Thorn's End Guard

Dr. Henry Johnson's page

1 post. Alias of Vrog Skyreaver.


Race

MAx HP: 77 | AC 23; T 16; FF 18 | Init +5 | Fort: +9; Ref: +8; Will: +6 |

Classes/Levels

Current Damage: -0 | Mental Focus: A: ; T: |

Spell Slots:
Spells/Day: 6/4/2

Alignment

LG Elf Occultist 7

Strength 10
Dexterity 20
Constitution 16
Intelligence 20
Wisdom 10
Charisma 10

About Dr. Henry Johnson

AC 23 (7 armor, 5 dex, +1 Deflection)
BAB 5

Speed 30'

Orc Bow: +11 to hit; 2d6+1 damage; 20/x3 crit

Skills: Perception r7 +10, Disable Device r7 +17, Knowledge (History) r7 +23, Knowledge (Planes, Religion, Arcana) r7 +19, Stealth r7 +18, UMD r7 +15 (+18 for weapons, armor, or shields)

Feats: EWP (Orc Hornbow), Extra Mental Focus, Precise Shot, Skill Focus (Stealth), Hellcat Stealth

Traits: Reactionary, Pragmatic Activator

Alternate Racial Features: Fey-Sighted (constant detect magic); Blended View (gain Darkvision 60' as well as Low-Light vision); Fey Thoughts (Gain Escape Artist and Stealth as class skills)

Class Features: Archetype (Battle Host), Mental Focus (17), Panoply Bond (Orc Hornbow), Battle Skill, Battle Reading, Spirit Warrior, Heroic Splendor

Implements:
*Evocation: Resonant Power: Intense Focus (1 damage/2 focus; max bonus 1+1/2)

*Transmutation: Resonant Power: Physical Enhancement (+2 bonus to stat/3 focus; max bonus 1+1/6)

Focus Powers:

Evocation:
*Energy Ray (1 focus; range 30'; 4d6 acid, cold, electricity, or fire)
*Energy Blast (2 focus; range 100'; 6d6 acid, cold, electricity, or fire; 20' rad; DC 18 ref for half)
*Energy Ward (1 focus (std)/2 focus (imm); resist 10 acid, cold, electricity, or fire and deals 1d6 of energy type to creature attacking with melee or natural weapons; 7 rnds.)

Transmutation:
*Legacy Weapon (1 focus; 1 minute; Add +2 enhancement bonus to touched weapon: can add a single ability worth one or two enhancement)
*Philosopher's Touch (1 focus; 1 min/level; 2 weapons; make weapon count as cold iron or silver)
*Sudden Speed (1 focus; swift; increase base speed by 30'; 1 min)

Spells Known:

0: Light, Message

1: Burning Hands, Gravity Bow

2: Sound Burst, Knock

3: Fireball, Haste

Equipment: MW Orc Hornbow (Ghengis Khan's bow), Mithral Chainmail, Archeologist's Kit, Radio, 80 arrows (normal), 20 arrows Adamantine

Automatic Bonus Progression Benefits: Resistance +1, Armor Attunement +1, Weapon Attunement +1, Deflection +1, Mental Prowess +2 (Intelligence), Physical Prowess +2 (Dex)

Backstory:

Doctor Henry Johnson is a Forlorn Elf, as he was raised among Humans and not his own people. When he came of age, he studied Archeology at the University of Michigan, and received his Doctorate with a focus on Thaumarcheology, or the study of ancient magical traditions. When the war broke out, Henry joined the army, where his skill set had him pulled to work with the cultural preservation unit, colloqually known as the monument men. Doctor (Now Sargeant) Johnson is considered an expert on the theory of magical traditions, old and new.

Unlike many of the other people assigned to his unit, Henry has actual combat experience, having fought in the World War II.

While Henry is a rather laid-back guy, he tends to be talkative and very blunt when it comes to discussions of magic theory of any kind. He has written two books on the subject: One on the ancient tradition of Bladedancing that was practiced by the Elves of Ireland, Scotland, and Denmark, and the other on the shamantic "Dreamtime" tradition of Aboriginal Australians.

Henry's signature weapon is an impressive recurve bow that he claims was owned by Gengis Khan himself. Henry channels all of his mystical power through this weapon, which many of his opponents have found is impossible to destroy.