Gralnir Raghan

Khaz Cloudbreaker's page

812 posts. Alias of Grumbaki.


Race

Saves (9/4/9, +2 vs death/energy drain/neg energy/necromancy) SR(13) Initiative (+2) CMD (23) Negative Energy (5)

Classes/Levels

Mythic (4/5) Fervor (1/9) Blessings (5/6) Lvl 1 (1/5) Lvl 2 (0/4) Smite (1/1)

Gender

Warpriest (6) Guardian (1) Wounds (6) HP (94) AC (22/11/21)

Deity

Bolka

Languages

Common, Dwarven, Celestial, Abyssal, Infernal, Terran, Ignan, Auran

Strength 20
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 16
Charisma 15

About Khaz Cloudbreaker

Champion of the Faith Warpriest (6)
* Counts as a Paladin for campaign purposes
20 point buy - max HP each level: 8 (Class) + 3 (Con) + 3 (Trait) + 1x 5 (Mythic) +1x5 (Devotion) = 94
Sacred Weapon: lvls 1-4 (1d6) lvls 5-9 (1d8) lvls 10-14 (1d10) lvls 15-19 (2d6) lvl 20 (2d8)

Combat With and Mythic Power Attack and Mythic Vital Strike
* To Hit: +12 (+4 BaB, +5 Str, +1 Enchantment, +1 WF, -2 PA, +3 DF)
* Damage: 2d8+40 (+14 Str, +18 PA, +2 Enchantment, +6 DF)

[dice=Pick Highest Hit]1d20+12[/dice] [dice=Pick Highest Hit]1d20+12[/dice]
[dice=Good, Lawful, Cold Iron Damage]2d8+34[/dice]

Dwarven Aasimar, Traits, Stats:

Dwarven Aasimar
* Stats: +2 Con, +2 Wis
* Slow and Steady (20ft movement, never slowed by armor or encumbrance)
* Alternate SLA (You gain spell resistance equal to 10 + 1/2 your Hit Dice.)
* Deathless Spirit (Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
* Skilled (+2 Intimidate and Sense Motive))
* Darkvision (60ft)

Traits
* Smiter of Awfulness (Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Gain a +3 HP per level. When you are reduced to negative hit points by an attack or effect from a demon, as an immediate action you can expend one use of mythic power to heal damage equal to 2d6 + twice your mythic tier. This healing occurs after the damage is done – if the damage is enough to kill you, you cannot activate this ability.)
* Fate’s Favored
* Seeker (+1 Perception and class skill)
* Drawback Attached (iron holy symbol ring)

Stats
Str: 15 + 1 (Lvl4) + 2 (Belt) + 2 (Devotion) = 20
Dex: 12
Con: 14 + 2 (Race) = 16
Int: 8
Wis: 14 + 2 (Race) = 16
Cha: 13 + 2 (Wayfinder) = 15

Blessings, Spells:

Healing
* Ameliorating Touch (Minor): At 1st level, your touch is a balm to your suffering allies. You can touch an ally as a swift action to temporarily relieve that ally of the fatigued, shaken, or sickened condition. This blessing suppresses those conditions for 1 minute. At 2nd level, you can spend two uses of your blessing ability whenever you heal yourself or an ally with your fervor class ability to use this minor blessing as a free action instead of a swift action.
* Fast Healing (major): At 10th level, you can touch an ally and grant it fast healing 3 for 1 minute.

Charm
* Charming Presence (minor): At 1st level, you can touch an ally and grant an entrancing blessing. For 1 minute, the ally becomes mesmerizing to her opponents, filling them with either abject admiration or paralyzing fear. This effect functions as sanctuary, except if the ally attacks an opponent, the effect ends with respect to only that opponent. This is a mind-affecting effect.
* Dominance Aura (major): At 10th level, you can surround yourself with a tangible aura of majesty for 1 minute. While this aura is active, once per round as a swift action you can issue a command (as the command spell) to one creature within 30 feet; the creature must succeed at a Will saving throw or submit for 1 round.

Lvl 0
* Detect Magic, Detect Poison, Purify food and drink, Stabilize, Create Water

Lvl 1
* 5x Divine Favor (or CLW)

Lvl 2
* 2x Lessor Restoration 1x Delay Disease 1x Delay Poison (or CMW)

Equipment, Feats, Skills:

Equipment
* Plate Armor +1
* Fighter’s Kit
* Radiance (+1 Cold Iron Heavy Mace)
* Healer’s Kit
* Cloak of Resistance +1
* Wayfinder with Cracked Dusty Rose Prism Ioun Stone (+1 Initiative, +2 enchantment bonus charisma)
* Amulet of Natural Armor +1
* Belt of Strength +2
* 169 gold

Feats
Lvl 1: Weapon Focus, Weapon of the Chosen
Bonus: Improved Weapon of the Chosen
Lvl 3: Detect Alignment, Greater Weapon of the Chosen
Lvl 5: Power Attack and Mythic
Lvl 6: Vital Strike and Mythic Vital Strike (Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by the number of weapon damage dice you roll for that feat. Extra damage from sources that wouldn’t normally be multiplied on a critical hit isn’t multiplied by this feat.)
Lvl 7: Furious Focus
Lvl 9: Shield Focus, Unhindering Shield
Lvl 11: Devastating Strike
Lvl 12: Improved Vital Strike, Weapon Specialization
Lvl 13: Iron Will
Lvl 15: Greater Weapon Focus
Lvl 17: Improved Iron Will
Lvl 18: Greater Vital Strike
Lvl 19: Improved Critical

Skills 2 (class) +1 (FCB) -1 (Int) + 2 (Background Skills)
* Heal: 1 SP (+7)
* Diplomacy: 2 SP (+7)
* Perception with devotion: 1 SP (+10)
* Sense Motive: 0 SP (+5)
* Intimidate: 0 SP (+4)
* BS Knowledge Religion: 2 SP (+4)
* BS Linguistics: 6 SP (+6 As he levels up he will spontaneously learn Planar languages)
* Craft-Jewelry: 6 SP (+8 He is untrained but has a natural gift for this. Hence why it will increase as he levels even though it isn’t something he is doing all the time)

Mythic Guardian:

Absorb Blow (SU)

As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Hard to Kill (Ex)

Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)

Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)

You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Tier 1: Extra Feat Power Attack, Mythic Vital Strike

Background:
The Cloudbreaker Clan has fought in the Mendevian Crusades since AR4650. It began innocently enough, with Kudrin Cloudbreaker joining the crusade as an armorer. The crusaders needed his skill, and they were willing to pay for it. Given the disreputable dwarf’s debts in most lands, this was one of the few places he could work without his creditors finding him. Ironically, throughout the witch hunts he remained safe, given that few doubted his professed piety in Torag.

When he left the world wound, he brought back with him enough gold to settle his debts. And he brought back tales of fabricated glory and crusaders with rich pockets. When he sobered up, he was shocked to learn that more than a few dwarves had bought in to his ale-ridden tales and were demanding to follow him back to Kenabres!

Try as he might be couldn’t weasel his way out of the plan, and soon found himself leading the Cloudbreaker expedition. Among these dwarves were Olden and Helga Cloudbreaker. Healers by trade, they were devout worshipers of Bolka. They had been moved to join the crusade not out of gold, but out of a sense of duty to their fellow dwarves. It wasn’t until they reached Kenabres that it became clear that Helga was pregnant, and by then it was far too late to turn back.

Khaz was born, to his parent’s delight, with the cleric of Bolka who delivered him declaring him to be an Aasimar. They declared his birth a miracle, and proof of the righteousness of their choice. Growing up in the Gate District, Khaz became an apprentice to his parents, learning the ways of the healer. And in this he was never not in demand, for the crusaders had not enough clerics to heal all wounds, and the people of New Kenabres were far too low on the list of priorities for any divine miracles. The golden-haired dwarf also soon learned the basics of self defense, for people all knew what kinds of foes they faced.

While many Cloudbreakers soon left the city seeing it as a hellhole and death trap, Khaz and his family remained. For there was much work to be done in the city, and not enough to do it.

Personality
For a dwarf, Khaz is well spoken and polite. Less gruff than most of his kindred, he has something resembling a bedside manner. Mostly, it is his divine blood. For his beard looks like it is woven gold, and his eyes are both deep and kind.

His most treasured possession is a ring that the cleric of Bolka gave his parents upon his birth. She told them that it was for him when he came of age, and it was to be a reminder for him to live up to his heritage. It is the bedrock upon which he holds himself when he has doubts, for it is a physical reminder of what he is and what he fights for.

Notes
* Khaz feels the weight of his parents’ expectations. He worries that no matter how hard he tries, he will never live up to what others think he should be.
* All he knows is the crusade, and he cares deeply for it. A healer by trade, he takes great pride in what good he can do.
* While he is a paladin of Bolka, the goddess of healing, he will not hesitate to raise his hammer in defense of hearth and home. He has trained to be a Warrior since he could walk, and will not turn his back on his duties, be they Martial or not.

Level Plan:

Mythic

Tier 2
* Stat: +2 Str
* Ability: Adamantine Mind

Tier 3
* Feat: Extra Ability Fearless
* Ability: Impervious Body (DR 5/epic)

Tier 4
* Stat: +2 Str
* Ability: Armored Might

Tier 5
* Feat: Weapon Focus
* Ability: Sleepless

Tier 6
* Stat: +2 Str
* Ability: Impervious Body (DR 10/epic)

Tier 7
* Feat: Extra Ability Mythic Sight
* Ability: Mythic Sight

Tier 8
* Stat: +2 Str
* Ability: Mythic Resolve

Tier 9
* Feat: Mythic Weapon Specialization
* Ability: Impervious Body (DR 15/epic)

Tier 10
* Stat: +2 Str
* Ability: Longevity