Jhavhul

Karak Stonesoul's page

155 posts. Alias of Grumbaki.


Race

Wounds (0) HP (40) Challenge (2/2) FG (1/1) Saves (7/2/5, +2 Hardy, Fearless) AC (21/11/20) CMD (18, +4 stability)

Classes/Levels

Mount: Wounds (0) HP (28) Saves (3/4/2) AC (17/10/15) DR5/slashing CMD (18, +4 Quad)

Gender

Hill Dwarf Ghost Rider Cavalier (4)

Special Abilities

Frightful Gaze: DC 13 will or stand paralyzed in fear for 1 round

Alignment

LG

Strength 18
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 12
Charisma 12

About Karak Stonesoul

Attacks:

Dwarf
To Hit: +4 (BaB) +4 (Str) +1 (Trait) +1 (MW) -2 (PA) = +8
Damage: 2d6 (Base) + 6 (Str) +6 (PA) = 2d6+12

Challenge
To Hit if mounted: +2
Damage: +6

Mount
Horns Hit: +3 (BaB) + 4 (Str) -1 (Size) -1 (PA) = +5
Damage: 1d6 (base) + 4 (Str) +2 (PA) = 1d4+6

Hooves: +3 (BaB) + 4 (Str) -1 (Size) -2 (Secondary) -1 (PA) = +3
Damage: 1d8 (base) + 4 (Str) +2 (PA) 1d6+6

[dice=Dwarf Challenge]1d20+10[/dice]
[dice=Hammer]2d6+18[/dice]

[dice=Dwarf]1d20+8[/dice]
[dice=Hammer]2d6+12[/dice]

[dice=Mount Horns]1d20+5[/dice]
[dice=Damage]1d6+6[/dice]

[dice=Mount Hoof 1]1d20+3[/dice]
[dice=Damage]1d8+6[/dice]

[dice=Mount Hoof 2]1d20+3[/dice]
[dice=Damage]1d6+6[/dice]

Defense:

Armor Class
10 (Base) + 9 (Armor) + 1 (Shield) + 1 (Dex) = 21

Saves
 Fort: +3 (Base) +3 (Con) = +6
 Ref: +0 (Base) + 1 (Dex) = +1
 Will: +0 (Base) + 1 (Wis) + 2 (Morale) +1 (Trait) =+4

CMD
 10 (Base) +4 (Str) +1 (Dex) +2 (BaB) = 17

Race, Traits, Stats:

Hill Dwarf
 +2 Con, +2 Str, - 2 Cha 
 As medium creatures, dwarves have no special bonuses or penalties due to their size. 
 Dwarf base land speed is 20 feet.  However. Dwarves can move at this speed even when wearing
medium or heavy armor or when carrying a medium or Heavy load (unlike other creatures whose
speed is reduced in such situations.) 
 Darkvision: Dwarves can see in the dark up to 60 feet. 
 Bonus feat: Hill Dwarves select one additional feat at 1st level 
 Weapon familiarity:  Storm  Dwarves are familiar with any weapon with the word “Dwarven” in
its name as a martial weapon. 
 Stability: Dwarves are exceptionally stable on their feet.  A dwarf gains +4 bonus on ability
checks to resist being bull rushed or tripped when standing on the ground (but not when climbing,
flying, riding, ect). 
 +2 Racial saving throw bonus against all spells, spell-like, and supernatural abilities.  The touch
of the Mystic Mother protects Dwarves against mystic attacks. 
 +1 racial bonus on attack roles and damage against giants.  The bonus doubles to +2
against Hill Giants. 
 +4 Dodge bonus against Giants.

Traits
 Indomitable Faith (+1 Will saves)
 Ancestral Weapon (Free MW Silver Earthbreaker, +1 to hit with silver)
 Rich Parents (900 starting gold)

Stats
 Str: 16 +2 (Race) = 18
 Dex: 12
 Con: 14 + 2 (Race) = 16
 Int: 10
 Wis: 12
 Cha: 13 -2 (Race) +1 (lvl 4) = 12

Feats, Skills, Equipment:

Feats
Lvl 1: Mounted Combat (Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.), Quick Draw
Lvl 3: Power Attack
Lvl 5: Furious Focus
Lvl 6: Ride-by-Attack
Lvl 7: Vital Strike
Lvl 8: Spirited Charge
Lvl 9: Weapon Focus
Lvl 11: Improved Vital Strike
Lvl 12: Steel Soul
Lvl 13: Iron Hide
Lvl 15: Armor Focus
Lvl 17: Greater Vital Strike
Lvl 18: Iron Will
Lvl 19: Toughness

Skills (ACP -7)
 Knowledge Religion: 1SP +3
 Sense Motive: 1SP +6 (+7 v bluff)
 Diplomacy: 3SP +7
 Intimidate: 3SP +7
 Ride: 4SP +8

Background Skills
 Knowledge Nobility: +6
 Craft Armor: +6

Equipment
 Masterwork Silver Earthbreaker (14 lbs)
 Masterwork Full Plate (50 lbs)
 Masterwork QuickDraw Shield (7 lbs)
 Squire’s Outfit (8 lbs)
 Sling with 20 bullets
 Signet Ring
 28 Gold

Carrying Capacity
 Current: 79 lbs
 Light:100 lbs. or less
 Medium: 101–200 lbs.
 Heavy: 201–300 lbs

Order of the Sword Ghost Rider Cavalier:

Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Frightful Gaze (Su)
At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until the ghost rider’s next turn. Creatures within range that meet the ghost rider’s gaze must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider’s class level + the ghost rider’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider’s frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. The ghost rider can use this ability a number of times each day equal to her Charisma modifier.

Challenge:
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order. Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

* +1 Hit per 4 levels (Order)
* +1 Damage per level (Challenge)
* +1 Damage per 2/levels (FCB)

Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).

By My Honor (Ex) At 2nd level, the cavalier must select one alignment (LG). As long as he maintains the selected alignment, he receives a +2 morale bonus to will saves.

Fearless
At 3rd level, a ghost rider becomes immune to fear. Each ally within 10 feet of the ghost rider gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the ghost rider is conscious, not if she is unconscious or dead.

Mounted Mastery (Ex)

At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Knight’s Challenge (Ex)

At 15th level, the cavalier can make a knight’s challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage roles made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight’s challenge.

Mount:

Phantom Rules

Type animal (phantom)
Size Large (weapon size increases, +2 Str, -2 Dex, -1 Hit, -1 AC)
Speed 50 ft
AC: +4 natural armor (base) + 2 (lvl2)
Attack bite (1d4), 2 hooves (1d6; this is a secondary natural attack);

Ability Scores Str 18, Dex 12, Con 15, Int 2, Wis 12, Cha 7

Though the mount cannot speak, it understands its master’s verbal commands and gains the phantom’s link ability. The ghost mount has good Fortitude and Reflex saves, and can have ranks in any of the following skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). The ghost rider’s ghost mount does not gain the share spells, deliver touch spells, or incorporeal flight abilities. Ghost mounts do not gain emotional focus abilities.

Etheric Tether (Su)
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.

When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Skills
* Climb: 2 SP +8
* Acrobatics: 2 SP +6
* Perception: 2 SP +6

Feats
Lvl 1: Endurance, Multiattack
Lvl 3: Power Attack
Lvl 6: Improved Overrun
Lvl 9: Improved Natural Attack (Horns)
Lvl 11: Improved Natural Attack (Hooves)
Lvl 14: Furious Focus
Lvl 17: Improved Natural Armor
Lvl 19: Toughness

Equipment
* Saddlebags
* Adventuring Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin (19 lbs)

Damage Reduction
* A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

Phase Lurch (Su):
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Headbutt Damage Progression
Lvl 1: 1d6
Lvl 5: 1d8
Lvl 9: 1d10
Lvl 13: 2d6
Lvl 17: 2d8

Hooves Damage Progression
Lvl 1: 1d8
Lvl 5: 1d10
Lvl 9: 1d12
Lvl 13: 3d6
Lvl 17: 4d6

Background:

Karak Stonesoul is a hill dwarf through and through. Born and raised in Burrowdar, the dwarf has never even seen the inside of a dwarven hold. Locales such as Gold Peak (where his family is rumored to have originally been from) are as much of a mystery to him as they are to any man, for they are but the subject of childhood stories of olden days long since past. His family, such as it is, is a rarity. For while a hill dwarf, the Stonesouls are landed nobility.

This came about three centuries ago, in the reign of King (insert name here) of the West Kingdom. The kingdom was involved in a border dispute with the North Kingdom, and the king's third son had been put in charge of the expeditionary force as a way of giving the young princeling leadership experience. When the prince's entourage was abmushed and the prince wounded, it was Thorek Stonesoul, a paladin of Jarrett who carried the youth to safety, using his own body to keep the prince safe from the hail of arrows that followed them. It was not until the prince had been carried to safety that the dwarf allowed himself to die. As a reward for the dwarf's faithful service he was knighted and given title. A title which was passed to his son.

Three hundred years is not long by dwarven reckoning. But to Karak, it might as well be ancient history. For his grandfather, Thorek Stonesoul, was but a wandering paladin, going from battlefield to battlefield in service of Jarrett. His father, Holden Stonesoul, though, was the complete opposite of his grandfather. Where Thorek was loud, boisterous and impetuous, Holden had the heart of a scholar. Holden was a simple who recognized that a noble title was enough for a small piece of land in Burrowdar with a stipend large enough to allow him to live comfortably with a small library and the time to pursue his interests. It was by no means a lavish life, but it was enough for him.

To Holden's dismay, his son Karak seemed to be everything that he despised about his father. Karak was strong of arm, quick of laugh, and with his head constantly in the clouds. Any attempt at educating the young dwarf proved to be fruitless as he resisted any attempt to keep him indoors and focused. Coming to the conclusion that something had to be done, Karak was apprenticed to one of his father's friends, in the hope that if he wouldn't follow in his father's footsteps he might at least learn a trade.

But one thing that Holden did realize is that his son did not ignore all of his studies. No...he did learn. Of what he was interested in. And that was of martial pursuits. First the young dwarf joined the town militia, a fact which caused quite an uproar with his father when he learned of it. The years rolled by, and Karak's apprenticeship ended with him earning the skills of an average human smith, a fact which was in itself somewhat embarrassing. But the entire farce ended when, in one of the rows between father and son Karak made an oath. In a voice as loud as only an angry dwarf could make it, he swore an oath before Jarrett that he would live his own life, and that he would be *worthy* of his grandfather's noble title. And to prove it he drew a knife and sliced open his hand, making a fist and squeezing to make it a blood oath.

It would seem that the deity heard the impetuous oath, for not a night later a ram appeared before Karak's humble home. It was the same steed that his grandfather had ridden three centuries ago. It was at that moment that both Karak and Holden knew that there was no going back. A blood oath had been made before a god and the god had accepted it. Without a word Holder went inside, and several minutes later came out with a large silver warhammer. Like the Ram, it belonged to Thorek. He gave it to his son, finally accepting that fate could not be run from.

Using what gold the family had, and the noble title that was the only true thing of value that they had for all it was worth, Karak was soon squired to a house knight of the Earl of Hathington. A squireship which is ready to end. All that is left is for him to go on a 'quest.' For once that is done, he will be welcomed back into the kingdom as a fully fledged knight, worthy of calling himself Sir with his head held up high.