Korvosian Wizard

Kendra Lorrimοr's page

No posts. Alias of eriktd.


About Kendra Lorrimοr

A well-educated young woman decides to take up her dead father's mantle and harness her knowledge of the spirit world to help stop the nefarious plans of the Whispering Way.

Background:
Kendra has lived in Ravengro most of her life, having moved there when she was only ten years old. Her father was a Professor of Occult Studies at Lepistadt University for more than three decades, well-respected by his colleagues and on surprisingly good terms with many non-academics as well. Growing up in his shadow, most of her memories of him were of special days when she visited from the private school that tutored her most of the year. Then, as she got older, she lived to impress him with her knowledge and dedication. She wrote him many letters, unfortunately now lost, but she does not know very much about what his life was like back then.

She also knows absolutely nothing about her mother. From cryptic things her father said through the years, she is reasonably certain her mother was human, but she suspects there was some sort of otherworldly interference in the process. Her father claimed not to know much himself, and told the story that he was surprised when the woman reached out to him. She said that she could no longer care for their child, and since she was going away, Kendra had become his responsibility. He said he never heard from her again (though Kendra always suspected that he knew more that he wasn't telling). Professor Lorrimor accepted his paternal duty with grace and competence, and Kendra has never wanted for anything-- except, perhaps, more time with her father. She has an aunt and several cousins who live in Caliphas, but they have never been close and she grew up a very lonely child.

Then, when she was nine years old, she unwittingly participated in a mystic ritual through an occult text that she had borrowed from home. She pieced together the strange words from multiple different languages, and realized she knew what it meant. As she read further, she experienced a powerful feeling of transcendent understanding, as if a third eye had opened in her forehead, and she teetered for several minutes on the brink of complete enlightenment before she slipped and fell back into darkness. When she regained consciousness, she had been struck blind. She had had a brief sense that there were others all around her-- supportive souls or spirits or some kind of energy-- and she could feel their presence in her bones. Inexplicably, it felt like she was inside the book, and some part of herself remains there still to this day. She can still feel the psychic energy from that experience whenever she touches an object with emotional or supernatural significance.

Soon after this event, she was sent home to Lepidstadt and her father retired soon after. The two of them moved to a small manor house in Ravengro, where he had inherited some property. The professor told their neighbors that his daughter had contracted an illness in her youth, but as with so many things it has always seemed to her that he understood more than he was telling about what had happened. For many years he deflected her questions about where he was going and what he was doing, leaving her with private caregivers that looked after her, but she was used to him being distant. Over time, she regained some of her vision, through what she believes to be pure force of will, clearly magical in origin. As her ability to read returned, she was able to find out more about the book she had read, which she remembered having a symbol of a scarab beetle with a single eye, and from that she was able to piece together the existence of the Esoteric Order of the Palatine Eye.

On her seventeenth birthday, she confronted her father, explaining that she knew about the mysterious society to which she believed he belonged, and declared that she wanted in. There was no point in denying it-- the only question was whether he would help her or hinder her. Fortunately, he was delighted, and seemed grateful that he could finally discuss with her what was clearly a large part of his life, but that he had been sworn to keep secret. He began sharing slightly more about what he was doing when he was away, and recommending texts for her to read to prepare for initiation. He taught her to use the tools of the society, including weapons ideal for fighting the Whispering Tyrant's minions. And most importantly, he provided her with introductions and contacts in the Order, with whom she could correspond from afar. Through them, she was able to unlock more details about her strange powers over the spirit world.

When her father died, she was devastated. For many days now, she has felt like she cannot go on without him, and has even contemplated suicide on more than one occasion. However, a group of heroes arrived in town almost immediately after for the funeral, and they accepted her (reluctant) hospitality and offered to take care of some of the matters in her father's will. She is grateful to them, and comforted by hearing their happy stories of interactions with her father in days past. Watching them address the terrifying events at Harrowstone prison has begun to draw out her courage. She has even begun to reread certain occult texts and to experiment again with her psychic powers. Perhaps, she thinks, she might be able to swallow her fear after all, and venture forth into the dangerous world in the company of these brave others to finish what her father started.

Description:
Kendra is a plain-looking young woman with fair complexion and dark brown hair, which she usually wears tied back in a bun. Her eyes seem normal at first glance, but careful study reveals that they have no color to them; her pupils are pure black. Like many urban Ustalavic ladies, she favors high-collared full-length dresses, and she carries a voluminous reticule. Unusually, she wears a suit of finely-woven glittering chain armor, and carries both an exotic-looking crossbow on her back and an elven rune-etched sword on her hip.

Kendra is introverted, though she has learned to be personable when she needs to be. She is very far out of her comfort zone, however, and most of the time she is paranoid that something is going to jump her and kill her like it did her father. She is very sentimental, and takes a great many keepsakes and mementos. Nothing intrinsically valuable-- she appreciates things that have special meaning to her. She wants to believe in the Order's cause, but she is still slowly adapting to her new life as an adventurer.

Reference image

Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 20 (+5) Wis 16 (+3) Cha 8 (-1)
Str 10-2[optional], Dex 10+2[race]+2[wild]+2[level 4], Con 10+2[optional]+2[wild], Int 10+2[background]+2[class]+2[race]+2[wild]+2[level 4], Wis 10+2[background]+2[wild]+2[level 4], Cha 10-2[optional]

Initiative +5 (+3[DEX]+2[trait])
Perception +7* (4[level]+3[WIS]), clouded vision 30', darkvision
Speed 30' (light armor)

HP 31 (8+5+5+5[4d8 HD]+8[CONx4])

Fortitude +7 (+4[base]+2[CON]+1[resistance])
Reflex +5 (+1[base]+3[DEX]+1[resistance])
Will +8 (+4[base]+3[WIS]+1[resistance])

AC 18 (10[base]+3[DEX]+4[armor]+1[deflection])
AC, touch 14 (10[base]+3[DEX]+1[deflection])
AC, flat-footed 15 (10[base]+4[armor]+1[deflection])

BAB +3

CMB +2 (+3[BAB]-1[STR])
CMD 15 (10[base]+3[BAB]-1[STR]+3[DEX]+1[deflection])

MSB +4 (Advanced Magic Training)
MSD 15 (11[base]+4[MSB])

PSB +2 (+3[BAB]-1[CHA])
PSD 15 (10[base]+3[BAB]-1[CHA]+3[WIS])

Weapons
dwarven light pelletbow, masterwork: +7* (1d4* bludgeoning damage, 19-20/x3, 40' range)
(attack: +3[BAB]+3[DEX]+1[enhancement], -1*[Deadly Aim]; damage: 1d4, +2*[Deadly Aim])

elven thornblade, masterwork: +7* (1d6-1* piercing/slashing damage, 18-20/x2)
(attack: +3[BAB]+3[DEX]+1[enhancement], -1*[Power Attack]; damage: 1d6-1[STR], +2*[Power Attack])

Armor mithral shirt: +4 armor, +6 Max Dex, 0 ACP (light)

Human Bonus Feat, Comprehensive Education FCB (occultist) Increase the occultist’s total number of points of mental focus by 4/2 points.

Background (Scholar) Class Skills: Lore (academia) and one Knowledge skill of your choice (engineering); Researcher: You can spend one hit die to roll it and add the result to any Knowledge check. At 5th level, you can spend one hit die to reroll a Knowledge check. You must take the new result, even if it is worse.

Alignment Lawful Good Philosophy Esoteric Order of the Palatine Eye

Occultist 4 casting (Low-Caster), casting tradition (Ceremonial Magician), martial tradition (Liturgist, from proficiencies), mental focus (level+INT+FCB), spell pool (INT+level); implements 3 (Abjuration, Divination, Transmutation), object reading; focus powers (Aegis, Danger Sight, Sudden Speed, Weapon Evoker Mastery); magic item skill +2, shift focus

Implements:

Abjuration

Kendra wears a suit of chain mail that once belonged to her great-great grandmother, who wore it during a war that happened over a hundred years ago. (Abjuration implements are objects associated with protection and wards such as amulets, armor, bells, bracers, brooches, cloaks, holy symbols, and shields.)

Resonant Power: (Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power until she refreshes her focus.)
Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 3 occultist levels you possess.

Base Focus Power: (All occultists who learn to use abjuration implements gain the following focus power.)
Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an armor or shield special ability that has an equivalent enhancement bonus less than or equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). This bonus lasts for 1 minute.

Divination

Kendra has a small pair of reading glasses that once belonged to a prolific political science author. (Divination implements such as books, crystal balls, goggles, harrow decks, headbands, lenses, and planchettes grant powers related to foresight and remote viewing.)

Resonant Power: (Each time the occultist invests mental focus into a divination implement, the implement grants the following resonant power until she refreshes her focus.)
Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power: (All occultists who learn to use divination implements gain the following focus power.)
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Danger Sight (Sp) (requires 3rd level): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit.

Evocation

Kendra wears a pair of trim ladies' gloves that she received as a gift from her father when she was sixteen. (She has not yet learned to use her Evocation powers, but she needs an implement to use with her Destruction sphere magic.) There is also a matching parasol. (Evocation implements such as gloves, rods, staves, and wands grant the ability to create and direct energy to protect and to destroy.)

Illusion

Kendra wears a simple gold band on her left pinkie finger. She bought this in Lepidstadt just before she moved to Ravengro, because she felt immense hubris and loss radiating from it. She knows it is powerful but has been unable to discover anything else about it. (She hasn't learned to use an Illusion implement yet.) (Illusion implements such as crystals, hats, masks, prisms, and rings allow the occultist to distort the senses and cloak creatures from sight.)

Transmutation

Kendra wears an old pair of her father's well-worn traveling boots. While they are hardly fashionable, they have great sentimental value.(Transmutation implements such as belts, boots, sandals, vests, and weapons can alter the properties of both objects and creatures.)

Resonant Power: (Each time the occultist invests mental focus into a transmutation implement, the implement grants the following resonant power until she refreshes her focus.)
Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power: (All occultists who learn to use transmutation implements gain the following focus power.)
Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it one weapon special ability with an equivalent enhancement bonus less than or equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). This bonus lasts for 1 minute.

Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Feats Advanced Magic Training* (human), Basic Magic Training* (Fate sphere) (martial tradition), Combat Expertise* (bonus), Deadly Aim* (bonus), Extra Magic Talent (level 1), Power Attack* (bonus), Scholar (engineering, occult) (background), Weapon Finesse* (bonus, exchanged for Finesse Fighting talent); Extra Utility Talent (level 2), Weapon Evoker Mastery* (level 2 focus power); Magical Focus (level 3); Extra Utility Talent (level 4)

Traits Chance Savior (campaign)

Skills 9 ranks/level (4[Occultist]+5[INT]), 36 ranks total

Craft (alchemy) +12 (4[ranks]+5[INT]+3[class])
Disable Device* +17 (Expert Eye, Trap Finder +2])
Influence* +12 (4*[ranks(from Leadership)]+5[INT]+3[class])
Knowledge (arcane) +12 (4[ranks]+5[INT]+3[class])
Knowledge (civilization) +12 (4[ranks]+5[INT]+3[class])
Knowledge (divine) +13 (4[ranks]+5[INT]+3[class]+1[Comprehensive Education])
Knowledge (dungeoneering) +10 (2[ranks]+5[INT]+3[class])
Knowledge* (engineering) +15* (4*[ranks(from Trap)]+5[INT]+3[class]+1[Comprehensive Education]+2[Scholar], *skill leverage)
Knowledge (history) +10 (2[ranks]+5[INT]+3[class])
Knowledge (martial) +10 (2[ranks]+5[INT]+3[class])
Knowledge (nature) +10 (2[ranks]+5[INT]+3[class])
Knowledge* (occult) +15 (4*[ranks(from Study)]+5[INT]+3[class]+1[Comprehensive Education]+2[Scholar], *skill leverage)
Knowledge (planes) +11 (2[ranks]+5[INT]+3[class]+1[Comprehensive Education])
Linguistics +10 (2[ranks]+5[INT]+3[class])
Lore* (academia) +13 (4*[ranks(from Background)]+5[INT]+3[class]+1[Comprehensive Education])
Perception* +7* (4*[level]+3[WIS], +10*[Expert Eye, Trap Finder +2])
Spellcraft +12 (4[ranks]+5[INT]+3[class])
Use Magic Device +14 (4[ranks]+5[INT]+3[class]+2[magic item skill])

Languages Aklo, Ancient Osiriani, Azlanti, Common*, Celestial, Draconic, Elven, Varisian*

Casting Tradition (Ceremonial Magician):
Type psychic CAM Int
Ceremonial Magicians draw their magic from objects with occult significance, via a method involving arcane words, symbolic gestures, great concentration, and personal psychic powers unlocked through mystic ordeals and secret rituals.
Drawbacks Emotional Casting, Focus Casting (implement), Innate Curse (Clouded Vision), Magical Signs, Mental Focus, Prepared Caster, Rigorous Concentration, Somatic Casting, Verbal Casting)
Boons Drawback Feat (Curse Mastery), Easy Focus, +1 sp/level
Magic Talents:
x2* (x2[feats], x3*[via implements]) CL +2* (+3*[via implements]) DC 16* (10[base]+1[half CL]+5[INT], +1*[half CL via implements])

Destruction sphere, Destructive Blast
- Blinding Blast* (blast type, light) (from Aligned Combatant)
- Energy Bomb* (blast shape) (from Shape Focus)
- Incandescent Blast* (blast type, light) (from Energy Focus (light))

Enhancement sphere (from Transmutation implement), Enhance (Enhance Equipment)
- Greater Enhance Equipment* (from Marking Enhancements)

Fate sphere (from Basic Magic Training), Consecration, Word
- Divine Force* (consecration) (from Luckless)
- Freedom* (word) (from Neutrality)
Tug Fate (consecration) [curse] (from Divination implement)

Protection sphere (from Abjuration implement), Aegis
- Armored Magic* (aegis) (from Alternate Aegis)
- Luck* (succor) (from Limited Protection (aegis))

Martial Tradition (Liturgist):
Kendra has been initiated into the first steps of the Esoteric Order of the Palatine Eye's mysteries by her father, who taught her to use several exotic weapons favored by members of the Order, including the symbolic sword cane. Much of her training has been in recognizing others in the secret society through gestures and code phrases, as well as networking with other leaders.

Bonus Talents:

Equipment: Custom Training (must include sword cane)
Leadership sphere, (follower) package
Variable: Liturgists gain either the Base Of Operations talent from the Leadership sphere, or one additional talent of their choice from the Equipment sphere.
Bonus Feat: Basic Magical Training (selecting either the Death, Fate, or Life sphere)

Combat Talents:
x6 (x3[martial tradition], x3[feats]), DC 16 (10[base]+1[half BAB]+5[INT])

Equipment sphere (from martial tradition)
- Custom Training* (discipline) (from base sphere)
Finesse Fighting* (from Weapon Finesse*)

Leadership sphere (from martial tradition), Cohort Package, Follower Package
- Base of Operations* (followers) (from Sedentary)
Expanded Leadership (from martial tradition)

Trap sphere [utility]
Expert Eye [utility]
- Trap Finder* [utility] (from Dismantler)

Trade Tradition (Occult Scholar):
Automatic Trade Talents: Medium, Occultist
Trade Talent Class Skills: Fly, Influence, Knowledge (divine), Knowledge (occult), Knowledge (planes), Linguistics, Spellcraft (R), Use Magic Device
Automatic Skill Sphere: Study sphere
Skill Talents:
x3 (trade tradition) OAM Int

Study sphere (from trade tradition), Knowledgeable, Prescient Study [plan], Theorize; Associated Skill Knowledge (occult) Skill Leverage Knowledge (engineering), Knowledge (occult)
- Anticipate Hostility* (theory) (from base sphere)

Vocation sphere [utility] (from trade tradition)
Medium (trade) [utility] (from trade tradition)
- Occultist* (trade) [utility] (from base sphere)

ABP deflection +1, resistance +1

Gear:
acid flasks x15 (50 gp, crafted)
alchemical sling bullets x60 (100 gp, crafted)
alchemist's fire x15 (100 gp, crafted)
alkali flask x6 (30 gp, crafted)
backpack (2 gp)
bedroll (.1 gp)
belt pouch (1 gp)
canteen (2 gp)
cestus (5 gp)
chalk x10 (.1 gp)
fauchard (14 gp)
halfling sharpstones x60 (6 gp)
dwarven light pelletbow (50 gp)
elven leafblade (40 gp)
elven thornblade (60 gp)
ghast retch flask x6 (100 gp, crafted)
masterwork thieves' tools (100 gp)
mess kit (.2 gp)
mithral shirt (1,100 gp)
muleback cords (1,000 gp)
occultist's implement x5 (50 gp) [armor, boots, gloves, lenses, ring]
portable alchemist's lab (75 gp)
rope, 100' (4 gp)
sling bullets x60 (.6 gp)
spring-loaded wrist sheath x2 (10 gp)
tent, pavilion (100 gp)
3,000 gp total

Actions:
1 minute
• object reading
• regain martial focus
• shift focus

Full-round
• regain mental focus
• reveal [plan]

Standard
• focus power (Aegis, Legacy Weapon)
• spherecasting (Aegis, Consecration, Destructive Blast, Enhance, Word)
• total defense (and regain martial focus)

Swift
• focus power (Mind Barrier, Sudden Insight, Sudden Speed)
• Weapon Evoker Mastery

Immediate
• focus power (Danger Sight, Mind Barrier)
• Succor
• Theorize

Build Plan:
5. cursed item sense, focus power (Mind Eye), magic talents (Deep Enhancement, Energy Resistance, Undo Harm), FORGE CHARM

6. focus power (Unseen), implement (Illusion), magic talents (Illusion sphere, Decoy*, Glamered Brew drawback, Instill Glamer*, Lingering Illusion, Obscura Mage drawback), EXTRA UTILITY TALENT (Leadership: Mystic Craftsman)

7. focus power (Mind Over Gravity), CRAFT IMPLEMENT OF POWER

8. glyph-finding, scroll master, +2 Dex/Int/Wis, MOMENT OF GENIUS

9. focus power (Shadow Beast), magic talents (Complex Illusion, Echoing Word*, Energy Enhancement, Instill Aegis*, Instill Enhancement*, Instill Fate*, Mass Aegis, Mass Enhancement*, Undo Harm x2), SPHERE VIRTUOSO

10. focus power (Side Step), implement (Conjuration), magic talents (Life sphere, Break Enchantment*, Instill Life*, Limited Restoration [restore] drawback, Mass Healing*, Restore Senses, Restore Spirit), EXTRA UTILITY TALENT (Leadership: Healers)

11. focus power (Telekinetic Mastery), WAND WIELDER

12. analyze dweomer, silence master, +2 Dex/Int/Wis, UNCANNY ACTIVATION

13. focus power (Energy Shield), magic talents (Alternative Energy, Committed Deception, Make Whole, Neutrality drawback, Reflection), EXTRA MENTAL FOCUS

14. focus power (Radiance), implement (Evocation), magic talents (Disintegrate, Energy Focus drawback, Shape Focus drawback, Shock Blast), EXTRA UTILITY TALENT (Leadership: Alchemists)

15. focus power (Unraveling), EXTRA MAGIC TALENT (Declare Fate)

16. item master, spellcasting master, +2 Dex/Int/Wis, EXTRA UTILITY TALENT (Leadership: Sedentary drawback)

17. focus power (Quickness), magic talents (Focused Imagination, Invigorating Blast, Marking Enhancements drawback, Restore Health, Spell Ward, Undying Obstinance), EXTRA MAGIC TALENT (Transfiguration)

Cohort:
Severin Straelock: Warrior 4, HD 3d10(25 hp), BAB +3, saves +3/+1/+3; LG Human (Bonus Feat, Skilled; Str 16, Dex 12, Con 13, Int 9, Wis 10, Cha 11); Warrior; athlete, combat talent (Guardian: Defend Other), combat training (Proficient/Con), martial tradition (Guard [Equipment: Armor Training, Equipment: Custom Training [dwarven giant-sticker, lucerne hammer, fauchard], Equipment: Polearm Mastery, Guardian sphere [patrol]); Initiative +1, Perception +3; skills (4/HD): Acrobatics 3+1*, Athletics 3+7*, Influence 3+3, Survival 3+3; COMBAT EXPERTISE*, DEADLY AIM*, EXTRA COMBAT TALENT x2 (Guardian: Endure Pain, Guardian: Punishing Rebuke), MUSCULAR REFLEXES*, POWER ATTACK*, WEAPON FINESSE*; Gear: cestus (+6* [1d4+3* P/B, x2]), dwarven giant-sticker (+6* [2d6+4* P/S, x3]), fauchard (+6* [1d10+4* S, 18-20/x2]), lucerne hammer (+6* [1d12+4* B/P, x2]), scale mail (medium, armor +5, Max Dex +3, ACP -4), sling (+4* [1d4+3* B, x2]) w/20 bullets

Cohort Actions:
1 minute
• regain martial focus

Full-round
• Patrol, Punishing Rebuke (zone)

Standard
• total defense (and regain martial focus)

Immediate
• Defend Other

Cohort Build Plan:
5(4). Swift Guardian, Con +1

6(5). enhancement (Str +2), EXTRA COMBAT TALENT (Steel Hedge)

7(6). Complex Patrol

9(7). EXTRA COMBAT TALENT (Guardian's Focus)

10(8). Greater Delayed Damage, +1 Str

11(9). enhancement (Str +4/Con +2), EXTRA COMBAT TALENT (Greater Delayed Damage x2)

13(10). Iron Wall

14(11). EXTRA COMBAT TALENT (Durable)

15(12). Cold Iron Call, +1 Str

17(13). enhancement (Str +6/Con +4/Wis +2), EXTRA COMBAT TALENT (Mageguard)