Erdrinneir Vonnarc

Jyskos Arabath's page

105 posts. Organized Play character for CptJames.


Gender

28/28 HP

About Kekkle Smoughbon

Kekkle Smoughbon
Souls:
Male ifrit mindblade 4
CG medium outsider (native)
Init +9; Senses darkivision 60 ft; Perception +7
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Armor)
hp 28 (4d8+6)
Fort +5, Ref +5, Will +5
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OFFENSE
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Speed 20 ft
Melee rapier +6 (1d6/18-20)
Ranged
Special Attacks psychic pool (3/day)

Magus Spells Known (CL 3rd; concentration +5)
0th - daze (DC 12), detect magic, light, prestidigitation, read magic
1st (4/day) - chill touch (DC 13), color spray (DC 13), shield, shocking grasp
2nd (2/day) - glitterdust (DC 14), mirror image

Spell-Like Abilities (CL 4th; concentration +6)
1/day - enlarge person or reduce person
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STATISTICS
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Str 11, Dex 18, Con 13, Int 14, Wis 11, Cha 11
Base Atk +3; CMB +3; CMD 17
Traits Seeker, Cross-Discipline
Feats Weapon Finesse, Eschew Materials, Two-Weapon Fighting
Skills Acrobatics +5, Appraise +4, Knowledge (Dungeoneering) +7, Perception +8, Spellcraft +9, Use Magic Device +8
Languages Common, Ignan, Undercommon, Draconic
SQ Efreeti Blood, Fire in the Blood, Wildfire Heart, Spell Casting, Spell Combat, Spellstrike, Magus Arcana (Flamboyant Arcana), Psychic Pool, Psychic Access
Gear rapier, chain shirt, shortsword, black key, magic mace [unidentified], ring of greed, book of miracles, labyrnthika
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SPECIAL ABILITIES
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Psychic Pool (Su)
A mindblade gains a psychic pool, similar to a normal magus's arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indef initely, but it vanishes if it leaves the mindblade's hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.

At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon's enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the weapon special abilities listed in the arcane pool class feature in place of these bonuses, although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.

This ability replaces arcane pool, and counts as arcane pool for the purpose of feats, abilities, and class features.

Background:

Kekkle Smoughbon was originally created to serve as a benevolent protector of a small agricultural community in Zin. Gifted with both purpose and arcane insight, he performed his duty admirably in the name of Auorink; encouraging the townspeople to work together to overcome obstacles and enjoy one anothers company. Unfortunately, as is often the case, misery eventually beset the sleepy community, leaving Kekkle without a home. It mattered little as he was shortly thereafter transported to the Labyrinth, perhaps by those same forces that raided his home.

Clothed in rags and wearing a small pendant said to give him life, dull embers burn in the hollow eyes of this living scarecrow. His demeanor is both cheerful and heartening. He often approaches problems in a direct manner, having little patience for more convoluted plots.

But after only two days in the Labryinth his spirit has broken. Now in a fight for survival, he seeks the sun once again.