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Khal Ridder's page

54 posts. Alias of Lessah.


Race

10/10 HP | AC 13/12/11 | Fort +3, Ref +2. Will +4; +1 vs Fey | CMD 11 | Perception +7 | Initiative +2

About Khal Ridder

Khal Ridder
Male Human Arcanist(Primary, Occultist)|Cleric(Herald Caller) 1
N Medium humanoid (human)
Init +2; Senses Perception +3;

DEFENCE

AC 13, touch 12, flat-footed 11 (+1 armour, +2 dex)
10 hp (1d8+2); favoured class bonus here
Fort +3, Ref +2, Will +4; +1 vs Fey

OFFENSE

Speed 30 ft.
Melee -1 Quarterstaff (1d6-1)
Ranged +2 Acid Splash (touch; 1d4; close range)

Arcanist Spells Prepared (CL 1st; concentration +5)
1st (3/day; DC 15)- Colour Spray, Grease
cantrips (DC 14)- Prestidigitation, Mage Hand, Dancing Lights, Acid Splash

Cleric Spells Prepared (CL 1st; concentration +3)
1st (DC 13)- Cure Light Wounds, Sanctuary, IdentifyD
orisons (DC 12)- Detect Magic, Detect Poison, Guidance

Arcanist Pool (3/4)
1p/free - +1 DC or cl on spellcast
1p/standard - Summon Monster I (duration minutes/cl)

Channel Energy (2/2; DC 10; 1d6 Positive Energy)

STATISTICS

Str 8, Dex 14, Con 12, Int 19, Wis 14, Cha 11
Base Atk +0; CMB -1; CMD 11
Feats Scribe Scroll
Traits Noble Born (Medvyed), Seeker
Skills (4/Level) Diplomacy (1) +4; +6 vs Fey, Fly, Heal() +2, Know(Arcana; 1) +8, Know(Planes; 1) +8, Know(Religion; 1) +8, Perception (1) +7, Sense Motive (1) +8, Spellcraft (1) +8, Use Magic Device ()
Background Skills Know(Nobility; 1) +8, Know(History; 1) +8, Linguistics (1*) +8
*extra point taken from ordinary skills
Conditional Mods: Diplomacy: +2 vs Fey; Know(Arcana)/Spellcraft +2 on research, identification & crafting of new and/or unique effects; +2 on cha skills to persuade other to adopt new ideologies/further the cause of progress & discovery
Languages Common, Infernal, Celestial, Abyssal, Sylvan, Skald
Weapon Proficiencies: Polearms, Siege Weapons
aSQ Arcane Reservoir (Starts 3/4), Consume Spells (1/day), Planar Spells, Conjurer's Focus
cSQ Channel Energy (1d6 DC 10 3/day), Domain (Magic:Divine), Spontaneous Casting (Summon Monster), Dedicated Summoner (+1 Concentration on Defensive Cast Summons), Divine Heralds
rSQ Eye for Talent, Innovative

Gear: Haramaki, Quarterstaff, Dagger, Silver Holy Symbol of Nethys, Scroll Case [Cure Light Wounds, Identify, Silent Image, Weapon(s) Against Evil], Scroll Case [Mount, Ant Haul, Comprehend Languages, Obscuring Mist] Backpack [Mundane, boring things; most coins, Component Bag], Coin Purse [money!], Component Bag, Canteen, Alchemist's Fire, Holy Water

Spellbook:
Cantrips: All (14 pages)
1st level spells: Burning Hands, Colour Spray, Feather Fall, Grease, Shadow Trap, Secluded Grimoire, Silent Image

Pages used: 21/100

Gold:
+240 (Starting gold Cleric)
-3 (Haramaki)
-25 (Silver holy symbol)
-100 (Scrolls x8)
-20 (alchemist's fire)
-1 (dagger)
-25 (minor mundane stuff; needle, tableware, clothes ect ect)
-25 Holy Water
____41 gp left____

About:
Home and family

Khal's family exist on the outer branches of the Medvyed family tree; largely insignificant but nevertheless invited to the family banquettes. The family holdings consists of a few houses and a tavern supplying weary herders and the rare traveller with a drink at the end of the day. There are five Ridder; Khal is the middle of three brothers.

Education and growth

From a young age Khal showed a great interest in reading and learning. As the family business did not require the attention of all Ridder children his mother arranged from him to study in Brevoy every winter from his twelfth year and forward. There his talents grew into something more then simple reading; comprehension of the primal language beneath the words - the language of magic. A useful boon indeed on the harsh slopes of Icerine Peaks.

But exposure to the more cosmopolitan world had also left an unwanted mark on the young child. Tales of foreign wonders had taken roots and first among them was the worship of Nethys. And while it was certainly not one of the worst gods to get caught up with, the ideas of innovation and progress clashed many times with the traditionalist dogma of Erastil - which was the household religion. Although such conflicts were short lived, they still served to from a wedge between Khal and his family; the once welcoming hall did not feel like the home it should. Khal spent more and more of his time in Brevoy - or elsewhere - as the years passed.

And then the Swordlords made an interesting proposal ...

Vision

The Swordlords call us to untamed lands - and what do I see? Underneath the lush forests, murky swamps and frontier cabins lay a vast canvas; a clean slate to build something new. Something better then the rabbelous river kingdoms; something better then our own crumbling realm. Something glorious to rival Nex or old Thassilon; a testament to our own ingenuity and the power of Nethys!