Duergar

Kresh Oalnear's page

62 posts. Alias of derpdidruid.


Race

Dwarf Encanter 4 | HP 44/46 / AC HP 5/27 | AC 9 T 8 FF 9 | Fort 7 Ref 0 Will 10 | Initiative -2

About Kresh Oalnear

_____________________________________________
Race Stoic negotiator Dwarf
Gender Male
Age 430
Alignment Neutral Good
Class Incanter 4
Init -2; Senses Darkvision 60ft +9 perception
_____________________________________________
DEFENSE
_____________________________________________
AC +9, touch +8, flat-footed +9
Hp 46
Temp Hp 0
Fort +7, Ref +0, Will +10
_____________________________________________
OFFENSE
_____________________________________________
Speed 20ft
Melee Dagger +1 1d4-1
Ranged Teleported bull
_____________________________________________
STATISTICS
_____________________________________________
Str 7, Dex 7, Con 20, Int 14, Wis 20, Cha 5
Base Atk +2 CMB +0; CMD 8
Feats Toughness, Extra spell pool
TraitsEase of faith,
____________________________________________
SKILLS
____________________________________________
Skills Knowledge (Local) +9, Spellcraft +9, Perception +9, Diplomacy +15
Background Skills Handle animal +1, Artistry (Nordic poem) +9
Languages Nordic, Dwarven, Sylvan, Imperial
____________________________________________
SPECIAL QUALITIES
____________________________________________
Sphere specialization (Nature)
(Animal companion, Wild empathy)

Zeal inquisition

Conversion inquisition
____________________________________________
SPHERE POWERS
____________________________________________
Spell points: 4/11

Nature(all at +1 caster level):

Bury (concentration, requires sand): You shift the sands, swallowing targets within a 5 ft. + 5 ft. per 5 caster levels radius area centered within range. This functions as entangle from the plantlife package, but on a failure targets cannot move but do not become entangled. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to suffocate until they escape.

Tremor (instantaneous, requires dirt or stone): You may spend a spell point to send a tremor through the ground, affecting a 5 ft. + 5 ft. per 5 caster levels radius area centered within range. This makes a trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using sphere effects) and you cannot be tripped in return for failing this check.

Dust Storm (concentration, requires sand or loose dirt): You kick up sand or dirt within a 10 ft. + 5 ft. per 5 caster levels radius area centered within range. All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Warp::
You can twist space to your whim.

Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.

Bend Space: Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Emergency Teleport:You may spend a spell point to perform a teleport as an immediate action. The range is decreased to 5 ft. per 2 caster levels (minimum: 5 ft). If used to avoid an attack or area effect, this grants the target evasion and a dodge bonus to AC and Reflex saves equal to half your caster level (minimum 1). You cannot make a touch attack as part of this teleport, but you may affect another creature if you are already touching them.

Ranged Teleport:You no longer need to be touching another creature in order to teleport them, although the creature must still be within Close range to be affected in this manner.

Life::
You wield the powers of life.

Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following:

Heals 1d4 points of ability damage to one ability score of your choice.
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Healthy Invigorate:

You may spend a spell point when using invigorate to allow your invigorate to increase a target’s effective hit point total to reach beyond their usual hit point total, as is normal with temporary hit points. This means you may use this talent to grant an invigorate to a creature already at its maximum hit points.

Greater Invigorate:

When placing an invigorate on a target, add your casting ability modifier to the amount of temporary hit points granted, and increase the duration to 1 hour per caster level.

Greater Healing:

Your cure effect heals 2 points per caster level instead of 1 point per caster level. You may take this talent a total of 4 times. Each time this talent is taken, increase the amount healed by 1 hit point per caster level, to a maximum of 5 hit points per caster level.

Protection:

You are a user of the magics of preservation.

Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft. + 5 ft. per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:

Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.

If you maintain your barrier through concentration, its HP is renewed each round on your turn.

Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:

Deflection: You grant the target a +1 deflection bonus to AC, +1 per 5 caster levels.

Certain protection talents grant you additional wards or aegis, and are marked (ward) or (aegis) respectively.


____________________________________________
ANIMAL COMPANION
____________________________________________
Kruuh
War bull:

Defense
HP:27
Temp HP: 9

AC:24
Touch:10
FF: 23
CMD: 21

Saves
Fort:8
Ref:6
Will:2

Offense
Speed: 40ft
+1 Gore +10 2d6+14

CMB +10

Misc
Stats: STR 24, DEX 13, CON 17, INT 3, WIS 11, CHA 4
Feats: Power attack, Light armor proficiency
Tricks: Attack, Protect

SQ
Trample
Low-light vision
Evasion


____________________________________________
EQUIPMENT AND GOLD
____________________________________________
Attuned Large bull chain shirt(400gp), Attuned robes(Free), Robe of infinite twine(1000gp), Shawl of life keeping(1000gp), Attuned Curved dagger, Animal training harness(10gp), Pack saddle(25gp), 10Lb jar of honey(10gp), 10Lb powdered milk(1gp), 20Lb travel cake mix(1gp), 10Lb cheese(1gp), 10Lb bread(1gp), Frying pan(1sp), 4 chickens(4gp), 4 Tiny cages(12gp), Flint and steel(1gp), Kettle(1gp), Pot(1gp), Cold weather gear(10gp)
____________________________________________
APPEARANCE
____________________________________________
Height 4'4
Weight 80lbs
Eye Color Grey
Hair Color White

BACKSTORY

Spoiler:
The frost downs are a odd place, one could call them mystical. Few call it their home, but those who do are among the sturdiest men you'll ever meet. One such man, One such old man anyways, is Kresh Oalnear, or as the locals call him, the tree keeper.

Kresh is the final member of his family too be born with the calling of the great tree. The Oalnear family typically has one child every 300 years or so, that is born with the ability to weave magic from the great tree. This cycle however has been broken, it has been more than 400 years since the last magic user was born into the family. Far longer than has ever been observed before. Kresh has a hunch of what has happened, an illegitimate child. It is either that, or the Spirits have decided that the Great tree no longer needs caretakers.
However, Kresh cannot be sure and has, since coming to this conclusion, decided to spend his last 100 years or so searching for the illegitimate child who is to succeed him in his duties.

The journey will likely take him far and wide, will most possibly not turn up anything and could even bring about Kresh's demise if he isn't careful. However, with His magic and his best friend Kruuh, Kresh is certain that he will not waver in his quest!... But perhaps getting some help from other people would be a better idea. Time to start making friends! Those one's look strong!