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Balthazar Khole's page
110 posts. Organized Play character for SirGeshko (RPG Superstar 2015 Top 32).
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Full Name |
Balthazar Khole |
Race |
Tiefling |
Classes/Levels |
Magus 4 HP (23/27//27/31) (AC 16,T12,FF14) F:+7+8 R:+3 W:+4 Per +3 Init +2; Arcane Pool 5/7 |
Gender |
M |
Size |
M |
Age |
81 |
Alignment |
LN |
Deity |
Zon-Kuthon |
Location |
Nidal |
Languages |
Taldane, Draconic, Infernal, Shadowtongue, Thassilonian, Tien, Varisian, |
Strength |
14 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
19 |
Wisdom |
10 |
Charisma |
6 |
About Balthazar Khole
Balthazar
Male tiefling magus (fiend flayer, kensai) 4
LN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 31 (4d8+8)
Fort +8, Ref +3, Will +4
Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 fiendblade +7 (1d8+4/18-20) or
. . mwk blood crystal dagger +6 (1d4+2/19-20 plus 1 vs. bleeding foe)
Ranged sling +5 (1d4+2)
Special Attacks arcane pool (+1, 7 points), magus arcana (fiendblade[ARG]), spell combat, spellstrike
Spell-Like Abilities (CL 4th; concentration +2)
. . 1/day—darkness
Magus (Fiend Flayer, Kensai) Spells Prepared (CL 4th; concentration +8)
. . 2nd—mirror image
. . 1st—chill touch (DC 15), grease, shocking grasp, obscuring mist
. . 0 (at will)—arcane mark, detect magic, mage hand
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Statistics
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Str 14, Dex 14, Con 14, Int 19, Wis 10, Cha 6
Base Atk +3; CMB +5; CMD 17
Feats Bloodletting, Fiendish Facade, Weapon Focus (urumi)
Traits battlefield surgeon, uskwood hunter (nidal)
Skills Acrobatics +3, Bluff +0, Climb +6, Disguise -1 (+4 to impersonate Human), Heal +7, Intimidate +2, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (planes) +8, Knowledge (religion) +5, Linguistics +5, Perception +3, Spellcraft +10, Stealth +10, Survival +0 (+2 to avoid becoming lost), Swim +6, Use Magic Device +2; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Draconic, Infernal, Shadowtongue, Thassilonian, Tien, Varisian
SQ blood crystal, chosen weapon, infernal mortification, perfect strike, prehensile tail
Combat Gear groaning bullets (50), mask of cutting flesh, pearl of power I, wand of infernal healing (47 charges), wand of mage armor (49 charges); Other Gear mwk haramaki[UC], fiendblade[UC], mwk blood crystal dagger, sling, handy haversack, wayfinder[ISWG], acid flasks(2), bedroll, belt pouch, flint and steel, grappling hook, healer's kit (10/10), ink, black, inkpen, leeching kit, mess kit[UE], pot, silk rope (50 ft.), soap, smelling salts, spell component pouch, spring loaded wrist sheath x2, surgeon's tools, trail rations (5), waterskin, 68 gp, 5 cp
TEMP: scroll of fireball (3d6), scroll of shield, scroll of magic missile, tanglefoot bag x2
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Special Abilities
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Arcane Pool +1 (7/day) (Su) |
Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Battlefield Surgeon Can treat deadly wounds 1 additional time per creature per day.
Blood Crystal Mysterious radiation deep below the surface of the earth warps once-ordinary quartz into bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage.
Bloodletting When threaten crit with slash/pierce weapon foe suffers 1 bleed.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Urumi) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fiendblade +1 (Su) Conjure a melee weapon you are proficient with. It disappears if dropped.
Fiendish Facade (Human) You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.
Infernal Mortification (Su) As a standard action, increase arcane pool by 1 pt per 2 Con dam (only time can heal).
Mask of cutting flesh (1/day) This black leather mask is studded with bits of bone and metal, with smooth-sewn holes for the wearer's eyes, mouth, and nostrils. It laces in the back with long straps and covers the entire face, leaving only the ears and back of the head exposed. The wearer gains a +2 resistance bonus on Fortitude saving throws.
If Zon-Kuthon is the wearer's patron, once per day the wearer can whisper a command word to lash out at a target within 100 feet, unerringly slashing the target with an invisible blade of force that deals 2d4+2 points of force damage (spell resistance applies). As a free action, the wearer can will the mask to unlace and reshape itself into a leather cap on top of the wearer's head, or hide itself within the wearer's shirt or helm.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Temple (1/session) Can use Heal for Day Job rolls. Free cure mod/lesser restoration if activate.
Uskwood Hunter (Nidal) +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
Wayfinder (empty) 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).
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