Grulk

Kavak Murch the Third's page

22 posts. Alias of Edinoiz.


Full Name

Kavak Murch the Third

Race

Half-Celestial Goblin

Classes/Levels

Harbinger (Bleak Emissary) 1 | HP: 2/12 | AC 21; TAC 16; FF 16 | F +5; R +5; W +3; +4 vs poison | Init +7

Gender

Male

Size

Small

Age

18

Special Abilities

See Special Abilities in Profile

Alignment

CG

Location

New York

Languages

Goblin, Arabic, Draconic, Dwarven, English, Japanese, Orc

Occupation

Scribe and Historian

Strength 10
Dexterity 20
Constitution 16
Intelligence 22
Wisdom 12
Charisma 10

About Kavak Murch the Third

KAVAK MURCH THE THIRD
Male Half-Celestial Goblin Harbinger (Bleak Emissary archetype) 1
CG Small Outsider (Native)
Init +7; Senses darkvision 60 ft., perception +2

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DEFENSE
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AC 21, touch 16, flat-footed 16 (+4 armor, +5 Dex, +1 natural, +1 size)
HP 12 {1d8, +3 Con, +1 class}
Fort +5; Ref +5; Will +3; +4 vs poison
DR 5/magic
Resist acid 10, cold 10, electricity 10, SR 12

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OFFENSE
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Speed Land 40 ft. (Light Armor); Fly 70 ft. (good maneuverability)
Melee mithral kukri +9 (1d3, 18-20/x2 S)
Ranged sling +8 (1d3/x2 B)
Special Abilities Smite Evil, Protection from evil 3/day, bless 1/day, Encroaching Devestation (Dark Claim), Reaching Blade Stance, Spilled Salt, Stutter Strike, Woeful Burden, Tidal Blade, Flowing Creek

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STATISTICS
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Str 10, Dex 20, Con 16, Int 22, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Weapon Finesse
Traits Agile Dancer (Social): You can use Perform (Dance) in place of Acrobatics and can use the higher of your Dexterity or Charisma modifiers for Perform (Dance) checks.
Reactionary: You gain a +2 trait bonus on initiative checks.
Skills 12 points (4 class, 6 INT, 2 background); Acrobatics 1 rank (+9), Climb 1 rank (+4), Craft (Calligraphy) 1 rank (+10), Craft (Prank) 1 rank (+10), Fly 1 rank (+9), Knowledge (History) 1 rank (+10), Knowledge (Martial) 1 rank (+10), Knowledge (Religion) 1 rank (+10), Perception 1 rank (+2), Perform (Dance) 1 rank (+9), Stealth 1 rank (+14), Swim 1 rank (+4)
Languages Goblin, Arabic, Draconic, Dwarven, English, Japanese, Orc
Combat Gear small mithral kukri, small darkleaf cloth lamellar armor, small sling, 1 potion of cure light wounds; Other Gear 57.9 credits, explorer's outfit, scabbard of honing, 10 small sling bullets, small pathfinder's kit with extra waterskin, mwk backpack, gear maintenance kit, grooming kit, blanket, waterproof bag, 12 small trail rations (Light Encumberance at 28.5/29 lbs, everything noted after the mwk backpack is stored inside it).
Carrying Capacity Light 0-29 lb. Medium 30-57 lb. Heavy 58-86 lb.

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Special Abilities:
Favored Class Bonus: Harbinger (+1 HP)

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Goblin (Half-Celestial)

+2 Strength, +6 Dexterity, +2 Constitution, +4 Intelligence, +2 Wisdom: Goblins are fast, but weak and unpleasant to be around. The process that turned this goblin half-celestial just made some massive improvements on that front while making it hardier

Half-Celestial Goblin: Half-Celestials are outsiders with the native subtype.

Armor Class: Half-Celestials gain a +1 bonus to their natural armor.

Small: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Half-Celestial Defenses: Half-Celestials gain a +4 racial bonus on saves vs. poison; acid, cold, and electricity resist 10; DR 5/magic and SR 12.

Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.

Fly Speed[b]: Half-Celestial Goblins gain a fly speed of 60 ft. with good maneuverability.

[b]Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common (English, Arabic, Chinese, Japanese, Spanish, Hindu), Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc.

Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks.

Darkvision: Goblins see perfectly in the dark up to 60 feet.

Smite Evil: Once per day, as a swift action, the half-celestial can smite evil as a first level paladin. The smite persists until target is dead or the half-celestial rests.

Spell-Like Abilities: A Half-Celestial Goblin of 1 HD gains the following spell-like abilities with a caster level of 1; Protection from evil 3/day, bless 1/day

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Harbinger (Bleak Emissary)

Weapon and Armor Proficiencies: Harbingers are proficient with all simple weapons, all martial melee weapons, light armor, and shields (except tower shields).

Maneuvers: A Harbinger begins her career with knowledge of five martial maneuvers. The disciplines available to her are Cursed Razor, Shattered Mirror, and Veiled Moon. The Bleak Emissary replaces the normally known Primal Fury discipline with the Mithral Current Discipline. Once she knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by the Harbinger is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one. She learns additional maneuvers at higher levels, as shown above. The Harbinger must meet a maneuver's prerequisite to learn it. See Systems and Use chapter.

Upon reaching 4th level, and at every even numbered Harbinger level thereafter, she can choose to learn a new maneuver in place of one she already knows. In effect, the Harbinger loses the old maneuver in exchange for the new one. The Harbinger need not replace the old maneuver with a maneuver of the same level. She can choose a new maneuver of any level she likes, as long as she observes her restriction on the highest-level maneuvers she knows. The Harbinger can swap only a single maneuver at any given level. A Harbinger's primary initiator attribute is Intelligence.

Maneuvers Readied: A Harbinger may ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers she must choose which maneuvers to ready. She readies her maneuvers by meditating over the nature of malevolence, honing her killer instinct, dwelling upon grief and sorrow or otherwise communing with her negative side for 10 minutes.. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Harbingers do not need to sleep or be well rested to ready their maneuvers; any time she spends 10 minutes in communion with her darker urges, she can change her readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the Harbinger initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).
In order for the Bleak Emissary to recover maneuvers she must tap into her sorcerous malice by activating her Encroaching Devestation (Dark Claim) class feature; the Harbinger recovers a single expended maneuver whenever she Claims a creature, and recovers a number of expended maneuvers equal to her Intelligence modifier whenever a creature she has Claimed is reduced to zero or less hit points. Alternately, the Harbinger may concentrate on her inner negativity and recover a single maneuver as a standard action.

Stances Known: Harbingers begin play with knowledge of one stance from any discipline open to Harbingers. At the indicated levels (see class table), the Harbinger selects an additional new stance. Unlike maneuvers, stances are not expended and she does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuver, the Harbinger cannot learn a new stance at higher levels in place of one she already knows.

Encroaching Devestation (Su): Whenever the Bleak Emissary enters a square adjacent to an enemy that she can see (including with special senses such as blindsense or tremorsense), she can Claim that opponent for a number of rounds equal to ½ her class level (minimum 1) as a free action. The Harbinger automatically knows the position of creatures she has Claimed. Any opponent the Harbinger cannot see has total concealment (50% miss chance) against her, and the Harbinger still has the normal miss chance when attacking foes that have concealment. The Harbinger is still denied her Dexterity bonus to Armor Class against attacks from Claimed creatures she cannot see. Additionally, Claimed creatures using the Withdraw action to leave a square threatened by the Harbinger provoke attacks of opportunity from her. The Harbinger may only have a number of Claimed creatures equal to or less than her Intelligence modifier at any given time, and may not Claim creatures with less than 1 HD. The first time per round she Claims a creature, she recovers a single expended maneuver.
She gains the same benefits for having a Claimed target as a normal harbinger, including recovering a number of expended maneuvers equal to her Intelligence modifier whenever a creature she has Claimed is reduced to zero or less hit points.
This alters dark claim, but counts as dark claim for the purposes of meeting prerequisites.

Accursed Will (Ex): The Harbinger is not an entirely physical being; the darkness within her supplements her body, impelling her to acts of stunning violence and preternatural resilience. At 1st level, the Harbinger adds ½ her Intelligence modifier as an insight bonus to attack rolls. At 4th level, she adds her Intelligence modifier as an insight bonus to Fortitude and Reflex saves. At 7th level, the Harbinger’s bonus to attack rolls becomes equal to her Intelligence modifier. At 10th level, the Harbinger’s gains an insight bonus to damage rolls equal to her Intelligence modifier.

Ill Tidings (Ex) 10ft: Like unwanted news, the Harbinger travels swiftly. The Harbinger gains a 10 foot competence bonus to her movement speeds. This bonus increases by 10 feet at 10th level.

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Stances:
===1st Level===
Reaching Blade Stance
Discipline: Mithral Current (Stance)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You can translate the momentum of your swift attacks into greater reach, striking foes who would normally be out of your range. While you maintain this stance, your melee attacks deal an additional 1d6 points of damage, and you increase the reach of the first attack you make each round by 5 feet. The additional damage of this stance increases by 1d6 for every eight initiator levels you possess.

Maneuvers:
===1st Level===
Swift Current
Discipline: Mithral Current (Strike)
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instantaneous
One of the basic tenets of the Mithral Current is that all momentum can be turned into a powerful offensive tool. As an initiate of the discipline, you can use the momentum of drawing your blade from its sheath to increase a strike’s power. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 1d6 points of damage. If you drew your weapon as part of this strike, your target is considered flat-footed against this attack.

Tidal Blade
Discipline: Mithral Current (Strike)
Initiation Action: 1 standard action
Range: Melee attack
Target: Up to two creatures
Duration: Instantaneous
As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.

Flowing Creek
Discipline: Mithral Current (Counter)
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using the attack roll of your opponent as the DC. If you are successful, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.

Following Wake
Discipline: Mithral Current (Boost)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
By utilizing the momentum of your body and blade, you turn a charge into disabling slash that leaves your opponent on the ground. After initiating this boost, you can make a trip attempt against the next creature you charge this round as a free action, using a Perform (dance) check in place of your CMB roll. This combat maneuver does not provoke an attack of opportunity.

Ghost Hunting Blow
Discipline: Veiled Moon (Boost)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator's attacks made this round, including attacks of opportunity, are made as if the initiator's weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.

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Background:

Appearance and Personality: