Alain

Kabr's page

9 posts. Alias of GrinningJest3r.


Full Name

Kabr

Classes/Levels

Throwing Hammer:

melee:
+18, +18, +13, +8 // 2d6+13+1d6 fire+2d6/20x2
ranged:
+25, +25, +20, +15 // 2d6+18+1d6 fire+2d6//20x2

Gender

HP: 86/86 | Arcane Pool +4: 19 | AC: 36; T: 22; FF: 29 | Fort: +15; Ref: +17; Will: +22 | CMB: +20; CMD: 35 | Init: +15 | Perc: +19 | Speed: 30ft |||

Strength 13
Dexterity 24
Constitution 10
Intelligence 24
Wisdom 9
Charisma 8

About Kabr

Backstory:

Kabr was, what seems a lifetime ago, a Kellid nomad and a weaponsmith. Possessing neither the ability nor the mindset of the barbarians and shamans that make up the majority of the tribal warriors, Kabr focused on arming his kin for the constant warfare with the demons to the east, the orcs to the south, and the outrunners of the Winter Witches' armies to the west. By the time Kabr was an adult, he had earned a reputation as a smith amongst the Bearpelt tribes, even supposedly being known by Mighty Kuldor the Herdsman himself, though Kabr has never met the man to validate this rumor.

Unfortunately, it is almost certain that this reputation, if it exists, is not positive. Kellids value strength, bravery, and cunning over the academics of the weaker southern peoples; while as capable of intelligence and insight, their situation allows little room for learning that does not aid in their struggle for survival. Iron and steel weapons, while allowing the nomads to hunt and defend themselves effectively, are much easier to obtain from the travelling merchants in Icestair and Hillcross than made on-hand due to the nomadic lifestyle of the tribes. Very rarely is even a fraction of a tribe settled long enough for a craftsman to focus as required to outfit a worthwhile number of hunters with the required weapons.

On the other hand, it was this dedication to the craft which led Kabr to leave the tribe and cross the Thunder Steppes towards the Mendevian outposts. Kabr traded his skill as a craftsman for instruction in a more... methodical approach to warfare than what the nomads and barbarians could provide. It was in this part of his life that Kabr and one of his many mentors identified a spark of elemental affinity in his soul. After many months of instruction and mentorship, this spark blossomed into a true affinity for elemental magics, perhaps due to the shamanistic powers of his kin, and perhaps as a direct result of the danger instigated by Winter magics, Kabr learned easily how to shape and mold elemental magics of all sorts into the cold's antithesis: fire. In addition to the basics of elemental magics taught to him, Kabr was instructed in some small non-elemental spells to improve his combative prowess.

Several years later, with study and practice, Kabr had a firm grasp of melding magic and combat together against the demons of the Worldwound, indeed he was a decorated commander, but he was frustrated at the constant lack of progress against the infernal hordes and after advising his Mendevian platoon, set off with a pair of others down into Absalom to further study potential arcane methods for ending the threat of the demons. Kabr and the others eventually began a venture - nearly an assault, considering the number of enemies found around and inside - into the Spire of Nex, the rumors of pocket dimensions and arcane secrets too tempting to pass up.

When Kabr emerged, alone, just a few hours after entering the Spire, it was with a weariness most commonly seen in the eyes of soldiers coming home from decades at war. When asked by residents of Absalom about his companions or what was found in the Spire, Kabr looked at them and stated, "No one can open the Vault alone. I opened the Vault. There was no one with me but I was not alone."

Even now, years later, a war-weary Kabr wanders Golarion searching for... something. Something lost. Forgotten. A secret, or a memory, always on the edge of his mind's eye but never recalled.

I am legionless.

What happened in the Spire:

Kabr met a foe far more powerful than he and his companions ever imagined. Kabr managed to survive, and was cursed for his effort. Kabr no longer has any memory of family, friend, or battle-brother.

'In this life, Kabr of Bearpelt,
Cursed are you, dissonance felt.

Past and future, eternal and instant,
Time's convergence, inconsistent.

Kin of blood and kin of deed,
Memories of each you now concede.

You are legionless.'

Now:

In the haze wrought from the ill-fated attempt at accessing the secrets of Nex, Kabr had slowly trodden his way through the large majority of the Inner Sea continent, and eventually found his way carving a path through the Hold of Belkzen. Not in an attempt to carve out an empire among the orcs; it just happened to be the straightest line back towards his homeland and in his current mindset, an ignoble death at the hands of the horde wouldn't be the worst thing he could imagine happening to himself but a couple of well-used spells kept him safe even during his resting hours - giving the orcs hunting him an impression of one who never sleeps.

Kabr, in due course, arrived at the border between the Realm of the Mammoth Lords and the Hold of Belkzen, but having only the faintest of ideas of his own folly, Kabr turned away from the open tundra and started walking west into Irrisen. Having grown up on stories of the wickedness and the power wielded by the Winter Witches of Irrisen, Kabr hopes he might find one in the kingdom who can restore the lost memories so that he can finally put this part of his life behind him. Some rumors have escaped Irrisen and others have been told in the Abyss, and therefore reported to Kabr's old crusade commands, that the current Witch Queen is on the hunt for an artifact of enormous power. Kabr slowly and very deliberately made his way through the wasteland of Irrisen, through the Hoarwood and into Whitethrone, hoping to plead a bargain with the Queen. His efforts to retrieve the item in exchange for assistance with restoring his missing memories.

crunch:

Kabr
Male human (Kellid) magus (eldritch archer, myrmidarch) 16/sorcerer 1 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Combat 56, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +11; Senses Perception +19
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Defense
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AC 36, touch 22, flat-footed 29 (+9 armor, +5 deflection, +7 Dex, +5 natural)
hp 86 (17 HD; 1d6+16d8)
Fort +15, Ref +17, Will +16; +2 resistance bonus vs. poison, +4 trait bonus to resist cold conditions, +1 trait bonus vs. cold effects
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Offense
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Speed 30 ft.
Melee +2 agile distance flaming seeking speed vicious light hammer +25/+25/+20/+15 (2d6+13 plus 1d6 fire and 2d6) or
. . +5 pitfall light hammer +28/+23/+18 (2d6+10)
Special Attacks arcane pool (+4, 19 points), magus arcana (arcane accuracy[UM], maximized magic[UM], throwing magus), spell combat, spellstrike
Bloodline Spell-Like Abilities (CL 1st; concentration +0)
. . 2/day—elemental ray (1d6 fire)
Sorcerer Spells Known (CL 1st; concentration +0)
Magus (Eldritch Archer, Myrmidarch) Spells Prepared (CL 16th; concentration +23)
. . 6th—disintegrate (DC 23)
. . 5th—greater bladed dash, fire snake[APG] (2, DC 22)
. . 4th—dragon's breath[APG] (DC 21), greater invisibility (3)
. . 3rd—fireball (2, DC 20), haste (3), lightning bolt (DC 20)
. . 2nd—cat's grace (3), scorching ray (3)
. . 1st—color spray (DC 18), feather fall, grease, hide weapon, keep watch, intensified shocking grasp
. . 0 (at will)—daze (DC 17), flare (DC 17), light, prestidigitation
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Statistics
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Str 13, Dex 24, Con 10, Int 24, Wis 9, Cha 8
Base Atk +12; CMB +20; CMD 35
Feats Advanced Weapon Training, Craft Magic Arms & Armor, Eschew Materials, Improved Precise Shot, Intensified Spell[APG], Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Startoss Comet, Startoss Style, Weapon Focus (light hammer), Weapon Specialization (light hammer)
Traits magical lineage, reactionary, tundra child (tundra or cold regions)
Skills Craft (weapons) +27, Diplomacy +16, Fly +27, Knowledge (arcana) +27, Knowledge (geography) +24, Knowledge (planes) +27, Linguistics +24, Perception +19, Sense Motive +16, Spellcraft +27, Stealth +24, Use Magic Device +19
Languages Abyssal, Aquan, Auran, Azlanti, Common, Daemonic, Draconic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Orc, Osiriani, Shoanti, Skald, Tengu, Terran, Thassilonian, Vanaran, Varisian
SQ armor training 2, bloodline arcana (change energy damage spells to match bloodline energy), cruelty, focusing spellstrike, heavy armor, ranged spell combat, ranged spellstrike, ranged spellstrike, ranged weapon bond, weapon trainings (focused weapon, thrown +2)
Combat Gear pearl of power (1st level) (20), wand of cure light wounds, wand of cure light wounds; Other Gear celestial armor, +2 agile distance flaming seeking speed vicious light hammer, +5 pitfall light hammer, amulet of natural armor +5, bag of holding vi, blinkback belt[UE], boots of the winterlands, headband of vast intelligence +6, ring of protection +5, ring of resistance +5, snakeskin tunic[UE], belt pouch, flint and steel, magus starting spellbook, spell component pouch, waterskin, light horse, backpack, bedroll, hemp rope (50 ft.), ink, inkpen, mess kit, pot, soap, 25,804 gp, 9 sp, 2 cp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.

Prerequisites: Fighter level 5th, weapon training class feature.

Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Arcane Accuracy +7 (Su) 1 Arcane Pool: +7 to attack rolls until the end of your turn.
Arcane Pool +4 (19/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Elemental Ray (1d6 fire, 2/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Weapon (Weapon Training [Thrown] +2, Light hammer) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Focusing Spellstrike Can use cone/line spells as ray with ranged spellstrike.
Heavy Armor (Ex) Heavy armor proficiency and no Arcane Failure chance in heavy armor.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Ranged Spellstrike (Su) Spellstrike channels thru ranged attacks & affects multiple foes in full attack.
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).
Maximized Magic (1/day) (Su) 1/day, cast a spell as if Maximized without altering the casting time or level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Startoss Comet (Light hammer) Make single atk. at full atk. bonus, if it hits, make second atk. at target in 1 range inc.
Startoss Style +4 (Any Thrown Weapon, Light hammer) Gain bonus dmg to thrown weapons.
Throwing Magus 1 Arcane Pool: Whenever enhance wep with arcane pool, add returning or throwing as well.
Trained Initiative (Weapon Training [Thrown] +2) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Weapon Training (Thrown) +2 (Ex) +2 Attack, Damage, CMB, CMD with Thrown weapons

Att/Dam breakdown:

Throwing Hammer - Crafted abilities: Agile, Distance, Flaming, Seeking, Speed, Vicious
Base Attack Bonus: +12/+7/+2
Melee Attack Bonus: +13/+8/+3
+2 Weapon Enhancement: +15/+10/+5
+1 Weapon Focus: +16/+11/+6
+2 Weapon Training: +18/+13/+8
Plus Speed Enchantment: +18/+18/+13/+8
+3 Arcane Pool: +21/+21/+16/+11
+7 Arcane Accuracy: +27/+27/+22/+17

Base Attack Bonus: +12/+7/+2
Range Attack Bonus: +19/+14/+9
+2 Weapon Enhancement: +21/+16/+11
+1 Weapon Focus: +22/+17/+12
+2 Weapon Training: +24/+19/+14
Plus Speed Enchantment: +24/+24/+19/+14
+1 Point-Blank Shot: +25/+25/+20/+15
-2 Rapid Shot: +23/+23/+23/+18/+13
+3 Arcane Pool: +26/+26/+26/+21/+16
+7 Arcane Accuracy: +33/+33/+33/+28/+23

Base Damage: 1d4
+2 Weapon Training: 1d4+2
+2 Weapon Specialization: 1d4+4
+2 Startoss Style: 1d4+6
+2 Startoss Comet: 1d4+8
Plus focused weapon: 2d6+8
+2 Weapon enhancement: 2d6+10
Plus Agile Enchantment: 2d6+17
Plus Flaming Enchantment: 2d6+17+1d6(fire)
Plus Vicious Enchantment: 2d6+17+1d6(fire)+2d6(untyped energy)
+3 Arcane Pool: 2d6+20+1d6(fire)+2d6(untyped energy)
+1 Point-Blank Shot: 2d6+21+1d6(fire)+2d6(untyped energy)