Garuda-Blooded Aasimar

Hroethgar's page

46 posts. Alias of Herkymr the Silly.


Race

transmuter 1| HP:9/9 | AC: 11/11/9 | Init: +2 | Perc+2 | Fort: +2 | Ref +2 | will +4 |CMB/CMD +2/14 |telekinetic fist 7/7 = 1d4 | Spell DC 15 |

Classes/Levels

papers i've collected:
2 copies of a writ of commission for the investigation of Renn Sadar. Signed by Trevoy Malkin, one sealed one open

Strength 15
Dexterity 15
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Hroethgar

male minotaur transmuter 1| HP:9/9 | AC: 11/11/9 | Init: +4 | Perc+2 | Fort: +2 | Ref +2 | will +4 |CMB/CMD +2/14 | telekinetic fist 7/7 = 1d4 | Spell DC 15 |
Male minotaur transmuter 1
LN Large monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +4
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Offense
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Speed 30 ft.
Melee gore +0 (1d8+1)
Space 10 ft.; Reach 5 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +5)
. . 1st—color spray (DC 15), enlarge person (DC 15), stumble gap[APG] (DC 15)
. . 0 (at will)—acid splash, mage hand, ray of frost
. . Opposition Schools Divination, Necromancy
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Statistics
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Str 15, Dex 15, Con 15, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +2; CMD 14
Feats Alertness, Eschew Materials, Scribe Scroll
Traits cynical ear, reactionary
Skills Craft (alchemy) +8, Intimidate +0, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Perception +2, Sense Motive +2, Spellcraft +8
Languages Common, Dwarven, Gnoll, Goblin, Tauros, Undercommon
SQ arcane bond (Higs, hedgehog), physical enhancement (+1)
Other Gear backpack, bedroll, belt pouch, candle (5), chalkboard[APG], charcoal (5), flint and steel, ink (2), inkpen, inside pocket[UW], marbles[APG], mirror, paper (5), parchment (6), scroll case (5), wizard starting spellbook, 3 gp, 9 sp, 5 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 bonus on Will saves You gain the Alertness feat while your familiar is within arm's reach.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 7/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.
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Impatient
Source Antihero's Handbook pg. 6
You love leaping into battle at the earliest opportunity, and it frustrates you to wait for others to act. You can’t delay or ready actions, and if you are the last of your allies to act in a round of combat, you take a –1 penalty on ability checks, attack rolls, saving throws, and skill checks.

The Sorn: Small, independant cells of sorcerers and wizards for hire, often acting as spies, assassins, and enforcers.

The Sorn
Rumors say this quasi-legal spellcaster organization
maintains a close association with the Shuul.
Others say its real backing comes from Kevris
Killraven. Its members favor the use of technology
and mechanical devices to supplement their magic

Alchemist’s apprentice Bard, cleric, sorcerer, wizard +2 Knowledge (alchemy) Guildsman, Midtown, either market, Oldtown, Rivergate

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Higs CR –
Hedgehog (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +3; Senses low-light vision; Perception +1
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Defense
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AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 4 (1d8-2)
Fort +0, Ref +5, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 20 ft.
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Acrobatics +3 (-1 to jump), Climb +5, Intimidate -1, Spellcraft -1, Stealth +19, Swim +5
SQ empathic link, spiny defense
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Special Abilities
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Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r

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background:
Background
Born the first Queensday of the month of the Sun, Hroethgar was the first son of Mirythendel and Midalas of the Warrens. “Miry” was a wizard of some power that was rumored to work for both the Longfingers guild and the Sorn depending on who paid more and what the task was. Her services usually came in the form of specialty scrolls or magic items. Midalas worked with alchemy making everything from black powders to tindertwigs in his spare time. Most of his time was spent running an inn that was also the family’s abode.
It was under his mother’s tutelage that Hroeth began to learn the ways of magic. He often was chided for his tendencies to be hasty in his research and in his actions. He loved to fight and often jumped in or occasionally started fights just for the thrill of fighting. His magic began to direct itself to his physical pursuits as well becoming magic of change and transmutation.
He was weaker physically than many other children which led to him being bullied physically when groups of children gathered together. He became adept at reacting first to this bullying. He began to react fast and wasn’t easily betrayed by the soft and pleasing words of others. This displayed itself with a fair amount of sarcasm coming from his mouth. He made an effort to avoid the Pale Dogs in the warrens as he didn’t want to run amok of the more organized gangs.
His magic made up for the differences in strength quite often but he was limited in its use to just a few beginners’ spells and being a minotaur, his love for physical competition was imbedded culturally into his soul. The first spell he could cast beyond the basics, was one that made him grow in size and strength.