Rainkin

Harg's page

687 posts. Alias of NeoEvaX.


Full Name

Harg

Race

Ongoing Effects:
Shield +4 AC

Classes/Levels

Magus/Slayer 7 HP: 69/91 | AC: 22 / T: 13 / FF: 20 | Fort: +8, Ref: +7, Will: +5 | CMB: +10, CMD: 25 | Init: +2, Perception: +12

Size

M

Age

18

Alignment

LG

Deity

Aroden's Teaching/Erastil

Languages

Common, Abyssal, Androffan, Celestial, Draconic, Giant, Kelish

Strength 20
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 10
Charisma 8

About Harg

Daily Uses:

Arcane Pool: 3/5 remaining
Black Blade Pool: 1/2 remaining
At will: Feather Fall (self only), Fly (Self Only) 6/7 minutes
1/day: Levitate (self only)
Prepared Cantrips: Arcane Mark, Brand, Detect Magic, Light, Mage hand
1st: Deivon's Parry, Disguise Weapon, Keep Watch, Shocking Grasp 2/2
2nd: Blade Dash, Mirror Image, Intensified Shocking Grasp 1/2
3rd: Displacement, Vampiric Touch

Harg
Half-orc magus (bladebound, hexcrafter) 7/slayer 7
LN Medium humanoid (human, orc)
Init +2; Senses Perception +12
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Defense
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AC 22, touch 13, flat-footed 20 (+8 armor, +1 deflection, +2 Dex, +1 natural)
hp 91 (7d10+28)
Fort +8, Ref +7, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee black blade +15/+8 (1d6+15/18-20) or
. . bite +5 (1d4+4)
Ranged Composite Longbow +9/+4 (1d8+5)
Special Attacks arcane pool (+2, 6 points), hex arcana (arcane accuracy), sneak attack +2d6, spell combat, spellstrike, studied target +2 (2nd, swift action)
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Statistics
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Str 20, Dex 14, Con 16, Int 16, Wis 10, Cha 8
Base Atk +7; CMB +10; CMD 25
Feats Endurance, Following Step[APG], Furious Focus[APG], Intensified Spell[APG], Power Attack, Step Up, Technologist, Weapon Focus (scimitar)
Traits gifted adept, robot slayer
Skills Acrobatics +8 (+4 to jump), Climb +11, Disable Device +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (planes) +10, Linguistics +6, Perception +12, Profession (clerk) +10, Sense Motive +2, Sleight of Hand +2, Spellcraft +13, Stealth +6, Survival +8, Swim +5, Use Magic Device +9
Languages Abyssal, Androffan, Celestial, Common, Draconic, Giant, Kelish, Orc
SQ black blade, black blade: arcane pool, black blade: energy attunement, black blade: strike, black blade: telepathy, black blade: unbreakable, combat style (two-handed weapon[APG]), hex (flight), hex arcana, hex magus, knowledge pool, medium armor, orc blood, slayer talents (combat trick, ranger combat style[ACG], slowing strike [DC 16][ACG]), stalker, track +3
Combat Gear Composite Longbow +5, wand of shield (49 charges); Other Gear +2 chainmail, amulet of natural armor +1, belt of physical might +2 (Str, Con), headband of vast intelligence +2, ring of protection +1, magus starting spellbook, masterwork thieves' tools, 350 gp
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Special Abilities
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Arcane Accuracy +3 (Su) 1 Arcane Pool: +3 to attack rolls until the end of your turn.
Arcane Pool +2 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.
Black Blade: Arcane Pool (2/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.
Black Blade: Energy Attunement (Su) Replace weapon dam with fire/cold/elec for 1 point, or sonic/force for 2 points.
Black Blade: Strike +2 (Sp) The Black Blade can grant itself a damage bonus for 1 min.
Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.
Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hex Arcana You can substitute Hexes for Magus Arcana
Hex Magus (su) You gain access to witch hexes
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slowing Strike (DC 16) (Ex) Foes dam by sneak attack are half speed for d4 rds (Fort neg).
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Track +3 Add the listed bonus to Survival checks made to track.

Spellbook:

0: Acid Splash, Arcane mark, Brand, Dancing LIghts, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic
1: Deivon's Parry, Disguise Weapon, Frostbite, Keep Watch, Long Arm, Shield, Shocking Grasp, True Skill, Weaponwand
2: Alter Self, Bladed Dash, Glitterdust, Mirror Image,
3: Discharge, Displacement, Fly, Haste, Vampiric Touch

Appearance:

A large Half-orc as they come. Coming in at around 6'7 and 280lbs. He looks rather intimidating from to an outside observer.

Born with extra large tusks, for a half-orc he has quite a bit of an under bite. Though it does not seem to affect his speech. He also has a bloom of scaring on the side of his neck. He has tattooed it over a bit, but it is recognizable as scaring from an old disease.

Always carries his strange black sheen Scimitar with him. He also has small money ledger with him. Labeled "Gozran" for the month.

Personality:

At first glance Harg looks to be a very intimidating presence. Being as large and bulky as he is. When approached and talked to he is surprisingly, for most, well spoken and kind.

He is very difficult to anger and while he is always seen with a weapon to his side.

He is often caught reading his strange Money log or other books he can get his hands on. He loves learning. He is also always down for trying new things.

He cares deeply for the town that has let him in and let him become the man he is now. He is one of the first to offer to help defend the city from any threat, though that is rare to happen.