Kosz' Cohort's page

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About Kosz' Cohort

Joran Vhane
Male Dwarf Cleric (Forgemaster) 7, Fighter 2
NG Medium humanoid (Dwarf)
Init -1 Senses Darkvision 60 ft; Perception +3 (+5 to notice unusual stonework)
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DEFENSE
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AC 23, touch 9, flat-footed 23 (-1 Dex, +10 Armour, +4 Shield)
HP 104 (2d10+8d8+50) [+3 Con]
Fort +11, Ref +3, Will +8
SR 15
Defensive Abilities bravery +1, defensive training (+4 dodge bonus to AC vs. giants); Resist fire 10
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OFFENSE
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Spd 20 ft
Melee .. +1 powerstrike spell storing warhammer +12/+7 1d8+4 x2 B or
..
Ranged .. +1 heavy crossbow +7/+2 1d10+1 19-20/x2
Space 5 ft. Reach 5 ft.
Special Attacks hatred (+1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes)
Spells Prepared (CL 8th; concentration +11)
4th -- divine power, mighty strength, minor creation (D)
3rd -- align weapon, invisibility purge, versatile weapon, stone shape (D)
2nd -- bear's endurance, bull's strength, burst of radiance, chill metal, wood shape (D)
1st -- bless, divine favor, lead blades, shield of faith, sure casting, command (D)
0 (at will) -- detect magic, light, mending, message, read magic
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STATISTICS
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Str 16, Dex 8, Con 16, Int 16, Wis 16, Cha 10
BAB +3, CMB +3, CMD +16
Favored Class Bonus Bard: (Inspire Courage) Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Feats Combat Casting, Craft Magic Arms and Armour (B), Lightning Reflexes, Mythic Companion (B), Mythic Toughness, Power Attack, Prodigy [+2 Craft (armour), +2 Craft (weapons)], Toughness, Weapon Focus (warhammer)
Traits Clan Artisan, Eldritch Smith
Skills Acrobatics -, Appraise +3, Bluff +0, Climb +0, Craft (armour) +17, Craft (weapons) +19, Diplomacy +0, Disguise +0, Escape Artist -, Fly -, Heal +3, Intimidate +0, Knowledge (arcana) NA, Knowledge (religion) +15, Perception +3 (+5 to notice unusual stonework), Perform +0, Ride -, Sense Motive +16, Spellcraft NA, Stealth -, Survival +3, Swim -, UMD N/A Racial Modifiers +2 on Craft or Profession checks related to metal or stone
Languages Abyssal, Common, Dwarvish
Combat Gear +1 spell storing warhammer, dagger, holy water, crossbow, bolts (20), bolts, cold iron (20), +2 fire resistance full plate, +2 heavy steel shield,
Gearbackpack, masterwork, bandolier x2, bedroll, explorer's outfit, flint and steel, gear maintenance kit, headband of INT +2, holy symbol, silver, ink, inkpen, journal, mess kit, mirror, potion of barkskin x2, potion CLW x2, potion CMW x2, potion neuralize potion, potion of shield of faith, pouch, belt, rations, trail x5, rod of detect metals and minerals, rope, silk 50', scroll, cure light wounds x2, scroll box, signal horn, soap, wand of silence x8, waterskin, weapon cord, whetstone, wristsheath, spring-loaded
Total 986.32 gp., 0 lbs.

SQ Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Magic Resistant: Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Artificer: A forgemaster gains only one domain, which must be the Artifice domain (not including subdomains). If she worships a deity, it must grant the Artifice domain.

Domain: Artifice -- You can repair damage to objects, animate objects with life, and create objects from nothing.

Granted Powers:
Artificer's Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Add the following spells to her spell list: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—instant summons, 9th—prismatic sphere

Steel Spells: A forgemaster adds the following spells to her spell list: 1st—crafter’s curse, crafter’s fortune, lead blades; 2nd—chill metal, heat metal, shatter; 3rd—keen edge, versatile weapon; 8th—iron body, repel metal or stone.

Divine Smith (Su): Whenever a forgemaster casts a spell that targets a weapon, shield, or armor, the spell takes effect at +1 caster level. If the spell has one or more metamagic feats applied, she reduces the total level adjustment to the spell by 1 (minimum 0).

Runeforger (Su): A forgemaster may inscribe mystical runes upon a suit of armor, shield, or weapon as full-round action, using this ability a number of times per day equal to 3 + her Intelligence modifier. These runes last 1 round per cleric level, but inscribing the same rune twice on an item increases this duration to 1 minute per level, three times to 10 minutes per level, and four times to 1 hour per level. Erase affects runes as magical writing. A forgemaster learns forgemaster’s blessing at 1st level and may learn one additional rune at 2nd level and every 2 levels thereafter. Only one type of rune marked with an asterisk (*) may be placed on an item at any given time. This ability replaces channel energy.

Ancient Splendor: The inscribed weapon, armor, or shield grants a +2 circumstance bonus on Diplomacy and Intimidate checks (+4 when interacting with dwarves).

Bloodthirst*: The inscribed piercing or slashing weapon functions as if it had the wounding special ability, even if nonmagical. The forgemaster must be at least 4th level before learning this rune.

Deathstrike: The inscribed weapon stores a death knell spell that triggers immediately if a blow from the weapon reduces a target to negative hit points. This expends all deathstrike runes on the weapon. The forgemaster must be at least 4th level before learning this rune.

Durability: The inscribed item’s hardness increases by an amount equal to the forgemaster’s Wisdom modifier, and its hit points increase by an amount equal to twice her level.

Featherlight: The inscribed item’s weight is halved; a metal item’s weight is reduced to 1/4 normal. If inscribed on a suit of armor, its armor check penalty for Acrobatics, Climb, and Jump checks is halved.

Forgemaster’s Blessing: The inscribed nonmagical item functions as a masterwork item.

Ghostglyph*: The inscribed weapon, shield, or armor gains the ghost touch special ability. The forgemaster must be at least 4th level before learning this rune.

Glowglyph: The inscribed item sheds light as a torch. As a standard action, the bearer can command the rune to erupt in a burst of light as a shield with the blinding special ability with a burst radius of 5 feet per glowglyph rune inscribed on the item. This expends all glowglyph runes on the item.

Invulnerability*: The inscribed armor grants its wearer DR/magic equal to 1/2 her cleric level. The forgemaster must be at least 8th level before learning this rune.

Powerstrike*: The inscribed weapon’s critical threat range doubles. This does not stack with keen edge, Improved Critical, or similar effects. The forgemaster must be at least 6th level before learning this rune.

Return*: The inscribed weapon gains the returning weapon special ability. The forgemaster must be at least 4th level before learning this rune.

Spellguard: The inscribed item gains spell resistance equal to 11 + her cleric level. This applies only to effects targeting the item itself.

Spellglyph*: The inscribed weapon gains the spell storing special ability. The forgemaster must be at least 4th level before learning this rune.

Thief-Curse: The forgemaster designates one creature as the rightful owner of an item. Any other creature that intentionally grasps the item is cursed (as bestow curse) for the duration of the rune. The forgemaster must be at least 6th level before learning this rune.

Tracer: For as long as the rune lasts, the cleric may sense its location at will as a standard action, as if using locate object.

Craft Magic Arms and Armor: The forgemaster gains this as a bonus feat at 3rd level.

Master Smith (Ex): At 5th level, a forgemaster can craft mundane metal items quickly, using half their gp value to determine progress, and can craft magical metal items in half the normal amount of time.

Encumbrance 74.5 lbs.

Carrying Capacity
Light 38, Medium 76, Heavy 115
Age: 74 yrs
Height: 5'0"
Weight: 256 lbs