Kevoth-Kul

Dharakk's page

90 posts. Alias of G-unit.


Race

Init +2 | AC 17 | HP 14/14 | Saves: F+3/R+5/W+3| Perc +3 |

About Dharakk

Background:

Dharakk squirms trying to get comfortable as he sits in the unforgiving seat aboard the lighting rail to Sharn. He strokes his thick beard while his grey-green eyes gaze out the window. As the countryside flashes by he thinks, no matter how much time I spend away from the marshes I’ll never get used to this. Dharakk adjusts his position in the seat again and glances around the cabin while he checks his vest pocket making sure the letter is still there, at least there is a job waiting for me at the end of the line. The letter was pretty vague but sensitive matters are best discussed face to face, he assures himself. Dharakk takes one last look around the cabin before he shuts his eyes and tries to relax, his thoughts turn to his past.

As Dharakk begins to doze off his life flashes before his mind’s eye like the countryside disappears before the lighting rail. His earliest memories are of living with his fathers clan in the Shadow marches. The endless brutality of his existence under his fathers care is etched into his soul like the forbidden tattoos etched into his skin by his father during some diabolical rite. His father said the tattoos were to protect him from nature and bind him to the dragon below. At the the age of eight Dharakk’s mother handled the rest of his upbringing moving him to the city of Zarash’ak. Later, Dharrakk and his mother moved to Breland’s capital city of Wroat as a result of her promotion with in the house. With most of the continent still realing from the war Dharakk decided to follow in his mother’s footsteps as a finder of lost things and some time bounty hunter.

Dharakk is startled awake by the jostling of the railcar and mutters a muffled curse and looks around the rail car one more before he gazes out the window watching the country side roll by.


Appearance:

Dharakk's eyes pop open, he shakes his head trying to get his bearings as he slowly awakens. He sighs with relief as he remembers he is safe aboard a lighting railcar heading to Sharn. He runs his fingers through his thick dark hair as he reaches with his other hand for the mostly empty bottle next to his chair. Greedily he brings the bottle to his lips and finishes off the contents. He tosses the bottle aside and carefully stretches his long muscular arms over his head.

He glances out the window and catches his reflection in it scowling at his likeness. It was a look that would make a mother hide her children, a banker clutch his coin purse a little tighter, or make a weak man tremble.

He mused that while he was not yet 20 years old the reflection looking back at him seemed older and competent. As Dharakk continues looking at his reflection he notices his eyes, they are a greyish-green color. “When they’re not blood shot,” he adds with a low laugh. But it is more than their color that draws Dharakk’s attention, his gaze appears knowing and penetrating. His eyes are deeply set, sitting below thick bushy eyebrows, in a large head with a green colored face. His face is framed by thick dark brown hair with an equally thick beard and like most half orcs his mouth has two protruding canines which sits below a clean shaven upper lip, and a prominent nose with a circular nose ring through it.

Dharakk is startled from his reverie by the jarring of the railcar. He admonishes himself, stop admiring yourself, there is business to attend to. He shakes his head while he checks his vest pocket for the letter he is carrying thinking that the letter is probably trouble.


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Dharakk
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Half Orc (male), Investigator (Steel Hound) 1
N, Medium Humanoid (Human and Orc)
Initiative: +2 {+2 dex}
Senses: Darkvision, Perception +4
Move: 30 (6 spaces)
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DEFENSE
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AC: 17, touch 12, flat footed 14 (+2 Dex +4 Armor[chain shirt])
HP: 14 (8 class, 2 con, 1FC, 3 toughness)
Fort +3, Ref +5, Will +3 (+1 from sacred tattoo included)
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OFFENSE
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Melee: Great Axe +3 (1d12 +4/20x3),
Ranged: Dagger +6 (1d4/ 19-20)
Special Attacks: Extracts, Inspiration, Intimidate as a swift action 1/day
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STATISTICS
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Str 17, Dex 14, Con 14, Int 16 Wis 10, Cha 8 [7+5+5+10-2=25]
Base Atk +0; CMB +3; CMD 15
Special Abilities:
Inspiration Pool: 4
FEATS:
1. Toughness
1. Potion Glutton (bonus)

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SKILLS
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6 class / 3 Int /2 background (total 11)
ACP: -2 (*ACP applies)

BACKGROUND SKILLS
Linguistics: 7+1d6
Craft alchemy: 8

ADVENTURING SKILLS
Diplomacy 2
Disable Device* 6
Intimidate 5
Knowledge Local 7+1d6
Knowledge Planes 7+1d6
Knowledge Religion 7+1d6
Perception 4 [+1 find traps]
Sense Motive 4
Spellcraft 7+1d6

OTHER SKILLS
Acrobatics* 2, Appraise 3, Bluff -1 [3 when convincing a lie is true], Climb* 3, Disguise 1, Escape Artist (Dex)* 2, Handle Animal x, Heal 0, Knowledge Arcana x, Knowledge Dungeoneering x, Knowledge Engineering x, Knowledge Geography x, Knowledge History x, Knowledge Nature x, Knowledge Nobility x, Perform -1, Profession 0, Ride* 2, Sleight of Hand x, Stealth* 2, Swim* 3, Use Magic Device x

Modifiers:
+1d6 to skill checks (inspiration class feature)
+2 Intimidate (racial trait, already calculated in)
+1 Intimidate (faith trait, already calculated in)
+4 Intimidate when wielding a fire arm (untyped combat trait)
+1/level on perception to detect traps (trapfinding class feature)
+1/level on craft alchemy (alchemy class feature)

Languages: Common, Orc, Goblin, Abyssal, Draconic, Elven

BACK GROUND TRAITS:
Omen: ([faith]You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action)
Pragmatic Activator: ([magic] You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier)
Larger Than Life: ([combat] When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size)

DRAWBACKS:
Warded Against Nature: Animals do not willingly approach within 30 feet of you, unless you or the animal's master succeeds at a DC 20 Handle Animal, Ride, or wild empathy check. Animal companions, familiars, and mounts granted by your class abilities are immune to this effect.

RACIAL TRAITS:
Darkvision 60’, Sacred Tattoo [+1 luck bonus to all saves], Weapon Familiarity [great axe, falchion & orc weapons], Orc Blood, Intimidating [+2 to Intimidate]
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EXTRACTS
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1st Level Known - Cure light wounds, Enlarge person, Monkey fish, Expeditious Retreat, Shield, Stone Fist.
1st Level Slots: 2
1st level Prepared: Cure light wounds, Enlarge Person
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CLASS FEATURES
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Inspiration:
Inspiration: An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Alchemy:
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

[spoiler=Inspiration]Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

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EQUIPMENT
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Total Inventory Weight: 51lbs
Unencumbered: = 86 max.
Encumbered: = 173 max.
Heavily Encumbered: =260 max.

Status: Unencumbered
Penalty: None

Armor Worn:
Armor List
Chain Shirt (25 lbs, 100gp)

Weapons Carried:
Weapon List
Great axe (12 lbs, 20gp)
Club (1 lbs)
Dagger (1lbs, 2gp)
20 Sling Bullets (5 lbs, 1sp)
Sling (0)

Carried Items:
Carried Items List
Thieves Tools (1 lbs, 30gp)
Formula Book (1lbs)
Alchemy Crafting Kit (5 lbs, 25gp)

Stored Item:
Stored Items List

Wealth
GP: 2 SP: 9 CP: GEMS: