Krun Thuul

Galgar's page

114 posts. Alias of valliss.


Full Name

Galgar (Jr)

Race

1/2 Orc Wizard 15 HP 107/107 AC:24/15T/22F Fort +12 Ref +12 Will +15 Percep +16

Gender

Male

Size

6.1

Alignment

LN

Strength 10
Dexterity 14
Constitution 14
Intelligence 27
Wisdom 12
Charisma 13

About Galgar

Named after his father, Galgar was groomed to follow in his father's footsteps. He was sent off to train at "Almads School of Wizardry" where dad had gone, they knew it be rough on him but wanted the best. There he earned the nickname JR as he seemed to have a knack for changing things like dad but. He seemed to relish in new forms of all sorts, from rats, to elementals and even giants. Tho the thought of 1/2 orc in the school didn't sit well with most of the other students, Galgar got in many fights, where transforming into creatures proved quite useful. Growing weary of the fights and hatred, he struck out on his own. Eventually Exploring Ancient ruins in his Homeland of Cheliax, he came upon this group called the pathfinders. They talked a good tale, and gave him the adventure and camaraderie he was looking for. Having finished his last mission here in Magnimar, he was looking to rest, when odd things started to happen. Reports of Magic Just failing. At first he chalked it up to hedge wizards who had no REAL understanding of magic, but when some of pathfinders reported the some, he decided to do some experiments on his own. That was yesterday, after summoning a large elemental for mock combat, he went to dismiss it, and it stayed, not only that it then came after him for real. After a desperate fight, he finally defeated it, tho it almost killed him. Today he has gone into the city to see what is up, someone in this town must have answers.

Combat Stats:

HP:107
AC:24/15T/22F
Attack Melee +9/+4
Attack Range +9/+4
Init+4
Speed 30
CMB +9
CMD 24/22F
+1 Light Crossbow +10/+5 1d8+1 (19-20 x 2)
MW Silver Dagger +7/+2 1d4 (19-20 x 2)

Saves
Fort +12
Ref +12
Will +15


Weapons:

+1 light Crossbow
50 blunt bolts
50 silver bolts
MW silver Dagger
3 hushing bolts

Skills:

Appraise +13
Fly +8
Heal +7
Know Arcana +26
Know Dung +18
Know Eng +16
Know Geo +16
Know Hist +16
Know local +21
Know Nature +16
Know Nobles +16
Know Planes +26
Know Relig +16
Ling +26
Percep +16
Sense Motive +9
Spellcraft +26
Survival +16

Feats and Traits:

Feats
persistent spell
quicken spell
selective spell
Greater Spell Focus Transmutation
Greater Spell Penetration
improved familiar
Scribe Scroll
Spell Focus Transmutation
Spell Penetration
spell perfection (baleful polymorph)
Spell Specialization (calcific touch)
vital strike

Traits
Focused Mind
Reactionary

Magic Items:

Amulet Nat Armour +3
Bracers of Armor +6
Cloak of resit +5
Head band of vast Intelligence +2 Perception/Survival
Maximize Metamagic Rod Lesser
Quicken Metamagic Rod Lesser
Reach MetaMagic Rod
Ring of Freedom of Movement
Ring of Prot +3
Wand of cure light wounds
Wand of invis
Wand of Daylight
Wand of enlarge Person
Way Finder of Revelation (Clear spindle Ion Stone)

Languages:

Abyssal
Aquan
Auran
Celestial
Common
Cyclops
Daemonic
Dark Folk
Draconic
Dwarven
Elven
Giant
Gnoll
Gnome
Goblin
Ignan
Infernal
Orc
Protean
Sahgagin
Sphinx
Sylvan
Terran
Treant

Special Abilities:

Alertness(if familiar is within arms reach)
Change Shape 2 (15 rnds/day)
Dark Vision(60 ft)
Deliver touch spells through Familiar
Opposed Schools(Divination, Illusion) (Spells take 2 slots)
Focused Mind +2 on Conc checks
Greater Spell Focus Transmutation +1 to Save DC
Ioun Stone (clear spindle) - Sustain Bear w/o food or water
Orc Ferocity
persistant spell (make 2 saves or suffer full effect)
Phyical Enhancement +4 (+4 to str)
Quicken Spell (Cast as swift action)
Ring of freedom of movement (constantly under freedom of movement)
Scry on familiar (1/day)
Selective Spell
Share Spells with familiar
Speak with familiar
Spell Focus Transmutation +1 Save DC
sspell perfection (baleful polymorph)
Spell Specialization (Calcific Touch) +2 caster Level
Telekentic Fist(11/day) 30'Ranged Touch 1d4+7
Vital Strike (Standard Action 2x weapon Damage dice)
Wayfinder of Revelation (light as light spell with 2x area of effect)
(1/day Invis Purge 40' rad also +10 percep for hidden objecs and portal for 6 rnds )

Spells:

0 lvl
Disrupt Undead
Message
Ray of Frost
Resistance
1st lvl
Burning Disarm
Color Spray
Endure Elements
Feather Fall
Magic Missile
Magic Missile
2nd lvl
Knock
LipStitch
Resist Energy
Resist Energy
Scorching Ray
Scorching Ray
Squeeze
3rd lvl
Fireball
Haste
Haste
Serrens Armor Lock
Serrens Armor Lock
Vengeful Comets
Water Breathing
4th lvl
BoneShatter
Calcific Touch
Calcific Touch
Elemnetal Body 1
Stoneskin
Touch of Slime
Volcanic Storm
5th lvl
Baleful PolyMorph
Baleful PolyMorph
Break Enchantment
Excrutiating Deformation (Persistant)
Monsterous Physique 3
Monsterous Physique 3
6th lvl
Beast Shape 4
Cold Ice Strike
Dispel Magic, Greater
Stone to Flesh
Tar Pool
7th lvl
Arcane Cannon
Elemental Body 4
Giant Form 1
Tar Pool Selective
8th lvl
Form of the dragon 3
Tar Pool PErsistant
Undead anatomy 4

Familiar(Salty):

Salt Mephit

Special Abilities
Dark vision
dr/5 magic
Breath weapon(Salt)
Dehydrate
Fast healing 2 (in arid environ)
Glitterdust
Improved Evasion
Spell Resistance 20
Summon(Levle 2 salt MEphit 1/say 25%)

Str 13
dex 15
Con 12
int 17
Wis 11
Cha 14

Attack Melee +9/+4
Attack Range +10/+5
CMB +7
CMD 20

Fort +6
REf +7
Will +9

AC 25
HP 53
Init +6
Speed 30

Skills
Acrobatics +5
Appraise +5
Bluff +8
Diplomacy +5
Disable Device +3
Fly +10
Heal +3
Know Arcana +18
Know DUng +10
Know Eng +8
Know Geo +8
Know Hist +8
Know Local +13
Know Nature +8
Know Nobles +8
Know Planes +21
Know Rel +8
Ling +18
Percep +6
Sense Mptive +8
SpellCraft +18
Survival +3
UMD +5

Feats
Dodge
Imp Initative
MArtial Weapon all
Simple weapon All