Alain

Kabr's page

9 posts. Alias of GrinningJest3r.


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

Well that was an exciting three posts from me! hahahahaha
I'll keep my RSS feeds up though so if it every continues, I'll be here.


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

Uhhh... bump?


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

With a slightly manic grin at seeing one of the frost spirits drop beneath his onslaught, Kabr gives a very slight nod in Hylota's direction before focusing on the next one still standing and letting his hammer fly.

9 rounds remaining on arcane pool bonus
Arcane pool remaining 17/19

attack #1: 1d20 + 28 ⇒ (7) + 28 = 35
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (2, 3) + 21 + (4) + (3, 4) = 37
damage to self from vicious weapon: 1d6 ⇒ 2

attack #2: 1d20 + 28 ⇒ (4) + 28 = 32
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (1, 4) + 21 + (5) + (5, 4) = 40
damage to self from vicious weapon: 1d6 ⇒ 6

attack #3: 1d20 + 28 ⇒ (9) + 28 = 37
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (3, 1) + 21 + (3) + (5, 4) = 37
damage to self from vicious weapon: 1d6 ⇒ 5

attack #4: 1d20 + 23 ⇒ (11) + 23 = 34
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (6, 2) + 21 + (3) + (6, 1) = 39
damage to self from vicious weapon: 1d6 ⇒ 3

attack #5: 1d20 + 18 ⇒ (20) + 18 = 38
attack #5 Crit confirmation: 1d20 + 18 ⇒ (15) + 18 = 33
damage: 4d6 + 42 + 1d6 + 2d6 ⇒ (5, 2, 2, 2) + 42 + (1) + (3, 2) = 59
damage to self from vicious weapon: 1d6 ⇒ 1

Can you let me know which of my attacks hit so I know how much damage to deal to myself. Or would it be easier to let you roll the xd6 for the vicious feedback?


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

So... I was doing the attack/damage breakdown like I said I would and I think I added my Arcane Accuracy bonus twice on my first post. Please adjust the results of my attack accordingly.

Att/Dam breakdown:

Throwing Hammer - Crafted abilities: Agile, Distance, Flaming, Seeking, Speed, Vicious
Base Attack Bonus: +12/+7/+2
Range Attack Bonus: +19/+14/+9
-2 Rapid Shot: +17/+17/+12/+7
+2 Weapon Enhancement: +19/+19/+14/+9
+1 Weapon Focus: +20/+20/+15/+10
+2 Weapon Training: +22/+22/+17/+12
Plus Speed Enchantment: +22/+22/+22/+17/+12
+1 Point-Blank 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)


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

Kabr's arms drop to his sides as the chains and manacles holding them wide suddenly vanish. With a relieved, and not slightly confused sigh, he flexes his fingers for a minute and stretches his shoulders, relishing in the renewed blood flow and freedom of movement. For some reason, after disarming and unharnessing him, the creatures left most of his gear in the far corner of the cell, most likely as a taunt to him - his gear being so close and yet completely out of his reach. Putting everything back on, he notices that his weapons are not in the haphazard pile of gear. No big deal, he thinks to himself. And indeed, once the rest of his gear is in place, with barely a thought, two hammers blink back hehe, punny into their loops on his belt and he pulls both of them out and swings them for a second. Setting one of the hammers ablaze, and with a glimmer of hatred in his eyes, Kabr stalks out of his cell ready for a fight.

Initiative: 1d20 + 15 ⇒ (6) + 15 = 21

The obvious Winter Witch in front of him first caught his attention, but only momentarily before he was close enough to hear her last question directed at the only other female in the room. With reflexes honed by years of combat, it takes only a couple of fluid motions before the flaming hammer is seen flying across the intervening space multiple times striking one of the undead unless it dies, then I move on to the next one in line. The second hammer in Kabr's off-hand seems to have returned to its belt loop in the blink of an eye before the first throw.

Arcane pool remaining: 17/19 per day
-1 for Arcane Accuracy = +7 to attack rolls until the end of turn
-1 for +3 weapon bonus
Also, I just realized I never did the breakdown of combat information in my profile. I'll take care of that when I get home tonight.

attack #1: 1d20 + 40 ⇒ (7) + 40 = 47
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (2, 3) + 21 + (3) + (2, 3) = 34
damage to self from vicious weapon: 1d6 ⇒ 3

attack #2: 1d20 + 40 ⇒ (1) + 40 = 41
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (1, 2) + 21 + (6) + (3, 2) = 35
damage to self from vicious weapon: 1d6 ⇒ 6

attack #3: 1d20 + 40 ⇒ (14) + 40 = 54
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (1, 2) + 21 + (3) + (3, 5) = 35
damage to self from vicious weapon: 1d6 ⇒ 6

attack #4: 1d20 + 35 ⇒ (10) + 35 = 45
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (5, 2) + 21 + (5) + (3, 6) = 42
damage to self from vicious weapon: 1d6 ⇒ 2

attack #5: 1d20 + 30 ⇒ (6) + 30 = 36
damage: 2d6 + 21 + 1d6 + 2d6 ⇒ (3, 6) + 21 + (1) + (4, 5) = 40
damage to self from vicious weapon: 1d6 ⇒ 1

HP remaining: 68/86

"Gods I always forget how much that hurts," Kabr says as old aches and pains flare to life again in the wake of the backlash from his weapon.


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

Unfortunately, no.

How similar was Diana and Kabr's expedition to the current group's (discounting whatever captured us)? Mainly wondering so that I know whether I should spend the time reading the story so far or not.


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

Hello, all.


Alright, it took me forever to be satisfied with it, but here is GrinningJest3r's Witchwar Legacy character (minus most mundane gear). But it's 5am. I'll do the Reign of Winter character when I wake up. I've got a couple of ideas of concepts that I might want to use for it, so we'll see where my mind takes me in a few hours.

Let me know what you think about Kabr.


Kabr of Sol is here for GrinningJest3r. Ranged combat Magus hailing from Irrisen to begin with.

Kabr of Sol fluff:

Kabr of Sol was born as Abram Elison and raised in Irrisen to Eli “Smithy” Szardos – his weaponsmith father – and Elena Szardos who was killed by one of the Winter Witches when he was young. His father never remarried, instead throwing himself into his work and raising Abram, hoping to give Abram the tools and knowledge needed to protect not only himself, but his future loved ones from the Winter Witches and Baba Yaga herself, if necessary. Knowing that, with their control over Ice and Winter, he would never get close enough to strike a physical blow against them, Abram focused instead on his ability to accurately throw his hammers – a lighter design, crafted by him as proof to his father that he was ready to strike out as a Journeyman Weaponsmith well on the way to becoming a Master, should he want.

Abram, on his own, delved into certain mystic arts whenever he thought he could get by without drawing the ire of the Winter Witches, however he was unable to make much headway. Any found to have promising arcane abilities seemed to disappear – although whether they are killed, smuggled out, or just leave, Abram has never found out – and so he was left with a choice which was not really a choice. With his father’s blessing, Abram left Irrisen. Over several months, Abram made his way south towards Absalom and the Arcanamirium, hoping to be taken in, hoping to explore his so-far meager arcane techniques. Abram funded his travels by acting as a journeying weaponsmith at various forts and cities, using a front of seeking and sharing new metalworking techniques, and with the money not spent on travelling, Abram paid for the opportunity to learn from various wizards and arcanists, even going so far as to create his own spellbook – inundated with notes and ideas, plans for how to meld arcane talents with the physical capabilities learned from his father and honed over months of journeying through the wilderness of Golarion.

When Abram finally arrived in Absalom and petitioned for entrance into the Arcanamirium, he found out that he had missed the annual open exam by a fortnight and no new applicants would be considered until the next exam unless sponsored by a tenured teaching spellcaster. Dejected at having misjudged the time of his travels, Abram had taken up residence in Absalom itself; the sheer diversity within the city gave him hope of finding someone who could and would be a mentor for him in the arcane arts, but it seemed like no sooner had he begun his search, than he heard rumors of snowfall and icy winds in the nearby nation of Taldor. Assuming that this could only be the work of Baba Yaga or her Winter Witches, Abram has found himself in the village of Heldren, intending on offering his services in the fight against Winter. When asked for his name, Abram hesitated. He did not understand why, but he found himself unwilling to give his birth name and instead focused on one of the stories that he had heard in his travels: that of Kabr the Legionless. Instead, he presented himself as “Kabr of Sol”. Grandiose? Perhaps, but he intended to live up to the less tragic parts of the name.

Kabr of Sol crunch:

Kabr of Sol
Male human magus (eldritch archer) 1 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Magic 9)
NG Medium humanoid (human)
Init +5; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee light hammer +1 (1d4+1) or
. . warhammer +1 (1d8+1/×3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus (Eldritch Archer) Spells Prepared (CL 1st; concentration +4)
. . 1st—longshot[UC], returning weapon[UC]
. . 0 (at will)—daze (DC 13), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 10, Int 16, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 14
Feats Distance Thrower[UC], Point-Blank Shot
Traits adaptive magic, reactionary
Skills Acrobatics +0 (-4 to jump), Craft (weapons) +7, Fly +4, Knowledge (arcana) +8, Knowledge (planes) +7, Linguistics +4, Perception +3, Spellcraft +7, Use Magic Device +4
Languages Celestial, Common, Dwarven, Elven, Orc
SQ ranged spell combat, ranged weapon bond
Other Gear chain shirt, light hammer (3), warhammer, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 3 gp
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Special Abilities
--------------------
Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Weapon Bond (Light hammer) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.