Kobold Devilspeaker

Imrik Farstrider's page

89 posts. Alias of Malinor..


Full Name

Imrik Farstrider

Race

Skills::
Diplomacy +11, Fly +9 (6), Heal +3, Arcana +6, History +6, Nobility +6, Planes +8, Religion +7, Linguistics +7, Perception +11 (Low Light/Darkvision), Sense Motive +5, Spellcraft +6

Classes/Levels

NG Half Dragon (Silver)/Aasamir (Angel Blooded) Omdura of Omrataji 2; Init +3; HP 26/26 ; AC 24, T 13, FF 21, CMD 21; Fort +10, Ref +5, Will +6; Invocation: 4/4; Spells: 4/4

Gender

Attacks:
[dice=+1 Spiked chain]d20+9[/dice] [dice=Spiked Chain]2d4+11[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Bite]d20+3[/dice] [dice=Bite]d6+7[/dice] [dice=Crossbow]d20+4[/dice] [dice=Crossbow]d8[/dice]

Strength 25
Dexterity 16
Constitution 20
Intelligence 14
Wisdom 13
Charisma 22

About Imrik Farstrider

Imrik Farstrider
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Male Half-Dragon Aasimar [Angel Blooded] Omdura of Omrataji 2
NG Medium Dragon (Sliver)
Init +3 ; Senses Perception +11 (Darkvision 60 ft., Low Light Vision)
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Defense:

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AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 Natural Armor)
hp: 26 (2d8+ 10 Con +2 Favored Class) [8, 6]
Fort +10, Ref +5, Will +6
Aura Ability: Positive Energy Aura:
Defensive Abilities: Immune to Sleep, Paralysis, Cold

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Offense:

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Speed: 20 (30) Ft , Fly 50 (60) [Average]
Melee: Spiked Chain +9 (2d4+11; x2) and Bite +3 (d6+7; x2)
Bite +8 (d6+7; x2) and 2 Claws +8 (d4+7; x2)
Ranged: Light Crossbow +4 (D8; 19+ x2)
Special Attacks: No Breath Weapon :(

Spell/Spell Like Abilities:

Spell Like Abilities: 1/Day- Alter Self
Spells (CL 2; Concentration +8)
Level 0: [5] Guidance, Stabilize, Read Magic, Create Water, Purify Food and Drink
Level 1 (4/4): [3] Bless, Cure Light Wounds, Liberating Command, Shield of Faith

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Statistics:

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Str 25, Dex 16, Con 20, Int 14, Wis 13, Cha 22
Base Atk +1; CMB +8; CMD 21

Racial Abilities::

Breath Weapon: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per racial HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s racial HD + creature’s Con modifier). No Racial Hit Dice :( Silver= 30 Ft Cone of Cold.
Draconic Armor Class: Natural armor bonus improves by +4.
Special Qualities: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5
Skilled: +2 to Heal and K: Planes checks.
Spell-Like Abilities: Alter Self 1/day.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Class Abilities::

Aura: An omdura of a chaotic, evil, good, or lawful deity has a powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Detect Alignment: At will, an omdura can cast detect chaos, detect evil, detect good, or detect law. She can use only one of these at any given time.
Invocation: An omdura can call forth the power of her deity to improve her allies’ abilities as a standard action.
When the omdura calls upon this power, she must select one type of invocation from those listed below to grant the benefits to her allies within 30 feet. If the omdura is evil, she grants profane bonuses instead of sacred, as appropriate. Neutral omduras must select profane or sacred bonuses. Once made, this choice cannot be changed. A called invocation cannot be disrupted, but it ends immediately if the omdura is killed, paralyzed, stunned, or knocked unconscious.
The omdura can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. The omdura can change her chosen invocation to another type as a swift action, but doing so expends a 1-minute increment of her invocations.
At 7th level, an omdura can call an invocation as a move action instead of a standard action. At 13th level, an omdura can call an invocation as a swift action.
Destruction: The omdura’s allies are filled with divine wrath, gaining a +1 sacred bonus on weapon damage rolls. This bonus increases by 1 for every 3 class levels the omdura has.
Healing: The omdura radiates a healing light, granting fast healing 1. This causes the omdura’s allies to recover 1 hit point each round (up to their maximum hit points). The amount of fast healing increases by 1 for every 3 class levels the omdura has.
Justice: This invocation spurs the omdura’s allies to seek justice, granting a +1 sacred bonus on attack rolls. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled on attack rolls to confirm critical hits.
Piercing: This invocation gives the omdura’s allies great focus and makes their spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance. This bonus increases by 1 for every 3 class levels the omdura has.
Protection: The omdura radiates a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, this bonus is doubled against attack rolls to confirm critical hits against the omdura’s allies.
Purify: The omdura’s allies are protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by 1 for every 5 class levels the omdura has. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This invocation makes the omdura’s allies resistant to harm, granting DR 1/magic. This DR increases by 1 for every 5 class levels the omdura has. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the omdura’s. If she is neutral, the type of DR doesn’t change.
Resistance: The omdura’s allies are shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic)chosen when the omdura calls this invocation. The protection increases by 2 for every 3 class levels the omdura has.
Smiting: This invocation bathes the weapons of the omdura’s allies in a divine light. These weapons count as magic for the purpose of bypassing damage reduction. At 6th level, the allies’ weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the omdura’s alignments. If the omdura is neutral, she does not grant this bonus. At 10th level, the allies’ weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Orisons: Omduras learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume spell slots and can be cast again. Omduras do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Spells: An omdura casts divine spells drawn from the cleric and inquisitor spell lists. Only cleric spells of 6th level and lower and inquisitor spells are considered to be part of the omdura spell list. If a spell appears on both the cleric and inquisitor spell lists, the omdura uses the lower of the two spell levels given for the spell. For instance, dimensional anchor is a 4th-level cleric spell and a 3rd-level inquisitor spell, which means it is a 3rd-level omdura spell.
The omdura can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an omdura must have a Charisma score equal to at least 10 + the spell’s level. The difficulty class for a saving throw against an omdura’s spell is equal to 10 + the spell’s level + the omdura’s Charisma modifier.
An omdura cannot use spell completion or spell trigger magic items of cleric spells of 7th level or higher (without a successful Use Magic Device check). Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.
Like other spellcasters, an omdura can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high Charisma score.
Unlike for clerics, an omdura’s selection of spells is extremely limited. An omdura begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new omdura level, she learns one or more new spells, as indicated on Table 2 above. Unlike spells per day, the number of spells an omdura knows is not affected by her Charisma score; the numbers on Table 2 above are fixed.
In addition to the spells gained as she gains levels, each omdura also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name; inflict spells include all spells with “inflict” in the name). These spells are added as soon as the omdura is capable of casting them. A good omdura (or a neutral omdura of a good deity) must select cure spells. An evil omdura (or a neutral omdura of an evil deity) must select inflict spells. An omdura who is neither good nor evil and whose deity is neither good nor evil can select either cure spells or inflict spells. This choice is made when the omdura gains her 1st level and cannot be changed.
At 5th level and every 3 levels thereafter, an omdura can learn a new spell in place of one she already knows. In effect, the omdura loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An omdura can swap only a single spell at any given level, and she must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells.
Unlike a cleric, an omdura need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Divine Touch: At 2nd level, an omdura can deliver divine energy by touch. She can deliver either positive energy or negative energy. A good omdura (or a neutral omdura of a good deity) must select positive energy. An evil omdura (or a neutral omdura of an evil deity) must select negative energy. An omdura who is neither good nor evil and whose deity is neither good nor evil can select either positive or negative energy. This choice is made when the omdura gains this ability and cannot be changed.
Each day the omdura can use this ability a number of times equal to half her omdura level plus her Charisma modifier. With one use of this ability, an omdura can use divine energy to restore to a target 1d6 hit points for every 2 omdura levels she has. Using this ability is a standard action, unless the omdura targets herself, in which case it is a swift action. An omdura who delivers negative energy with her touch can instead deal 1d6 points of damage to a living creature for every 2 omdura levels she has. Alternatively, an omdura can use this divine energy to affect undead creatures, dealing damage when delivering positive energy or restoring hit points when delivering negative energy.
An omdura needs only one freehand to use this ability. Using divine touch to harm a creature requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Creatures do not receive a saving throw against the damage from divine touch. Divine touch is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an omdura two additional uses of the divine touch class feature.

Traits:

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Natural Flyer: You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you

Feats::

Extra Invocation: You can use your invocation ability for 2 additional minutes per day.

Skills::
Diplomacy +11 [2], Fly +9 (6) [2], Heal +3 [], K: Arcana +6 [1], K: History (B) +6 [1], K: Nobility (B) +6 [1], K: Planes +8 [1], K: Religion +7 [2], Linguistics (B) +7 [2], Perception +11 [2], Sense Motive +5 [1], Spellcraft +6 [1]

Languages::
Common, Celestial, Draconic, Dwarven, Necril, Vudrani

Equipment:

Combat Gear: +1 Agile Breastplate (1450 gp, 25 lbs), +1 Spiked Chain (2325 gp, 10 lbs), Spiked Gauntlet (5 gp, 1 lbs), Light Crossbow (70 gp, lbs), 30 crossbow bolts (3 gp, 3 lbs), +2 Cloak of Protection (4000 gp, - lbs), Eyes of the Eagle (2500 GP, - lbs)
Gold: 124 Silver: 4 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll * 1/1 5 0.1 gp
Wooden Holy Symbol 5/5 - 5 gp

Background:

Imrik's family is a Vudrani noble family that worshiped Omrataji, a god of silver, friendship and nobility. As devout followers of Omrataji, Imrik's family showed themselves as excellent leaders which attracted the celestial servants of the Spirit in Silver and led to an influx of celestial blood into the family line. These blessings also led to great wealth as the Farstriders had access to great silvermines that they used to enrich their holdings. This wealth led to a mysterious figure appearing in the lands when Imrik's mother, Mirana, was a young woman. Mirana was the youngest of five children and so little was expected of her so she was able to spend a great deal of time showing the stranger around. She quickly became entranced by the figure and fell in love. It was not until she was pregnant that she found out her love, Eisendrache, was actually a silver dragon. Eisendrache left shortly after Mirana became pregnant claiming there was too much danger in him staying.

Imrik was born a half dragon and grew up in his grandparents home. Mirana was distant as seeing the half dragon child left to much pain due to the sudden departure of his father and Imrik believed that she blamed him for his father leaving. Because of this, he spent much of his time working with the clergy of Omrataji or his grandparents guards and learned both divine and martial skills.

When Imrik was coming of age he was out on his own in his family's when a pale man seemed to step from the very shadows of a bush. Imrik was unarmed and tried to back up, but before he could the man grabbed him with a hand that seemed to sap the very life from him. The man said, "Your father tried to hide you, but I have found you. He will feel this mark upon you!" and Imrik blacked out and woke up hours later heavily weakend and nausiated. He managed to get back to his family's home where he found that they could barely recognize him. His once prestine silver scales had been blacked.

He managed to tell the tale of the strange man from the shadows and what he said. Imrik's family had the church of Omrataji do diviniations to figure out how to aid him. They led to Professor Lorrimor from Ustlav. The Professor was quickly summoned and managed to save the slowly weakening Imrik from dying, but left him with a gaunt look and blackened scales.

When word of the Professors death came, Imrik gathered his belongings and set off to go and honor the man who had saved his life.

Personality:

Imrik was largely raised by members of the church of Omrataji. The church focuses on being friendly and Imrik has taken to that. He tries to remain polite and friendly at all times even when people stare at his scarred and blackened scales. Although he will never rule his family lands, being the child of the youngest child, he also works to show the noble leadership that the church says all people of noble lineage should provide to those around them.

Aura:

Due to what the Professor did to save Imrik, Imrik now has a Positive Energy Aura that surrounds him and sustains him.

Major Deformity:
Imrik has blackened and scarred scales that cover him. It gives him a gaunt look and makes it look like his lineage is not a Silver Metallic Dragon's lineage.

What does he bring to the table?:

As an Omdura weilding a spiked chain, Imrik can buff the party using Invocations and spells. He can fly above the fight to attack or from the second rank using his spiked chain. And although he looks odd, he has taken the polite friendship of his religious order and become a pretty skilled diplomat.