Khrome is a classically trained wizard. His angelic background also makes a divine vocation very suitable for him, and he has decided to dabble in both, having a fascination for the workings of all magic, and an attempt to decipher the workings of the Prison.
Khrome's interests span a variety of topics, but he studies planar magic, the connection between the gods and their power, the nature of magical item, constructs, the connection between the soul or spirit and a body, as well as a myriad of general arcane and divine topics.
Str 8 (-1), Dex 14(+2), Con 14(+2), Int 16(+3), Wis 16(+3), Cha 14(+2)
Defense:
AC 14, touch 12, flat-footed 12 (+2 dex, +2 armor*)
*Typically before any combat or danger situation Khrome uses the Iron Skin ability.
hp 9 (1d6 +2 CON +1 FCB )
Fort +2 ( base 0, stat 2)
Ref +2 (base 0, stat 2)
Will +5 (base 2, stat 3)
note: +2 vs charm and compulsion
Resistance: Acid 7, Cold 7, Electricity 7
Attacks:
Heavy Crossbow +2, 1d10* (20/x2) range 120'
* 2d8 damage with gravity bow spell active
Dagger(melee) -1, 1d4-1 (20/x2)
Dagger(thrown) +2, 1d4-1 (20/x2)
Feats:
Scribe Scroll
Rapid Reload
Skills:
Ranked:
Spellcraft +9 (rank 1, class skill 3, int 3, racial +2)
Knowledge Religion +7 (rank 1, class skill 3, int 3)
Knowledge Arcana +7 (rank 1, class skill 3, int 3)
Knowledge Nature +7 (rank 1, class skill 3, int 3)
Knowledge Planes +9 (rank 1, class skill 3, int 3, racial +2)
Nonranked:
Heal +3 ( wis 3 )
Acrobatics +2 (dex 2)
Stealth: +2 ( dex 2)
Perception: +3 ( wis 3)
Diplomacy +2 (cha 2)
Special Abilities:
Racial
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar Emberkin have a +2 racial bonus on Spellcraft and Knowledge(Planes).
Alternate Racial Trait: Emberkin gain pyrotechnics as a spell like ability. (Replaces spell like ability of Daylight)
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Class
Arcane Bond: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools. Chosen: Amulet
Arcane School: Metal ( opposed: Wood )
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again
Metal Rending (Su): Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your Wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.
At 20th level, whenever you cast a spell on a creature made of metal or wearing medium or heavy armor, you can roll twice to penetrate the creature’s spell resistance and take the better result.
Iron Skin (Su):You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.
Traits:
Unscathed : Benefit: Each type of energy resistance you have (if any) increases by 2 points.
Magical Knack: Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. (Cleric)
total cost: 63.6 (leaves 6.4gp for food/lodging)
total weight: 37 lbs (26lbs or less is a light load - usually wont be carrying pack and bedding)
Appearance:
Khrome is extremely pale, his skin smooth and creamy as milk. His eyes are a piercing silver like pools of mercury with just a hint of amber fire. His hair is long, to his waist, thick and pure white, sometimes swirling about magically like wisps of smoke. When he moves he seems to glide across the ground without actually taking steps, although its difficult to see, as his robe flows to the ground. He wears scholar's clothing although his robe is also a silvery pale color and covered in magical symbols. When Khrome enters a room in a social setting a soft choir of metallic sounding voices seems to say 'Khrome'. Possibly the result of mere cantrips, or....
Khrome carries a huge and heavy black crossbow, with black crossbow bolts. He is very tall and somewhat thin, although his billowy robes conceal much of his form. Tall collars rise to the back of his robe and his cloak is fashioned in a way as to appear almost like wings.