Azmur Kell

Hezekh Ironfist's page

262 posts. Alias of Ouachitonian.


Full Name

Hezekh Ironfist

Race

Human

Classes/Levels

Magus (Jistkan Artificer) 6

Gender

Male

Size

Medium

Alignment

NG

Languages

Celestial, Common, Draconic, Dwarven, Elven, Halfling

Strength 18
Dexterity 15
Constitution 15
Intelligence 16
Wisdom 10
Charisma 8

About Hezekh Ironfist

Background:

Hezekh was born in High Gulch, but he's only recently returned. He was always a smart boy, for all the good that did him. Studied everything there was to study, learned some simple magic even. But mostly he got picked on, spent lots of his time running from bullies. Wasn't ever much of a people person, you see. Girls mostly thought he was weird, bigger boys seemed to naturally sense that his fight or flight reflex was pretty much always set to flight. So eventually, when he was old enough, he took his things and left. Went out alone into the wastes. His parents were upset, but said it was his life, he had to live it his way. That was most of twenty years ago. So when a bearded stranger came marching in out of the wastes a couple weeks back, no one thought it was the weedy nerd that'd left all those years ago. Hell, this guy was built like a brick outhouse, even had some kind of fancy techno-arm, made out of some kind of black iron. But when he looked around with a smirk and started naming names, asking after people's families, a few folks recognized him. A few of them started to get a wee mite concerned. But near as anyone can tell, bygones are bygones.
Well, except for when he punched old Dusty and shattered his whole ribcage in a flash of magical lightning. Folks pretty much agreed that Dusty had it coming, though. They remembered. He hasn't said a word about old scores since then. Hasn't said much more about where he got that fancy metal arm, or the book he always carries, or his pistol, ether. Not many people are willing to ask. But one thing's damn clear. That might be the same guy that left, but that man ain't the boy that left. And ain't nobody too interested in picking on him anymore.

Appearance/Personality:

Hezekh has a stout brown beard and a muscular build, but his most notable characteristic is the black iron arm attached to his right shoulder. He also wears a heavy jacket of layered leather and a stetson. Finally, while much of it is covered by his jacket, he has extensive tattoos of arcane glyphs and symbols covering much of his body.

Hezekh doesn't talk much, but he says a lot. He's always watching what's going on around him, and usually has a knowing look or a smirk. When action is called for, though, he acts. When people ask, they quickly learn that he knows a thing or two about pretty much everything, especially magic. For his part, he's seen enough that the townsfolk mostly just amuse him with their petty squabbles. None of that matters when there's mutants riding in, or raiders. He's seen enough to learn to focus on what really matters. Mostly, that means killing people that need killing. Maybe one day he'll be able to move beyond that. Go back to doing arcane research for its own sake. But not today, and not tomorrow. For now, there's still a lot of folk that need killing.

Stats:

Hezekh
Male human magus (jistkan artificer) 6 (Pathfinder Player Companion: Blood of Ancients 17, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 45 (6d8+12)
Fort +8, Ref +5, Will +6
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Offense
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Speed 30 ft.
Melee dagger +6 (1d4+8/19-20)
Ranged mwk pepperbox +5 (1d8+4/×4)
Special Attacks arcane pool (+2, 8 points), magus arcana (close range[UM]), spell combat, spell recall, spellstrike
Spell-Like Abilities (CL 6th; concentration +5)
3/day—dancing lights
Magus (Jistkan Artificer) Spells Prepared (CL 6th; concentration +10)
2nd—bladed dash, flurry of snowballs (DC 17), glitterdust (DC 16)
1st—frostbite[UM], shield, intensified shocking grasp (2)
0 (at will)—acid splash, detect magic, light, open/close (DC 14)
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Statistics
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Str 18, Dex 15, Con 15, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +6; CMD 21
Feats Combat Expertise, Deadly Aim, Fast Learner[ARG], Intensified Spell[APG], Power Attack, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage, seeker
Skills Acrobatics +4, Climb +7, Intimidate +5, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +11, Knowledge (geography) +7, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +6, Linguistics +6, Perception +10, Spellcraft +13, Survival +3, Swim +7, Use Magic Device +8
Languages Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling
SQ finesse weapon attack attribute, golem arm, unarmed spellstrike
Combat Gear wand of infernal healing (25 charges); Other Gear mwk lamellar (leather) armor[UC], bullet[UC] (100), dagger, mwk pepperbox[UC], apprentice's cheating gloves[UE], beneficial bandolier[UE], ioun torch ioun stone[APG], sleeves of many garments[UE], bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], ink, inkpen, magus starting spellbook, masterwork backpack[APG], mess kit[UE], pot, powder horn[UC], silk rope (50 ft.), soap, spell component pouch, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 6 gp, 7 sp
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Special Abilities
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Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Golem Arm (Ex) Have med sz unarmed attack that does 1d8 & can use arcane pool
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).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Specialization (Shocking Grasp) Pick one spell and cast it as if you were higher level
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Unarmed Spellstrike (Su) Can use spellstrike to deliver spells only when attacking with unarmed strikes.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.