Argbadh Karambagya

Khal-Ib, the Sapphire Ouroboros's page

295 posts. Alias of Cyril Corbaz.


Full Name

Khal-Ib, the Sapphire Ouroboros

Race

HP 128/128| DR 4/adamantine AC:26 T:11 FF:26 CMD:22 | F+13 R+4 W+11 (+4 death, +2 neg. levels & mind-aff.) | Init +0 | Perception +5

Gender

Male Dwarf (Pahmet) Gestalt Oracle (Dual-Cursed) 5/Paladin (Stonelord) 8/Living Monolith 3 |

Alignment

Lawful Good

Deity

Irori

Languages

Ancient Osiriani, Celestial, Common, Dwarven, Sphinx, Terran

Strength 16
Dexterity 10
Constitution 18
Intelligence 10
Wisdom 12
Charisma 18

About Khal-Ib, the Sapphire Ouroboros

Khal-Ib, the Sapphire Ouroboros
Male Dwarf (Pahmet) Oracle (Dual-Cursed) 5/Paladin (Stonelord) 8/Living Monolith 3
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +5
Aura courage (10 ft.), resolve (10 ft.)

Status:
Hp 105/105
Active effects Life Link
Conditions None

Resources & Macros:

Daily powers / items
Oracle spells (1st) 7/7
Oracle spells (2nd) 7/7
Oracle spells (3rd) 5/5
LoH (4d6, fatigued) 8/8
Channel (3d6) 5/5
Defensive Stance (+4 Str, +4 Con, +2 Will, +2 AC) 21/21
Clear Mind (Stance Power) 1/1
Stonestrike +2 (ignore 16 Hardness, +CMD) 8/8
Soul Stone (enlarge person, 3 min.) 3/3
Vow to Self 1/1
Stone Guardian's Smite 1/1
Scarab Shield (+2 [sacred] vs death & fear (3 minutes). [swift] to end and self heal for 1d8+3) 1/1
Boots of the Earth 1/1

Macros
Normal HP 128/128 | DR 3/adamantine AC:26 T:11 FF:26 CMD: 22 | F+13 R+4 W+11 (+4 death, +2 neg. levels & mind-aff.) | Init +0 | Perception +5

[dice=+1 Adamantine Dwarven Waraxe]1d20+12;1d10+4[/dice]
[dice=+1 Adamantine Dwarven Waraxe, DefStance]1d20+12+2;1d10+4+2[/dice]
[dice=Mwk Cold Iron Dwarven Waraxe]1d20+12;1d10+3[/dice]
[dice=Mwk Silver Warhammer]1d20+12;1d8+3[/dice]

Soul stone HP 128/128 | DR 3/adamantine AC:24 T:9 FF:24 CMD: 23 | F+13 R+3 W+11 (+4 death, +2 neg. levels & mind-aff.) | Init -1 | Perception +5

Effects: reach 10ft./weapon dmg increase/+2 Str/-2 Dex/-1 AC and attack

[dice=+1 Adamantine Dwarven Waraxe]1d20+12;2d8+5[/dice]
[dice=+1 Adamantine Dwarven Waraxe, DefStance]1d20+12+2;2d8+5+2[/dice]
[dice=Mwk Cold Iron Dwarven Waraxe]1d20+12;2d8+4[/dice]
[dice=Mwk Silver Warhammer]1d20+12;2d6+4[/dice]

[dice=Stone Servant Slam, PA]1d20+9-2;1d8+7+6[/dice]
[dice=Stone Servant Slam, PA, Smite]1d20+9-2;1d8+7+6+4[/dice]

[dice=Perception]1d20+5[/dice] +2 stonework
[dice=Concentration]1d20+12[/dice]

Defense
AC 26, touch 11, flat-footed 26 (+11 armor, +2 shield, +2 natural, +1 deflection)
hp 128 (8HD)
Fort +13, Ref +4, Will +11; +4 vs. death, +2 vs. negative levels, +2 vs. mind-affecting
Defensive Abilities defensive training, fortification 25%, stoneblood; DR 4/adamantine; Immune bleed, blood drain, charm, fear

Offense
Speed 20 ft.

Melee +1 adamantine dwarven waraxe +12/+7 (1d10+4/×3)
. . mwk cold iron dwarven waraxe +12/+7 (1d10+3/×3)
. . mwk alchemical silver warhammer +12/+7 (1d8+3/×3)

Special Attacks channel positive energy 5/day (Will DC 16, 3d6), stonestrike, Ring of the Grasping Grave

Paladin Spell-Like Abilities (CL 8th; concentration +13)
. . At will—detect evil

Oracle (Dual-Cursed Oracle) Spells Known (CL 7th; concentration +12)
. . 3rd (5/day)—cure serious wounds, invisibility purge, prayer

. . 2nd (7/day)—cure moderate wounds, ironskin (+4, +5 @8th), oracle's burden (Will DC 16), silence, weapon of awe

. . 1st (7/day)—cure light wounds, divine favor (+2, +3@9th), ill omen, liberating command, protection from evil, shield of faith (+3), unbreakable heart

. . 0 (at will)—create water, detect magic, guidance, mending, read magic, stabilize

. . Mystery Life

Statistics
Str 16, Dex 10, Con 18 (16), Int 10, Wis 12, Cha 18 (16)
Base Atk +8; CMB +11; CMD 21 (+4 vs. bull rush and trip)

Feats Elemental Channel (Earth), Endurance, Fey Foundling, Leadership, Toughness, Iron Will

Traits blessed touch, sphinx riddler

Skills (ACP -5 not included)
Bluff +7 (+1 Sphinxes) (+3 circlet)
Climb +7 (1 rank)
Diplomacy +18 (+1 Sphinxes) (8 ranks, +3 circlet)
Intimidate +13 (3 ranks, +3 circlet)
Knowledge (engineering) +4 (4 ranks)
Knowledge (history) +7 (+2 on checks that pertain to dwarves or their enemies) (4 ranks)
Knowledge (religion) +5 (2 ranks)
Linguistics +2 (2 ranks)
Perception +5 (+2 to notice unusual stonework) (1 rank)
Sense Motive +5 (1 rank)

Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework

Languages Ancient Osiriani, Celestial, Common, Dwarven, Sphinx, Terran

SQ counter swarm, defensive power (clear mind), defensive stance, lay on hands 8/day (4d6), mercy (fatigued), oracle's curses (legalistic, tongues), revelation (channel 5/day (3d6), life link, misfortune), stone blood, stone servant, vow to self

Combat gear
wand of cure light wounds (40)
wand of cure light wounds (7)
wand of lesser restoration (10)
potion of heroism
potion of cure moderate wounds
potion of protection from evil
potion of lesser restoration
potion of bull’s strength
scroll of bless (2)
scroll of cure moderate wounds
scroll of remove paralysis
scroll of align weapon
scroll of death ward
bird feather token (3)

diamond dust (1100 gp' worth)

alchemist’s fire
antitoxin (2)
silversheen

Slotted Gear
Feet: Boots of the Earth
Head: Circlet of Persuasion
Headband: Headband of Alluring Charisma +2
Ring: Ring of the Grasping Grave
Shoulders: Cloak of Resistance +2
Waist: Belt of Mighty Constitution +2

Slotless: Handy Haversack

Other Gear +2 stoneplate, scarab shield, +1 adamantine dwarven waraxe, cold iron dwarven waraxe, masterwork alchemical silver warhammer, backpack, bedroll, belt pouch, climber's kit, crowbar, grappling hook, mess kit, silk rope, soap, spell component pouch (2, one around waist, the other in the handy haversack), spring-loaded wrist sheath, waterskin, 0 gp, 15 sp

Special Abilities
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Blessed Touch +1 hp healed with cure spells, channel energy or lay on hands.
Boots of the Earth As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Channel Energy 3d6 (5/day, Will DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Clear Mind (1/defensive stance) (Ex) Immediate action in defensive stance, reroll a Will save but must take new result.
Counter swarm (1/day, DC 11) Mindless swarm must succeed on a Will save or avoid the you for 3 rds. from Scarab Shield
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (4/adamantine) You have Damage Reduction against all except Adamantine attacks.
Defensive Stance (21 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, +2 to AC when defending, but may not move. At the end of the stance, fatigued for 2 times the number of rounds spent in the stance.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elemental Channel (Earth) Channel Energy that only affects Outsiders (elemental, earth). Costs 2 LoHs, use Paladin level.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fey Foundling Magical healing works better on you (+2 hp per die healed)
Fey Thoughts Climb & Perception are class skills.
Fortified Flesh Gain DR 1/- and 10% Fortification (doesn't stack). +1/+10% when using the soul stone.
Heartstone +1 natural armor bonus to AC and DR/adamantine equal to 1/2 paladin level. The natural armor bonus increases by +1 at 6th level, and every four levels thereafter, to a maximum of +5 at 18th level. These benefits are halved when not touching the ground or a stone structure.
Immunity to Bleed You are immune to bleed.
Immunity to Blood Drain You are immune to blood drain effects.
Immunity to Charm You are immune to charm effects.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (4d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership Score: 12; Cohort: 8th Nailah the Learned, Followers (1st) 8
Legalistic Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your objective.
Life Link (5 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Misfortune (Ex) Immediate action: force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stoneblood Add paladin level on stabilize checks and gain 25% chance to ignore a critical hit or precision damage. This does not stack with fortification armor or similar effects. At 9th level, this chance increases to 50% and she becomes immune to petrification. At 15th level, this chance increases to 75% and she becomes immune to bleed and blood drain effects.
Stonestrike +2 (8 rounds/day) (Su) Gain bonus to att/dam/CMB, ignore 12 hardness & if on earth/stone add to CMD.
Stone Servant (Medium, 1/day) (Su) Summon an earth elemental to fight beside you.
Tongues (Terran, Celestial) You can only understand and speak one language in combat.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

FCB: 1st to 8th-hp

Khal-Ib's Stone Servant:

Celestial medium earth elemental
LG Medium outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
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Defense
--------------------
AC 18, touch 9, flat-footed 18 (-1 Dex, +9 natural)
hp 52 (4d10+12)
Fort +7, Ref +0, Will +4
Immune elemental traits; Resist acid 5, cold 5, electricity 5; SR 8
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Offense
--------------------
Speed 20 ft., burrow 20 ft.; earth glide
Melee slam +9 (1d8+7)
Special Attacks earth mastery, smite evil
--------------------
Statistics
--------------------
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +9 (+11 bull rush); CMD 18 (20 vs. bull rush)
Feats Cleave, Improved Bull Rush, Power Attack
[b]Skills
Acrobatics -1 (-5 to jump), Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3
Languages Terran
--------------------
Special Abilities
--------------------
Burrow (20 feet) You have a Burrow speed.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 if either waterborne or airborne.
Elemental Traits Elementals have many immunities.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +0 to hit, +4 to damage when used.
Spell Resistance (8) You have Spell Resistance.
Tremorsense (60 feet) Sense creatures and objects in contact with ground or water.