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Full Name

Captain Richter Kruegar


| HP: 11/14 | Init +7, Per +0, SM +6, Conc. +4 | AC/T/FF/CMD 19/13/16/17 | F+3 R+4 W+2 (+1 vs. spells etc.)| DR 5/bludg., Cold Resist 5 | Spell Points 3/5 | Death Sphere DC 13 |

About Captain Richter Kruegar

Captain Richter Kruegar
Medium Undead (Human)
NE Dread Skeleton Human Mageknight 1
Str 16, Dex 16, Con -, Int 14, Wis 8, Cha 17
Init +7; Perception +0; Concentration +4

AC: 19 Touch: 13 Flat: 16 (4 Armour + 3 Dex + 2 Natural Armour)
HP 14 (10 class + 3 Cha + 1 trait)
Fort +3 (2 class + 0 Con + 1 resistance), Ref +4 (0 class + 3 Dex + 1 resistance), Will +2 (2 class - 1 Wis + 1 resistance) +1 vs. spells, spell-like abilities, and sphere effects
CMD: 17 (10 + 1 BAB + 3 Str + 3 Dex)
MSD: 12 (11 + 1 level)
BAB +1
CMB: +4 (1 BAB + 3 Str)
MSB: +1
Speed 30 ft.
Melee: Elven Curveblade +4 (1d10+4, 18-20x2) (+1d6 precision damage vs. flat footed or denied dex)
Melee: Claw +4 (1d4+4, 20x2)
Melee: Longsword +4 (1d8+4, 19-20x2)
Spell Points: 5 (1 class + 3 Cha + 1 drawback)


To find: Elven Curveblade - The Dunblade
Chain Shirt

Racial Abilities:

- Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
- Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Dread Skeleton:
- Type: The creature’s type changes to undead. Do not recalculate base attack bonuses, saves, or skill points.
- Aura: A dread skeleton gains the unnatural aura (30 ft.) special ability.
--- Animals do not willingly approach the creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check.
- Armour Class: The base creature’s natural armour bonus is replaced by a new one based on the dread skeleton’s size, as given on the Table: Dread Skeleton AC. (+2)
- Hit Dice: Change all of the base creature’s racial HD to d8s.
- Defensive Abilities: A dread skeleton, in addition to normal undead traits, has DR 5/bludgeoning, cold resist 5, and channel resistance +2.
- Attacks: The dread skeleton retains all the base creature’s attacks, using limbs that have bones, teeth, or exoskeletons. Attacks with boneless limbs, such as tentacles, are lost. If the base creature possesses at least one arm but has no natural attacks with it, the dread skeleton gains a claw attack with each such limb. The claws are primary attacks if the base creature has no other natural attacks; otherwise, they are secondary attacks. If the dread skeleton gains claw attacks from the application of this template, the damage for the attacks depends on the base creature’s size.
- Special Attacks: The dread skeleton retains all the base creature’s special attacks and gains those described here.
--- Command Skeletons (Su): As a free action, a dread skeleton can automatically command all normal skeletons within 30 feet (as command undead). It can attempt to command skeleton warriors, but they get a Will save to resist (caster level equal to dread skeleton’s total HD; save DC is Charisma-based). Normal skeletons never attack a dread skeleton unless compelled.
- Abilities: Dex +2, Cha +2. As an undead creature, a dread skeleton has no Constitution score.
- Feats: A dread skeleton gains Improved Initiative as a bonus feat.

Class Abilities:

Weapon and Armor Proficiency: A mageknight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Traded out for a Martial Tradition.
Casting: A mageknight may combine spheres and talents to create magical effects. A mageknight is considered a Low-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Spell Pool: A mageknight gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: A mageknight gains a magic talent at 1st level, 2nd level, and again at every even level thereafter, according to Table: Mageknight.
Resist Magic (Ex): A mageknight gains a natural resistance to magic as she focuses on its use in combat. A mageknight gains a +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects. This bonus increases by an additional +1 for every 4 levels thereafter, to a maximum of +5 at 17th level.

Combat Talents:

Martial Tradition - Mercenary Captain:
- Equipment Sphere: Armour Training, Elvish Heritage
- Fencing Sphere
- Gladiator Sphere
Level 1: None
Equipment Sphere:
The Equipment sphere handles what equipment you are trained to use and how you use it. When you first gain the Equipment sphere, choose one Equipment talent of your choice and gain it for free. Some talents are marked (discipline). These talents grant groups of weapons with shared thematic roots that may be very different mechanically but are generally presented as being complementary in some way. Whenever a talent or ability refers to a weapon discipline, it refers to all weapons included in any single discipline talent.

Armor Training: You gain proficiency with light armor and medium armor. If you are already proficient with light armor, you instead gain proficiency with medium armor and heavy armor. You may take this talent up to two times.

Elvish Heritage (discipline): You gain proficiency with the elven branched spear, elven curveblade, longbow, longsword, rapier, scimitar, short sword, shortbow, two-bladed scimitar, and two-bladed sword.

Fencing Sphere:
Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow. When you gain the Fencing sphere, you gain 5 ranks in the Bluff skill, plus 5 ranks per additional talent spent in the Fencing sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Fatal Thrust: Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess. A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Gladiator Sphere:
Practitioners of the Gladiator sphere are experts at fighting with flair and style in order to manipulate the emotions and actions of their enemies, their allies, or the crowd. The gladiator understands that winning is a mental game; if you can convince your enemy that you should be feared, the battle is half-finished already. When you gain the Gladiator sphere, you gain 5 ranks in the Intimidate skill, plus 5 ranks per additional talent spent in the Gladiator sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in Intimidate you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Boast: As long as you have martial focus, after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver, you may perform a boast as an immediate action. Talents with the (boast) descriptor grant additional options for your boast. Each boast may only use one of these talents. Some boasts affect other creatures; a creature must be able to see or hear you and have an Intelligence score (not Intelligence (-)) to be effected. Boasts have a range of close (25 ft. + 5 ft. per 2 ranks in Intimidate you possess). When you gain the Gladiator sphere, you learn the following boast:
- Prowess (boast): You may roll the next weapon attack you make before the end of your next turn twice and take the better result.

Demoralization: Some talents in this sphere have effects that allow new ways to make Intimidate skill checks to demoralize enemies or grant new options against demoralized foes. These talents carry the (demoralization) descriptor. When you gain the Gladiator sphere, you learn the following (demoralization) ability:
- Strike Fear (demoralization): As a full-round action, you may expend martial focus to make an Intimidate check to demoralize all targets within 30 ft. of you who can both see and hear you. You may choose to take a -10 penalty on the check; if you do so you do not have to expend martial focus. Associated Feat: Dazzling Display.


Casting Tradition: Prepared Caster; Deathly Revenant
Level 1 (2 starting + 1 drawback + 1 level): Death Sphere, Cryptic Strike, Lingering Necromancy, Manipulate Undeath
Death Sphere
Ghost Strike [Core]
As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves. Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Exhausting Strike: The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

Reanimate: As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again. You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.

Cryptic Strike: As a standard action, you may make a single ranged or melee attack coupled with a ghost strike. If the attack hits, the target is also affected by the ghost strike.

Lingering Necromancy: When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.

Manipulate Undeath (ghost strike): You may make a ghost strike that harms undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount.

Traits and Feats:

Trait 1: Gift for Magic (Magic) (Death Sphere): Choose a sphere. You gain a +2 trait bonus to your caster level with that sphere. This bonus cannot cause your caster level to exceed your HD.
Trait 2: Steel Body (Combat): Your physique is far more difficult to damage than others. You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.
Racial Feat: Improved Initiative: Gain +4 to initiative rolls.
Human Feat: Spell Attack (Champion): When using Energy Blade or Cryptic Strike as a standard action, the attack is treated as a special attack action. This attack may benefit from Vital Strike, as well as combat spheres that augment attack actions (but not other special attack actions).
Level 1: None (Traded out for Martial progression)


Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana; Int), Knowledge (Nature; Int), Knowledge (Nobility; Int), Knowledge (Planes; Int), Knowledge (Religion; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str)

Skills (5/level)
Acrobatics: +3 (3 Dex) [-5 ACP]
Bluff: +4 (1 Fencing rank + 3 Cha)
Climb: +3 (3 Str) [-5 ACP]
Diplomacy: +7 (1 rank + 3 Cha + 3 class)
Disguise: +3 (3 Cha)
Escape Artist: +3 (3 Dex) [-5 ACP]
Fly: +3 (3 Dex) [-5 ACP]
Heal: -1 (-1 Wis)
Intimidate: +4 (1 Gladiator rank + 3 Cha)
Knowledge (Arcane): +6 (1 rank + 2 Int + 3 class)
Perception: +0 (1 rank -1 Wis)
Ride: +3 (3 Dex) [-5 ACP]
Sense Motive: +0 (1 rank + -1 Wis)
Slight of Hand: +3 (3 Dex) [-5 ACP]
Spellcraft: +6 (1 rank + 2 Int + 3 class)
Stealth: +3 (3 Dex) [-5 ACP]
Survival: -1 (-1 Wis)
Swim: +3 (3 Str) [-5 ACP]

Background Skills (2/level)
Knowledge (Nobility): +6 (1 rank + 2 Int + 3 class)
Linguistics: +3 (1 rank + 2 Int)


A pale parody of the resplendent mercenary captain he once was, Kruegar stalks the land with his pocked and battered armour hanging off his bony frame, wielding his sword, The Dunblade, sharp enough to slice through flesh like butter despite its blunt, nicked appearance.


The depressing tale of Richter Kreugar has been going on for countless years across Golarion. A tragic story of betrayal, greed and revenge, the details and truth behind the stories have long become hazy and unclear even to the one living them.

What he does remember is his origins, as a young mercenary captain, proud, talented, and ruthless. He hired out his services freely, uncaring whom he fought for as long as the price was right. Centuries ago in the history of Golarion, Richter was said to have allied with a powerful Necromancer, aiding him in his diabolical campaign against the an ancient empire, terrorizing the populace.

The one thing Kruegar remembers well is the day of his doom. The empire's army was suffering horrendous casualties in a war of attrition that they could not hope to win. However, they struggled on regardless and began to wear down the Necromancer, taking the offensive and pushing him deeper into the forest, denying him the time needed to strengthen his undead forces. Seeing the Necromancer faltering, Richter accepted the bribes of an agent of the empire, the calculating young mercenary seeing a chance to make some easy money and be on the winning side. As the titanic battle hung in the balance, Richter played his hand, striking out at the foul Necromancer, who fell beneath his blade. However, with his dying breath the unholy sorcerer gasped a curse that was to be the eternal undoing of the enterprising sell-sword.

Before his horrified eyes, Richter's skin began to wither and within moments he collapsed to the ground, a lifeless pile of bones and armor. The day was won for the empire's forces, the tale of Richter's betrayal may well have been forgotten, had his death not been accompanied by a tragic twist.

The very next night, Richter rose from the ground. He stared at the world with his hollow eyes, and all he surveyed appeared in shades of gray. In anguish and despair, Richter saw his own skeletal limbs, and the full horror of the Necromancer's incantation began to dawn on him.

As a result, Richter stalks the Golarion. Hundreds of years since his death he is still seeking oblivion and peace, yet he is never able to achieve his final rest. Countless times he has been cut down, only to wake the days or weeks later to his never-ending, hellish torment, his memory as pocked and scarred as his equipment. Each time he awakes, he is a shadow of his former power, gaining in strength until he is inevitably cut down again. A terrible element of the curse is evoked each time he slays an enemy, for his defeated foes rise to serve him in undeath, slaves to his will. He travels the world; living out a tragic parody of his former mercenary career, fighting wherever he finds battle. His anger and despair momentarily lost in the bloodshed, he continues his doomed existence in the desperate hope that one time when his skeletal body is slain, he will finally know the relief of true death.