Kisegar

Darakwinn Ironhead's page

146 posts. Organized Play character for EbonFist.


Full Name

Darakwinn Ironhead

Race

Dwarf Mystic (Warmonger) 3rd| INIT + 1, Senses Perception +10 Darkvision 60'

Classes/Levels

| EAC 16 KAC 16 Fort +2, Ref +2, Will +8

Gender

| [SP] 28/28 [HP]30/30| Resolve: 5/5 |

About Darakwinn Ironhead

Dwarf Mystic (Warmonger) 3rd
Female Medium humanoid (dwarf)
Init +1, Senses Perception +10, Darkvision 60'
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DEFENSE
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EAC 16 KAC 16
SP 28 HP 30
Fort +2, Ref +2, Will +8
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OFFENSE
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Speed 20'
Ranged [dice=Telekinetic Projectile]1d20 + 4[/dice] [dice=Bludgeoning]1d6[/dice]
Melee [dice=Tactical Pike]1d20 + 4[/dice] [dice=Piercing]1d8 + 5[/dice]
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Gear
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Consumables
Mk1 Healing Serum

Armor
Defrex Hide

Weapons
Tactical Pike

Other Gear
100' Titanium Alloy Cable Line (25)
Obsidian Electrovore Figurine of Wondrous Power

Money 15
Bulk 4
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STATISTICS
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Str 12, Dex 12, Con 13, Int 10, Wis 18, Cha 10
Base Atk +1; Grp +2
Feats: Harm Undead, Mystic Strike
Skills Athletics +4, Culture +6, Intimidate +8, Mysticism +12, Perception +11, Profession (Mercenary) +11, Sense Motive +10
Languages Common, Dwarven
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SPECIAL ABILITIES
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RACIAL TRAITS
SIZE AND TYPE
Dwarves are Medium humanoids with the dwarf subtype.
SLOW BUT STEADY
Dwarves have a land speed of 20 feet, which is never modified when they are encumbered or wearing heavy armor. They also gain a +2 racial bonus to saving throws against poisons, spells, and spell-like abilities, and when standing on the ground they gain a +4 racial bonus to their KAC against bull rush and trip combat maneuvers.
STONECUNNING
Dwarves gain a +2 bonus to 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.
TRADITIONAL ENEMIES
Dwarves still train to fight their ancient enemies. A dwarf gains a +1 racial bonus to attack rolls against a creature with the goblinoid or orc subtype and a +4 racial bonus to AC against an attack from a creature with the giant subtype.
WEAPON FAMILIARITY
Dwarves are proficient with basic and advanced melee weapons and gain specialization with those weapons at 3rd level.
THEME & BENEFITS
Priest
THEME KNOWLEDGE
Choose a deity or a philosophy (Angradd) whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
CLASS FEATURES
Connection Powers (Warmonger): Weapons of War-As a move action, you can call upon the insight of great warlords to gain an insight bonus to attack rolls equal to the difference between your base attack bonus and your mystic level (if your mystic level is greater than your base attack bonus). To use this ability, you must expend one mystic spell slot of 1st level or higher, and the effect lasts for a number of rounds equal to the level of the expended spell slot. Additionally, you always treat your mystic level as your base attack bonus for the purpose of meeting feat prerequisites.
Connection Spell (Summon Creature 1): Your connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level.
Healing Touch: Once per day, you can spend 10 minutes to magically heal an ally up to 5 Hit Points per mystic level.
Mindlink: You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual.
Weapon Specialization

Spells:
0 (DC14)
Daze, Detect Magic, Fatigue, Psychokinetic Hand, Stabilize, Telekinetic Projectile

1st (DC15) [4][3][2][1]/day
*Seeking Shot, Command, Fear, Mind Thrust, Reflective Armor

2nd (DC16) [3][2][1]/day
*Summon Creature 2, Hurl Force Disk, See Invisibility