Tsadok Goldtooth

Jakar Dak Kon's page

3 posts. Alias of Mioki.


Full Name

Jakar Dak Kon (Loose Orc Translation 'Birthed in Lies')

Race

Half-Orc

Classes/Levels

Magus / 10 |HP: ?? |AC: 21| T-AC: 14 |FF: 18 |Init. +6 |Perc. +5 |Fort: +9 |Ref: +5 |Will: +7 |CMB: +10 |CMD: +22 |Spd: 20ft

Gender

Male

Size

Medium

Age

25

Special Abilities

Darkvision 60ft, Orc Ferocity, Orc Blood, Intimidating: +2 on checks, Weapon Familiarity: greataxe, falchion, orc weapon

Alignment

Neutral Good

Languages

Common, Orc, Giant, Gnoll, Goblin

Occupation

Pathfinder, Relic Hunter

Strength 16
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 10

About Jakar Dak Kon

Special Abilities:

Orc Ferocity:
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Spellbook:

Cantrips:
Acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

1st Level :
Magic missile, burning hands, feather fall, floating disk, expeditious retreat, silent image, enlarge person, reduce person, shocking grasp

2nd Level:
Invisibility, levitate, alter self, acid arrow, scorching ray, frigid touch

3rd Level:
Dispel magic, fireball, lightning bolt, water breathing, phantom steed, Fly

4th Level:
Stoneskin, ball lightning, globe of invulnerability (lesser) {magus arcana}

Prepared Spells:

Cantrips:
Acid splash, detect magic, ray of frost, read magic, spark

1st Level :
Magic missile (x3), burning hands, feather fall, shocking grasp

2nd Level:
Invisibility, levitate, acid arrow, scorching ray, frigid touch

3rd Level:
Dispel magic, fireball, lightning bolt

4th Level:
Stoneskin

Arcane Pool:

10 Points / per day

Expend up to 3 points as a swift action adding an equal enhancement bonus to a weapon being held up to +5. This effect lasts for 1 minute.

Added Weapon Properties:
Dancing: 4 points (weapon attacks on its own for 4 rounds
Flaming: 1 point (1d6 fire damage)
Flaming Burst: 2 points (Flaming + additional 1d10 or more on critical hit dependent on crit. damage)
Frost: 1 point (1d6 cold damage)
Icy Burst: 2 points (same as Flaming Burst, only cold damage)
Keen: 1 point (doubles threat with piercing or slashing weapons)
Shock: 1 point (1d6 electricity damage)
Shocking Burst: 2 points (same as Flaming Burst, only electrical damage)
Speed: 3 points (allows 1 extra attack at full attack bonus when action is Full-Attack)
Vorpal: 5 points (for slashing weapons, upon crit opponents head is severed.)

Improved Spell Combat:

Cast spell and attack with melee weapon (must have 1 hand free and
wielding a light or one-hand melee weapon)

Must be Full-Round Action

+2 circumstance bonus on concentration checks

Melee attacks are at -2 penalty

Spells must be 1 standard action

Spell can be cast defensively (penalty on attack rolls equal up to intelligence bonus & add to Concentration Check)

SpellStrike:

From Magus Spell List: any ranged touch spell can be used in accordance with a melee attack.

Magus Arcana:

Arcane Accuracy: expend 1 point from arcane pool as swift action and add Int. Bonus on attack rolls for that round.

Pool Strike: expend 1 point as a standard action to charge a free hand with energy, make a melee touch attack as a free action, if succeeds 3d6 of energy damage, if attack misses – charge can be held for 1 minute.

Spell Shield: expend 1 point as an immediate action and grant shield bonus to AC equal to Int. Mod. until next turn.

Spell Binding: Choose Wizard spell to add to Magus spell list: Globe of Invulnerability (lesser) (4th Level)

Spell Recall:
Expend points equal to spell level to recall spell already cast.

Knowledge Pool:
Expend points up to Int. mod. to prepare spells not in spell book but on Magus spell list.

Fighter Training:
A Magus counts ½ Magus level as fighter level for qualifying for feats.

Weapons:

*Vital Strike Feat: additional die attack damage on one attack

+3 Warhammer: Attack: +13 / +8 | Damage: 1d8+6 | x3

+1 Dagger: Attack: +11 / +6 | Damage: 1d4+4 | 19-20x2

Composite Longbow (Str. +1): Attack: +9 / +4 | Damage: 1d8+1 | x3
20 arrows

Traits:

Defender of the Society (combat): Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.

Influence (Social): +1 on Diplomacy Checks, and Diplomacy is a class skill.

Skills:

Acrobatics: +2
Appraise: +3
Climb: +7
Diplomacy: +12
Escape Artist: +2
Fly: +2
Intimidate: +2
Knowledge (Arcana): +11
Knowledge (Dungeoneering): +11
Knowledge (Engineering): +8
Knowledge (Geography): +8
Knowledge (History): +11
Knowledge (Local): +4
Knowledge (Nature): +4
Knowledge (Nobility): +4
Knowledge (Planes): +11
Knowledge (Religion): +8
Linguistics: +4
Perception: +5
Ride: +6
Spellcraft: +8
Stealth: +2
Survival: +2
Swim: +7
Use Magic Device: +1

Feats:

Improved Initiative: +4 Initiative rolls

Extra Arcana: 1 additional Magus Arcana

Extra Arcane Pool: Arcane Pool increases by 2

Skill Focus – Knowledge (History): +3 in skill

Skill Focus – Diplomacy: +3 in skill

Vital Strike: additional die attack damage on one attack

Equipment:

+3 Warhammer
+1 Dagger
Composite Longbow (Str. +1)
20 arrows
Breastplate Armor (no arcane penalty)
+2 Ring of Protection
Spellbook
Wayfinder
+4 Belt of Giant Strength
Spell Components
Back Pack
Bedroll
Beltpouch
Waterskin
Travelers Outfit
Rations

Total Encumbrance: 62.5 lbs. (light load)

Appearance:
Jakar, at 6 ft, is small for a half-orc. He looks far more human than orc with a smoother forehead, smaller ears, and no tusks. His ashen-gray skin is a combination pigment from his human ancestry and the dark-green colors of his mother. His hair is dark like his mother, but he definitely inherited his father’s deep blue eyes. He currently wears breastplate armor, keeps a warhammer at his hip, and a bow crossing over his shoulder.

Personality:

Jakar has a penchant for learning and seeking ancient artifacts. Quiet and terse, he is typically a loner and slow to trust, but the Pathfinder Society has helped him develop skills and relationships. He considers several members like family, and he has learned, through trial and error, that diplomacy works far better than intimidation.

His primary motivation for seeking lore and artifacts is his fear that someone else will find them first and use them for tyrannical purposes. Jakar wants to do good in the world. He wants to end slavery and proctect the innocent. He is no hero and wants no accolades, but considers the world his to protect.

BackGround:

Jakar Dak Kon, a loose Orc translation for ’Birthed in Lies’. His mother knew, once she gave birth, that she lay with no true Orc several months back. The babe’s smaller frame, ashen gray skin, and blue eyes were a clear give away he was no full orc. His father must have been a ‘pink’ skin hiding behind an illusion. The father, an Orc not of her tribe, was found on her lands. She thought he was handsome and decided not to kill him. When she woke the next day, he was gone. She thought nothing of it until Jakar gave his first breath months later.

She considered ending his life then and there, but knew she would get a fair price from the slavers.

Jakar, of course, does not remember any of this. He only remembers the whip and the cage that used to hold him.

He grew up in the Belkzen City of Urgir, once a city built and inhabited by Dwarves, now ruled by Orcs. He was slave fodder; a practice tool for the Orc military recruits. Much smaller than the Orcs training for battle and conquest, he became the favored tool for all of the pent-up aggression in their society. Time and again he was beaten by the larger orcs, but he took this time to learn their ways, their weapons, and their strategies. He was far smaller and weaker, but he was also smarter.

After months of night-time labor, Jakar cut a hole in his cage that he was able to hide from the guards. Once free, he would sneak away at night into the catacombs of the ancient Dwarven-built city, looking for an underground escape. Instead of true escape, he stumbled upon a hidden chamber filled with large tombs. It was a Dwarven library. For months, Jakar entered the depths and consumed volumes of Dwarven lore. It took him time at first to decipher the block-like script of the Dwarves, but realized it had vast similarities to the Goblin dialect he already learned from the other slaves. Once he delved into the volumes of information, he found vast topics on empowering weapons with magic. The ancient words seem to flow through his mind. He found a book with empty pages and copied some of these texts.

He found other historical tombs describing lore and places of interest. Jakar took copious notes and traced maps to these other locations. For months he taught himself the Dwarven combat techniques explained in the volumes and he discovered his proclivity for magic-use. He taught himself how to meld the two.

His day of reckoning came. He remembers claiming a warhammer, a Dwarven weapon, sure to bring jeers and attention. The contest was set. Orcs-in-training came charging after him, bellowing curses at their target. Jakar lashed out at his opponents, working his magics through his weapon. He engulfed them in fire and burned them with electricity. The recruits were in shambles and had no idea how to act with this turn in events. Jakar took advantage of the chaos and snuck away. He made it to the market district and hid within a caravan heading south.

Once out of Orc-held lands, Jakar traveled with the caravan on its way to Kerse in Druma. On this journey, he paid attention to the geography and the significant topography attempting to match the land to the maps he had drawn. From Kerse, he headed south on another caravan to Andoran and the City of Almas.
It was in Almas where he heard about an organization called the Pathfinder Society while doing research on ancient Dwarven ruins in the lumber town of Falcon’s Hollow. He decided the ruins could wait and traveled to Absalom. It was here he studied for a time and joined the ranks of the Pathfinder Society.

During his tenure, Jakar has had many successful endeavors in finding artifacts and reporting back to the Society. This is when an opportunity arose for an assignment in the City of Magnimar. He was to travel to the Lodge in The City of Monuments and join with fellow Pathfinders on a very important mission which involved relics and potentially saving the world.