About Halan KrawMale half-orc magus (hexcrafter) 6 (Pathfinder RPG Ultimate Magic 9, 48)
Melee MW Scimitar +9 (1d6+12/18-20) or
Magus Spell-Like Abilities (CL 6th; concentration +8)
Magus (Hexcrafter) Spells Prepared (CL 6th; concentration +9) ✔
Feats: Additional Traits, Alertness, Power Attack, Rime, Authoritative,[APG]
Skills Diplomacy +8, Fly +8, Knowledge (arcana) +10, Knowledge (religion) +4, Perception +13, Sense Motive +3, Spellcraft +12, Swim +12, Use Magic Device +7; Racial Modifiers +2 Diplomacy Languages Common, Draconic, Gnome, Goblin, Orc, Sylvan, Undercommon, Dwarven, Elven
Combat Gear: alchemist fire, air crystal, antiplague[APG], bladeguard[APG], vermin repellent[UE] (4); Other Gear chain shirt, MW scimitar, arrows (20), dagger, mwk cold iron morningstar, mwk composite longbow (+2 Str), sling, sling bullets (30), bandolier, bedroll, blanket[APG], cold weather outfit, crowbar, magus starting spellbook, masterwork backpack[APG], silk rope (50 ft.), smoked goggles[APG], spellbook, trail rations (8), waterskin (2), spring loade wrist sheath(Wand of True Strike), 100 gp
Tracked Resources:
-------------------- Antiplague - 0/1 Arcane Pool +2 (6/day) (Su) - 0/4 Arrows - 0/20 Bladeguard - 0/1 Dagger - 0/1 Feather Fall (self only, At will) - 0/0 Fly (self only, 5 minutes/day) - 0/5 Levitate (self only, 1/day) - 0/1 Oil of magic weapon - 0/1 Pearl of power (1st level, 1/day) - 0/1 Potion of cure light wounds - 0/1 Potion of cure light wounds - 0/1 Potion of cure light wounds - 0/1 Potion of cure moderate wounds - 0/1 Sling bullets - 0/30 Trail rations - 0/8 Vermin repellent - 0/4 Wand of magic missile (9 charges) - 0/9 -------------------- Special Abilities -------------------- Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Authoritative spell. Burning Assurance +2 Diplomacy Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Hex Arcana You can substitute Hexes for Magus Arcana. Hex Magus (Su) You gain access to witch hexes. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Power Attack -2/+4/6 You can subtract from your attack roll to add to your damage. Rime Spell. Sacred Tattoo +1 to all saves. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spellstrike (Su) Deliver touch spells as part of a melee attack. Curse spells: Hexcrafter spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. Wand Wielder: Spell Strike with wands. -------- Weasel:
Male Fox (protector) (Pathfinder RPG Bestiary 133) CG Tiny magical beast (animal) Init +2; Senses low-light vision, scent; Perception +9 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size) hp 22 Fort +6, Ref +5, Will +6 -------------------- Offense -------------------- Speed 20 ft., climb 20 ft. Melee bite +8 (1d3-4) Space 2 ft.; Reach 0 ft. Special Attacks attach -------------------- Statistics -------------------- Str 8, Dex 15, Con 113, Int 8, Wis 12, Cha 5 Base Atk +4; CMB +4; CMD 10 (14 vs. trip) Feats Bodyguard[APG], Combat Reflexes, Weapon Finesse Skills Acrobatics +10, Appraise +0, Craft (weapons) +4, Climb +10, , Escape Artist +3, Fly +15, Intimidate -1, Knowledge (arcana) +3, Knowledge (dungeoneering) +0, Knowledge (religion) +0, Linguistics +3, Perception +10, Sense Motive +1, Spellcraft +5, , Stealth +14, Survival +5, Swim +6, Use Magic Device +2 Languages speak with master
Bodyguard Use an AoO to use aid another to improve an ally's AC. Climb (20 feet) You have a Climb speed. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Empathic Link (Su) You have an empathic link with your master. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Shield Master (Su) Familiar can take half damage done to you, as shield other Speak with Master (Ex) You can communicate verbally with your master.
Spellbooks:
Hedran's spellbook
0 Acid Splash
Book found in Nessen's Crypt 0 Bleed
Bot:
[dice=Concentration]1d20+9[/dice] One Handed SC/SS (best used if Hedran 5ft steped the round prior to prevent the concentration check). [dice=Attack]1d20+9-2[/dice][/ooc]
Two-Handed Power Attack (Forstbite if cast). [dice=Attack]1d20+9-2[/dice]PA
[spoiler=Bodyguard]
[/spoiler] About my style:
I believe in show don't tell. So I did not write Halan is smart and stern... I wrote a scene that provides insights into the character. I also think that mechanics and narrative should be married whenever possible so build stuff comes up in the scene as justification for why he should go. I have also changed the same to make it phonetically similar to his fathers. Scene:
“Halan, you are my son and you have been blessed by the bora as a storm blade. You fly as the arctic turn does, so I have to ask you to complete a task for me. You were trained by our best blade and our wisest elders so this task falls to you.” Halak says knowing the risk he is bestowing upon his son.
With a warrior’s composure, Halan checks his equipment. To vellum spell book with oak covers holstered beneath each of his arms, a scimitar engraved with ice and lightning at his hip. Rations, check. Water, check. Bow, check. He runs through the list. Check, check, check. Once he knows he is ready he replies, “What is the task?” “The world is being put out of balance. The elves are taking advantage of us. Some people believe me, but many do not so I have to continue my work here. I told you about the group that captured me. They know of the elves’ involvement. I fear if they come into contact with our people, they will be attacked win or lose this will strengthen the elves and weaken everybody else. I would like you to go to them, join them, and advocate for people while I do the same here. Get them to deal with our people non-lethally and aid me in building an alliance. Your cold spells should be perfect for this task.” Halan says calmly, “I understand.” Halak says, “I knew you would not say no, so I hand your cousin make these for you.” Halak hands over a pair of bracers with a core of bent greenwood. “You can store your wands in these to retrieve them in combat rapidly.” Halan smiles, “She gets more talented by the day. I hope her alchemy does not burn the village down.” “They travelled from Brookside a while ago so I have sent out scouts to find where they are heading. Once we have the location you will intercept them. Find Vors Falchen he is a good person tell him who you are he will listen. Approach with you weapon sheath in your hands with your arms outstretched and say I sent you.” Halan salutes. His father wraps both arms around him and holds him tight. They say in unison, "May the winds lift you and the earth ground you." |