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About Karkoran the ButcherInspirational Art:
Class:
Stats and Combat:
Initiative +11/+15 (3 dex, 4 feat, 4 familiar, 4 stance) Senses: Perception +12, Darkvision 60' Move Speed: 30' Strength 22 (+6)
Defense
Offense
Attacks:
Standard:
Full Attack: (6 limbs, 6 wield Aklys)
Feats:
Armor Proficiency-light (free - alch/hunter/warder(dervish defender)) Armor Proficiency-medium (free - hunter) Shield Proficiency (free - hunter) Simple Weapons (free - alch/hunter/warder ) Martial Weapons (free - hunter) Bombs (free - alchemist) Exotic Weapon Proficiency (free - from Item) Two Weapon Fighting (free - dervish defender) Brew Potion (free - alchemist) Throw Anything (free - alchemist) Combat Reflexes (free - warder) Toughness (free - campaign) Enforcer (1st (1)) Bludgeoner (1st (2)) Multiattack (1st (3)) Prodigious Two Weapon Fighting (1st (4)) Quickdraw (1st (5)) Intimidating Prowess (2nd) Improved Initiative (Weapon: 2nd) Outflank (Hunter) Multiweapon Fighting (Warder) Extra Traits (3rd) [Chawful, Practiced Initiator] Weapon Focus (Weapon: 3rd) Sap Adept (4th) Discipline Focus (Weapon: 4th) - Thrashing Dragon Weapon Group Adapation (Warlord Bonus: 1st) - Add Hammers to Thrashing Dragon Extra Discovery (5th) - Vestigial Arm Skills:
(6 base +4 int +1 bonus +1 trait/level=12) Trained: Acrobatics: +11 (rank 5, class skill 3, dex 3) Climb: +10 (rank 1, class skill 3, str 6) Craft (Alchemy): +17 (rank 5, class skill 3, int 4, class 5) Craft (Weapons): +11 (rank 5, class skill 3, int 4) Craft (Armor): +10 (rank 4, class skill 3, int 4) Handle Animal: +9/+13* (rank 4, class skill 3, cha 2, companion 4*) * bonus for handling companion Heal: +8 (uses Knowledge Nature bonus) Intimidate: +16/20*/22** (rank 5, class skill 3, cha 2, size 4*, str 6, trait 2**) * If larger ** to demoralize Knowledge Arcana: +9 (rank 2, class skill 3, int 4) Knowledge Martial: +11 (rank 5 class skill 3, int 4) Knowledge Nature: +8 (rank 1, class skill 3, int 4) Knowledge Religion: +8 (rank 1, class skill 3, int 4) Perception: +12 (rank 5, class skill 3, wis 2, race 2) Spellcraft: +12 (rank 5, class skill 3, int 4) Stealth: +7 ( rank 5, class skill 3, dex 3, size -4) Survival: +12/+14* (rank 5, class skill 3, wis 2, race 2, track 2*) Swim: +10 (rank 1, class skill 3, str 6) Use Magic Device +6 ( rank 1, class skill 3, cha 2) Untrained:
Special Abilities:
ALCHEMIST Alchemy(Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extracts and Mutagens. Brew Potion(Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat. Mutagen(Su): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level (3rd level: 3d6) Discovery - Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. Beastform Mutagen: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy. (Alter Self abilities: darkvision 60 feet, low-light vision, scent, and swim 30 feet) Discovery - Vestigial Arm (x2) (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). WARDER
Aegis(Ex): Allies who are within 10 ft. of the warder's position gain a +2 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies. Maneuvers and Stances(Ex): Disciplines Available: Broken Blade, Golden Lion, Thrashing Dragon, and Primal Fury, Riven Hourglass. Bonus Feat: The dervish defender gains Two-Weapon Fighting as a bonus feat at 1st level. Two-Weapon Defense (Ex): While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her Intelligence bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means. Armiger's Mark (Ex): Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder’s Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to ½ warder level + Intelligence modifier Dervish Defense (Ex): A dervish defender is capable of an aggressive defense, attacking even as they defend. At 4th level, the dervish defender may use a counter against an enemy’s attack and if she successfully counters it, she may make an immediate attack of opportunity against that foe. This replaces the tactical acumen class feature. Extended Defense (Ex): Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day. HUNTER
In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends. Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Class Skills: A divine hunter gains Knowledge (religion) as a class skill, but she does not gain Knowledge (dungeoneering) as a class skill. Primal Transformation (Su): At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6. Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill. If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use. This ability replaces animal focus. Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion. Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks. Precise Companion (Ex):At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well. Domain: At 3rd level, a divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed. In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known. She adds the 2nd-level domain spell at 6th level, the 3rd-level domain spell at 9th level, the 4th-level domain spell at 12th level, the 5th-level domain spell at 15th level, and the 6th-level domain spell at 18th level. This ability replaces teamwork feats. Heroism Domain: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Otherworldly Companion (Su): At 3rd level, a hunter's companion takes on otherworldly features. If the divine hunter is good (or worships a good deity), the animal companion gains the celestial template. If the hunter is evil (or worships an evil deity), the animal companion gains the fiendish template. If the hunter is neutral and worships a neutral deity, she must choose either the celestial or fiendish template; once this choice is made, it cannot be changed. The companion's CR is considered to be equal to its Hit Dice for the purpose of the celestial or fiendish template. This ability replaces hunter tactics. Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion. WARLORD
Warlord's Gambit: +2 luck bonus, swift action to complete gambit. Failure (rake): -2 to all d20 rolls for 1 round, recover one maneuver. Acrobatic Gambit
Flanker’s Gambit
RACIAL
Traits:
Accelerated Drinker (combat) (combat) - Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand. Dominator (regional) (regional) - Benefit: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill. Finding your Kin (campaign) - The chosen class (Hunter) is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC (Archmage Goodwin). Practiced Initiator (combat)*- Pick an initiating class-- your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice. (Warlord) Chawful - Ignore the law/chaos aspect of one class (TBD) *Extra Traits feat allows duplication (per DM house rule) Languages:
Common, Giant, Draconic, Abyssal, Infernal, Celestial Equipment:
Huge Aklys +1 (x6) (72 lbs) alchemist crafting kit (5 lbs) spell component pouch (2 lbs) medium tent (30 lbs) 10 medium sacks (5 lbs) flint and steel - ink - inkpen - iron pot (4 lbs) mess kit (1 lb) animal call kit - 200' hemp rope (40 lbs) piton(15) (7.5 lbs) 250' twine (2.5 lbs) 5 bear traps (50 lbs) - sled 5 candles - 2 block and tackles (20 lbs) grappling hook (4 lbs) 5 days trail rations for large person (10 lbs) lamp (1 lb) 6 lamp oils (6 lbs) large cold weather clothes (14lbs) large waterskin (8 lbs full) large belt pouch (1 lb) large backpack (4 lbs) large blanket (6 lbs) large bedroll (10 lbs) heatstone (1 lb) camouflage nets (2) (10 lbs) alchemists lab 200gp (75 lbs) - sled masterwork artisan tools for weapon craft (5 lbs) artisan tools for leather craft (5 lbs) formulae book (3 lbs) (16) potions: [All Caster level 1] (cure light wounds x2, shield of faith x3, ant haul, jump x3, indentify, mage armor x2, keep watch x4 ) weight total= 277 lbs (125 lbs in sled)
Appearance:
Karkoran is very large, even for a minotaur, having long shaggy black fur, and long thick wide black horns. His maw is filled with sharp canine fangs, and he is thick and muscular. His eyes are deep and dark. Within them lurks a cunning and intelligence belied by his bestial nature. There is also a yearning and warmth within. Background, History, Goals:
Karkoran was born as a minotaur prince, groomed to join the priesthood of Baphomet. Trained early on in survival and battlefield tactics, as well as torture and butchery, Karkoran was taken by the good wizard on the eve of his ordainment into the priesthood of Baphomet. Angered and seething with uncontrollable rage initially, Karkoran eventually came to respect Goodwin, and renounced his oaths to Baphomet. Baphomet has not forgotten Karkoran though. He haunts Karkoran with frequent nightmares, and sometimes even visions or voices, trying to lure him back. Karkoran relies heavily on the wizard and his fellow outcasts to keep him on right path. Karkoran knows he is a force on the battlefield and can be an intimidating foe. He is trained in weaponry as well as natural attacks. He is a skilled hunter, and has trained extensively in alchemy, his vast knowledge of anatomy being a boon. Karkoran sees himself as a protector of his fellow monstrous companions, but also values freedom and expression over all. The wizard was able to get him to renounce his allegiance to Baphomet, but Karkoran can still be violent and brutal at times. His heart still contains a great amount of darkness from past deeds. He slowly is trying to follow the path to redemption. Karkoran will take some time to adjust to life outside the wizard's realm, but is committed to rescuing him. Typical Prepared Spells/Extracts:
DC = 14 + spell level Alchemist: (Can prepare extract in 1 minute) Level 1 (5/day): Shield, Expeditious Retreat, Long Arm, Jump Level 2 (3/day): Blood Transcription (x2), Ironskin Hunter: (Do not need to prepare spells) Level 1 (5/day) Level 2 (3/day) Spells & Extracts Known:
Alchemist: 1st: Adjuring Step, Ant Haul*, Cure Light Wounds*, Line Breaker, Shield, Long Arm, Crafter's Fortune*, Death Watch*, Expeditious Retreat, Enlarge Person*, Firebelly, True Strike, Comprehend Languages, Bombers Eye, Bouncy Body, Endure Elements*, Heightened Awareness, Jump*, Identify*, Detect Undead *, Obscure Poison* 2nd: Alchemical Allocation, Bull's Strength*, Cat's Grace*, Owl's Wisdom*, Vine Strike, Ironskin, Blood Transcription*, Invisibility Hunter: 0th(6): Create Water, Detect Magic, Mending, Guidance, Resistance, Enhanced Diplomacy 1st(5): Lead Blades, Cheetah's Sprint, Summon Nature's Ally I*, Keep Watch*, Savage Maw, Shield of Faith*, Resist Energy* 2nd(3): Eagle Eye*, Hunter's Eye*, Barkskin* * Denotes this spell can be made into a potion Other Daily Expendables:
Armigers Mark: 6/day, can maintain 7 at once, 20% ACF Touch of Glory: 5/day (+3 bonus) Primal Transformation: 5 minutes/day (1 minute increments) Maneuvers & Stances:
Warder Initiator Level: 5 Disciplines: Broken Blade, Golden Lion, Thrashing Dragon, and Primal Fury, Riven Hourglass Maneuvers Known (8) 1st: Panthera on the Hunt(PF), Swift Claws(TD), Brawlers Attitude(BB), Leaping Dragon(TD), Offensive Roll(TD) 2nd: Raging Hunter Pounce(PF), Sun Dips Low (TD) 3rd: Frenzy Strike (PF) Stances Known (3)
Readied Maneuvers (5): Swift Claws, Leaping Dragon, Sun Dips Low, Raging Hunter Pounce, Frenzy Strike Warlord Initiator Level: 3 (Practiced Initiator)
Stances Known (1)
Readied Maneuvers (4):
Maneuver/Stance Info:
Panthera on the Hunt (PF): Initiation Action: 1 full round action Range: Melee attack Target: One creature Duration: Instant With a deep breath and the tightening of honed muscles, the Primal Fury disciple may launch off into a lightning-fast charge. The initiator initiating this maneuver gains +2 circumstance bonus to attack and damage rolls on his charge attack, and ignores attacks of opportunity from moving through threatened squares. Swift Claws (TD):
Brawlers Attitude(BB):
Leaping Dragon(TD):
Offensive Roll(TD):
Raging Hunter Pounce (PF):
Sun Dips Low (TD):
Defending the Pride:
Bloody Riposte:
Devastating Rush:
Phantom Sun Stance
Steady Hand:
Intercepting Shade:
Reflexive Twist:
Frenzy Strike:
Battle Dragons' Stance:
Evolutions (Pool:2+2 TIP):
Extra Limbs (4) Animal Companion: :
None/Dead Tumor Familiar:
Protector Archetype Compsagnathus Mode Speed 40 ft., Swim 20 ft
Defense:
Offense:
Ability Scores Str 8 (-1), Dex 15 (+2), Con 14 (+2), Int 8 (-1), Wis 11 (0), Cha 5 (-3) Skills (2):
Feats:
Special Abilities:
Familiar Abilities:
Special Item:
Item: Masterwork Aklys (Total: 6) Description: Each Aklys is a darkened steel with dark stained wood and a wicked serrated hook. Feats: 1. Free Feat: Exotic Weapon Proficiency (Aklys) 2. 2nd level Combat feat: Improved Initiative 3. Free 3rd level: Weapon Focus (Aklys) 4. 4th level Combat feat: Discipline Focus (Thrashing Dragon) Magic Creation Pool: Pool Budget: 10500 ( WBL for level 5 character) Spent: Aklys #1 (Primary): +1 Enchantment Cost: 2000 Aklys #2 (Secondary): +1 Enchantment Cost: 1000 (acts as 2000) Aklys #3 (Tertiary+): +1 Enchantment Cost: 500 (acts as 2000) Aklys #4 (Tertiary+): +1 Enchantment Cost: 500 (acts as 2000) Aklys #5 (Tertiary+): +1 Enchantment Cost: 500 (acts as 2000) Aklys #6 (Tertiary+): +1 Enchantment Cost: 500 (acts as 2000) Total Spent: 5000/10500 Flexible Power Pool: Aklys #1 (Primary): 1 [sqrt(2000/1000)] Tap Inner Power: 1 extra evolution point Aklys #2 (Secondary): 1 [sqrt(2000/1000)] Tap Inner Power: 1 extra evolution point Aklys #3 (Tertiary+): 1 [sqrt(2000/1000)] Unspent Aklys #4 (Tertiary+): 1 [sqrt(2000/1000)] Unspent Aklys #5 (Tertiary+): 1 [sqrt(2000/1000)] Unspent Aklys #6 (Tertiary+): 1 [sqrt(2000/1000)] Unspent Monetary Budget:
Outgoing
alchemists lab 200gp
Total=2565gp Incoming
Remaining
Temporary Effects:
Mage Armor +4 armor bonus - 1 hour (potion) Shield of Faith +2 deflection bonus - 1 minute (potion) Shield +4 shield bonus - 5 minutes Long Arm +5' reach - 5 minutes Jump +20 acrobatics check for jumping - 5 minutes Expeditious Retreat - +30' move - 5 minutes Mutagen +4 Str, +2 Natural Armor, -2 INT - 50 minutes Battle Dragons Stance - +4 Init checks, +1d6+INT damage, reduced twf penalties by 2 Lead Blades - increase weapon size category (effectively adds 1d6) - 5 minutes Resist energy (fire) - 10 DR vs fire - 50 minutes Eagle Eye - puts a sensor up in the air to see 360 degrees - 5 minutes Hunters Eye - sense invisible and ethereal creatures easier Primal Transformation - Add 4 limbs - 1 minute increments up to 5 minutes Touch of Glory - +3 to next CHA roll/check - 1 hour Ironskin +4 natural armor, dismiss to ignore crit or sneak attack Protection from Fire - 60 points protection from Ash |