Struug volunteered.

Struug Description:

Height: 3'
Weight: 37 lb.
Age: 30
Eyes: Purple
Skin: Dark Blue