Kharrum Steelblood
Dwarf Occultist (Battle Host) 1
LN Medium humanoid (dwarf)
Init +3;Senses Darkvision; Perception +5
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Defense
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AC 20, touch 11, flat-footed 19 (+9 Armor, +1 Dex)
hp 11 (1d8+3)
Fort +4 Ref +1 Will +3; +2 vs spell-like abilities, spells, and poison
Defensive Abilities +4 AC vs giants, +4 CMD vs trip and bullrush
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Offense
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Speed 20ft
Melee dwarven longaxe +4 (1d12+6/x3) or
dwarven longhammer +4 (2d6+6/x3) or
spiked armor +4 (1d6+4) or
cestus +4 (1d4+4/19-20)
Ranged chakram +1 (1d8+4)
Implement Schools Transmutation (mwk spiked full-plate, 6 points)-- Resonant physical enhancement (+2 Str), Focus legacy weapon (+1), sudden speed (1 minute)
Occultist Spells Known (CL 1st; concentration +4)
1st (2/day)- lead blades
0 (at-will)- mending
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Statistics
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Str 16; 18 with resonant power Dex 12 Con 14 Int 16 Wis 12 Cha 5
Base Atk +0; CMB +4; CMD 15
Feats Extra Mental Focus
Traits Battlefield Caster, Hermean Prodigy
Skills Craft (Armor) +7, Knowledge (Arcana) +7, Knowledge (Engineering) +7, Knowledge (Local) +7, Knowledge (Religion) +7, Perception +5, Spellcraft +7
Languages Common, Dwarven, Giant, Terran, Undercommon
SQ panoply bond (mwk full-plate), mental focus (6), weapon familiarity,
Combat Gear 5 chakrams; Other Gear mwk spiked full-plate, dwarven longaxe, dwarven longhammer, cestus, backpack, waterskin, silk rope 50ft, sledge, crowbar, folding ladder, folding chair
Appearance:
Clothing:
Personality:
Biography: Kharrum was born in 4595, and was raised as a brilliant armorsmith, by his father Kragn. Kharrum was gifted with a brilliance beyond that of a common Dwarf, and was always learning new things, all the while perfecting the art of armorsmithing to appease his father.
At some point in 4638 Kharrum had ended up in Starfall, and had began making efforts to earn his keep with the foundling Technic League, offering his services as an armorsmith as well as a scholar. It took him roughly seven years to finally earn his keep with them, and there he learned many things inside the Silver Mount. He spent 20 years there, learning to forge with the rare metals that were abundant in the fallen starcraft, as well as learning as much about everything he could. He claims (though it is unproven) that he has actually had a chance to peruse one of the earlier copies of the Thread of Silver, the famed survey of the Silver Mount. At the end of his tenure, he had become quite aware, and uncomfortable with, the change political landscape of the Technic League. They had become much more secretive, and much more aggressive about defending their interests, often hiring assassin's to do away with those in possession of said survey, as well as those who ran off with relics.
In 4665 Kharrum departed the Silver Mount, and the Technic League, with nothing more than the possessions he had to start with, and returned to the Five Kingdoms mountains to resume a career of armorsmithing. For about a decade he maintained a healthy paranoia that the League would send agents to hunt him down for the knowledge he held, but to no result. He eventually departed his home again in 4682 to Varisia, with a new intellectual pursuit in mind. Having heard of the famed Thassilonian Runelords who had built countless fortresses and such in the land. Despite his efforts and leads, he found very little, and that that he had found ended up being more than he could handle alone. The one thing of note he had managed to attain was a psychic connection with a suit of full-plate armor he had discovered in a ruin that had proved to be a false lead. He soon discovered he had a bond, as strange as it was, with this oddly perfectly forged, and sized, suit of heavy armor.
Returning home once again in 4693, he settled once again with his career of armorsmithing, and found that the armor allowed him to cast a very limited amount of spells via the psychic bond. He could only cast two spells, which he kept largely secret as his knowledge of spellcasters lead him to believe he would be belittled for such a pathetic display, but one of which he found quite useful in his career, mending. Kharrum soon found that he needed a new excitement in life by 4703, and began training with a local militia in the ways of anti-giant tactics, making use of the famed Dwarven Longaxe and Longhammer, finding that he was particularly capable with them, and soon became a capable warrior.
By 4715, Kharrum departed for Absolam, deciding to once again allow himself follow intellectual pursuits, and despite his relative unfamiliarity of his powers, he knows that he has quite a bit to bring to the table to aid the Pathfinders in their pursuits. During his fist Convocation, still being an Initiate, Kharrum helped fight off the Aspis attack alongside Celegil, an Elven archer from Kyonin, Vesper De Vadevoir, a Nagaji Mesmerist from Galt, and fellow Dwarf, Undi Klad, a Cleric of Torag, and defender of allies. He found that his powers and abilities melded quite well and that he made for a dangerous front-line combatant. Now, more than ever, Kharrum is eager to help the Pathfinder Society discover new relics and learn new things, all the while fighting for the force of good, having been convinced by Undi that he should fight in the name of Torag, regardless of what other intentions he has.