Harsk

Khardon Dourstone's page

229 posts. Alias of Grumbaki.


About Khardon Dourstone

Offense and Defense:

Offense
* To Hit with Arcane Pool: +0 (BaB) +4 (Str) +1 (Enchantment) +1 (Masterwork) = +6
* Damage Estimate: 1d8 (base) +6 (Str if two handed) +1 (Enchantment) = 1d8+7

[dice=Hit add 1 vs undead]1d20+6[/dice]
[dice=Nonlethal]1d8+7[/dice]

Defense
* HP: 8 (class) +2 (Con) +1 (FCB) = 11
* AC: 10 (base) + 1 (Dex) = 11/11/10 (+2 vs undead)
* Fort: 2 (magus) + 2 (Con) = 4
* Ref: 0 (magus) +1 (Dex) = 1
* Will: 2 (magus) + 2 (Wis) = 4
- Bonus vs spells, SLAs and Poison +2
- Bonus vs Undead +2
* CMD: 10 (base) +0 (BaB) +4 (Str) +1 (Dex) = 15
* Arcane Pool 1 (1/3 lvl) + 3 (Int) = 4

Race and Stats:

Dwarf
* Abilities: +2 Str +2 Int -2 Cha
* Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
* Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* Death’s End: Dwarves with this racial trait gain a +2 bonus to AC against undead and a +2 bonus on saving throws against spells and spell-like abilities cast by undead. This replaces defensive training and hatred
* Iron Citizen: Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability
* Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
* Conservative Diplomacy: A dwarf can embrace predictable traditions to avoid social missteps. A dwarf with this racial trait can rely upon conservative tactics when attempting a Diplomacy check; this choice must be made before the Diplomacy check is attempted. The dwarf treats any roll of less than 5 on such a Diplomacy check as though she had rolled a 5, but she treats any roll higher than 15 on such a check as though she rolled a 15. This racial trait replaces stonecunning.
* Darkvision: 60ft
* Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Stats
Str: 16 (10pts) +2 (Race) = 18
Dex: 12 (2pts)
Con: 14 (5pts)
Int: 14 (5pts) +2 (Race) = 16
Wis: 14 (5pts)
Cha: 9 (-1pt) -2 (Race) = 7
(+2 diplomacy from race and intelligence to intimidate. So low charisma means he is horrible at lying and due to his…circumstances, animals dislike him). His diplomacy will never be horrible or great. A thoughtful and careful personality sees to that. And due to his strength, unnatural arm, and intelligence to use the above, he has above average intimidation)

Traits and Skills:

Traits
* Bruising Intellect (Social) Int for Intimidate.
* Bladed Magic (Magic) You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.
* Corpse Hunter (Religion) You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Skills
* Lore of Arcana INT ….Dragons, Magical Beasts, Undead, Constructs (+7)
* Lore of Cosmology INT ….Demons & Devils; Angels & Celestials; Religions & Occult; Cosmology & Souls (+7)
* Spellcraft via spellcasting Class ….Identifying Spells; using magical devices (+7)
* Perception WIS ….Passive cognizance and searching an area, Listening and Looking (+5)
* Appraise (+7)
- Diplomacy (+0) Intimidate (+3) Sense Motive (+4)
- Lvl 2 putting points in diplomacy, intimidate and sense motive (Makes him someone who is reliable. Able to threaten quite well, given unnatural feel and high strength. Horrible at lying. Able to persuade via being honest and forthright but not silver tongued)

Feats, Arcana, Equipment:

Feats
Lvl 1: Expanded Arcana (Accursed Strike)
Lvl 3: Dedicated Adversary Undead
Lvl 5: Furious Focus, Power Attack
Lvl 7: Arcane Strike
Lvl 9: Weapon Focus
Lvl 11: Weapon Specialization, Improved Critical
Lvl 13: Armor Focus
Lvl 15: Steel Soul
Lvl 17: Greater Weapon Focus, Spell Penetration
Lvl 19: Greater Spell Penetration

Arcana and Hexes
Lvl 3: Black Blade
Lvl 4: Iceplant
Lvl 6: Concentrate (Reroll failed concentration roll with +4 bonus)
Lvl 9: Ghost Blade

Lvl 12: Stunning (Su): The target is stunned for 1 round for every four warlock levels you have.
Lvl 15: Baleful (Sp): The target receives a potentially mortal wound, as if you had cast finger of death. You must be at least 15th level to select this transmutation.
Lvl 18: Bleeding (Su): Each round, the target takes 2d6 hp bleed damage, +1 hp for every warlock level, until it receives the benefit of a Heal check (DC 15) or the application of any magic that heals hit point damage.

Equipment
* Masterwork Morningstar
* Electrum sewing needle
* Wax candle
* Everburning Torch

Spells:

Curse Spells added by hexcrafter

0-Level Magus Spells—brand (APG).

1st-Level Magus Spells—crafter's curse (APG), ill omen (APG).

2nd-Level Magus Spells—blindness/deafness, disfiguring touch (UM), feast of ashes (APG).

3rd-Level Magus Spells—bestow curse, cup of dust (APG), curse of disgust (UM), eldritch fever (UM), geas (lesser), nature's exile (APG).

4th-Level Magus Spells—brand (greater) (APG), curse of magic negation (UM), reprobation (UM), rest eternal (APG).

5th-Level Magus Spells—curse (major) (UM), mark of justice.

6th-Level Magus Spells—geas/quest.

Cantrips
* Prestidigitation, Detect Magic, Read Magic

Lvl 1
* Known: Crafter’s Curse, Crafter’s Curse, Ill Omen, Secluded Grimoire, Shield, Vanish
* Prepared: Ill Omen, Shield

Bladebound Hexcrafter Magus:

Arcane Pool (Su)

At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/3 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)

[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Background and Appearance:

Khardon is stocky, like most of his kin, broad through the shoulders and thick in the chest. He has the figure of someone who has spent a life of hard labor. His skin is unusually pale, almost chalk-toned, and his hair is blond to the point of being bleached. Not the healthy gold of youth but the washed-out color of dried straw.

What stands out the most, though, is his right arm. It appears to be carved from bone, weathered by the elements and time. However, no matter how it cracks, it never seems to break, and each morning any damage done is uncannily repaired. How this exact replica of his arm came to be made, or how he received it, is as lost to him as the rest of his memories.