Pahmet Monk

Duri Barathor's page

1 post. Alias of wehrpig.


Full Name

Barathor

Race

Dwarf

Classes/Levels

Brawler 1; AC 16, HP 16/16, Fort +4, Ref +4, Will +0, Init +4

Gender

M

Size

M

Age

150

Alignment

LG

Deity

Torag

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Duri Barathor

Barathor
Dwarf brawler 1 (Pathfinder RPG Advanced Class Guide 23)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +4, Will +0; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee unarmed strike +4 (1d6+3)
Special Attacks hatred, martial flexibility 4/day
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Improved Unarmed Strike, Toughness
Skills Acrobatics +5 (+1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +6, Escape Artist +5, Perception +4 (+6 to notice unusual stonework); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ brawler's cunning, martial training
Other Gear studded leather, 80 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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Background:

Celarith seeks to master the art of evocation through mathematical precision. Early in life Celarith become interested in the relationship between mathematics and arcane power. After completing military training at the Absalom military academy, he would pursue his interest in the arcane studies at the Arcanamirium, Absalom's elite university.

At the Arcanamirium, Celarith would develop a theory that arcane runes are based on numerology. His thesis postulated that combinations of runes create magical effects based on the subtraction or addition of various types of energy. Celarith would prove that when spoken aloud, arcane runes create energy symbols, which integrate the combinations of rune energy to generate complex magical effects. He would lecture that the orientation of symbols, guided through somatic motions, further weave and direct the magical effects in specific ways. He demonstrated that the alignment of somatic motion with geometric shapes differentiates the power of the arcane symbology into higher levels of power. Celarith would go on to develop methods of controlling the rate of spoken runes and the angle of the somatic shaped geometric symbols, to create new, intricate arcane effects. As part of his professorship, Celarith wrote numerous texts that related how material components shape and focus magical energy into specific force vectors. Over time, Celarith would become one of the leading arcane mathematics scholars in Absalom.

But, scholarly knowledge does not translate into real arcane power. In time, Celarith would grow restless with academia and would seek something of more substance. Celarith began taking extended sabbaticals to study and practice the arcane arts in the field. While on one of his travels, he would meet a reclusive hermit whom believed that the future was encoded in the patterns of nature. Celarith would grow obsessed with using numerology for divination. In time he would grow to think that he was destined for greatness and that the patterns held the secrets of that destiny. These beliefs would lead him to the Varisian town of Sandpoint.

At Sandpoint, Celarith would take up residence at the Rusty Dragon. There he would become enamored with Ameiko. Something about her intrigues Celarith. Today, he spends long hours at the Rusty Dragon bar, swilling cheap wine and trying to decipher why the confluence of fate has connected him to Ameiko and Sandpoint. He grows restless for the day that he will be able to prove his mettle on the world stage.

Stat Block:

Celarith Gladriendel
Male elf evoker 1

LG Medium humanoid (elf)

Init +7; Senses low-light vision, Perception +3

DEFENSE

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 7 (1d6+1)
Fort +0, Ref +3, Will +2, +2 vs. enchantment spells and effects

OFFENSE
Speed 30 ft.
Ranged light crossbow +3 (1d8/19-20)
Melee dagger -1 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4-1/19-20)
Melee dagger (cold iron) -1 (1d4-1/19-20)
Ranged dagger (cold iron/thrown) +3 (1d4-1/19-20)
Special Attacks Force Missile (1d4+1, 7/day), Intense Spells,
STATISTICS
Str 8, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 12

Feats Improved Initiative, Scribe Scroll

Skills Acrobatics +3, Appraise +4, Bluff +0, Climb -1, Craft (Untrained) +4, Diplomacy +0, Disguise +0, Escape Artist +3, Fly +3, Heal +0, Intimidate +0, Knowledge (Arcana) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Perception +3, Perform (Untrained) +0, Profession (Soldier) +4, Ride +3, Sense Motive +0, Spellcraft +8, Spellcraft (Identify magic item) +10, Stealth +3, Survival +0, Swim -1

Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan
SQ arcane bond, cantrips, elven immunities, elven magic, enchantment opposition school, evocation school, familiar, keen senses, low-light vision, necromancy opposition school, weapon and armor proficiency, weapon familiarity,
Gear outfit (explorer's); spellbook (wizard's/blank); dagger; dagger (cold iron); Light Crossbow ;
Spellbook (Wizard's/Blank)

SPECIAL ABILITIES

Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Enchantment Opposition School You have chosen enchantment spells as an opposition school. Preparing an enchanment spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment spell as a prerequisite.

Evocation School You have chosen to specialize in evocation spells.

Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as Magic Missile. The force missile deals 1d4+1 points of damage. This is a force effect. You can use this ability 7 times per day.

Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add +1 to the damage. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Necromancy Opposition School You have chosen necromancy spells as an opposition school. Preparing an necromancy spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an necromancy spell as a prerequisite.

Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard's movements, which can cause her spells with somatic components to fail.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Traits:
Reactionary
Magical Lineage

Appearance:

Celarith has black hair, black eyes and pale skin. He is tall with a lithe, muscled frame. His arms and chest are tattooed with arcane runes.

Personality:

Celarith is a quiet, reserved and introspective.

Level Progression:

Feat Progression:
1. Improved Initiative
2.
3. Craft Wondrous Item
4.
5. Heighten Spell
5a. Preferred Spell (Fireball)
6.
7. Improved Familiar
8.
9. Dazing Spell
10.Penetrating Spell
11.
12. Greater Spell Penetration
13.
14.
15. Spell Perfection (Fireball)