Trauzek

Krugh Drawlin's page

13 posts. Alias of AGM Lemming.


Full Name

Krugh Drawlin

Race

Mutated Human

Classes/Levels

Wizard(Admixture School/Evocation: APG pg 143)

Gender

Male

Size

Medium: 5' 9" 175 lbs

Age

21

Alignment

N

Deity

Nethys

Languages

Common, Orc, Goblin, Giant, Draconic

Strength 11
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Krugh Drawlin

Current Moderator: GM Mustache
Adventure: Prevail!
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Eyes: Brown
Hair: Dark Green/Brown
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Character Level: 1
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Stats:

Strength: 11(1 point)
Dexterity: 14 (+2)(5 points)
Constitution: 12 (+1)(2 points)
Intelligence: 16 (+3)(5 points, +2 racial)
Wisdom: 12 (+1)(2 points)
Charisma: 10
15 point weighted buy

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Hit Points:

Hit Points: 7 (d6+1)

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Armor Class:

Armor Class: 12 (Base: 10, Dex +2)
Flatfooted Armor Class : 10
Touch Armor Class: 12

Special Armor Class Notes: None


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Saves:

Save vs. Fortitude: +1 (Base: +0, Con: +1)
Save vs. Reflex: +2 (Base +0; Dex +2)
Save vs. Will: +3 (Base +2; Wis +1)

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Combat modifiers:

Initiative Modifier: +6 (Dex+2, Familiar+4)
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +2

Special Combat Notes: Point Blank Shot Feat(+1 to hit & dmg within 30')


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Weapons:

Dagger d4 P or S, 19-20/x2, Range 10', 2 GP, 1 lbs
Crossbow, light d8 P, 19-20x2, range 80', 35 GP, 4 lbs
Bolts (10) 1 GP, 1 lbs

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Skills:

Total skill points earned: 7 Points/Level (2 + Int(+3) + Human Bonus(+1) + Favored Class Bonus(+1))
+2 for Background skills
Acrobatics: = +2 (Dex 2)
Bluff: = +0 (Cha 0)
Climb: = +0 (Str 0)
Diplomacy: = +0 (Cha 0)
Disguise: = +0 (Cha 0)
Escape Artist: = +2 (Dex 2)
Fly: = +2 (Dex 2)
Heal: = +1 (Wis 1)
Intimidate: = +0 (Cha 0)
Perception: = +4 (Wis 1) 1 Ranks +2 Alertness
Ride: = +2 (Dex 2)
Sense Motive: = +3 (Wis 1) +2 Alertness
Spellcraft: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Stealth: = +3 (Dex 2) 1 Ranks
Survival: = +1 (Wis 1)
Swim: = +0 (Str 0)

Background Skills
Appraise: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Craft(Alchemy): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Craft(Wood Carving/Carpentry): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge(Nature): +7 (Int 3) 1 Ranks +3 [Class Skill]
Linguistics: = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perform: = +0 (Cha 0)
Profession(Herbalism): = +5 (Wis 1) 1 Ranks +3 [Class Skill]


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Feats:

Level 1: Point Blank Shot: +1 to hit and damage with ranged attacks within 30'
Human Bonus Level 1: Precise Shot: Can use ranged weapons into melee without taking -4 to hit
Wizard Bonus Level 1: Scribe Scroll(Core pg 132)
Familiar Bonus: Alertness(Core pg 117) +2 Perception and Sense Motive (+4 if you have 10+ ranks in the skill)

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Race: Mutated Human:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class Options: +1 HP/+1 Skill Point/Add one spell to spellbook(at least one level below highest usable)

Class: Wizard/Evocation School/Admixture School:

- Intense Spells: +1/2 level (min 1 hp) damage to Evocation spells
- Versatile Evocation: 3 + INT(3) times/day, change elemental type of damage for spell
- at 8th level: Elemental Manipulation: 30' Aura usable 1 rnd/level. Change any elemental damage to different type
Opposition Schools: Enchantment and Illusion

Familiar:
Greensting Scorpion (Sting)
N Tiny vermin
Init +3; Senses: darkvision 60 ft.
AC 19, touch 16, flat-footed 16 (+3 Dex, +3 natural, +2 size, +1 Familiar Bonus)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk: +0; CMB +1; CMD 7 (19 vs. trip)
Feats: Weapon Finesse
Skills: Acrobatics, Climb, Perception, Stealth, and Swim are class skills
Acrobatics +3 (Dex+3)
Climb +7 (Racial+4)
Perception +8 (1 Rank +1,Class Skill +3,Racial+4)
Stealth +19 (Tiny+8,Dex+3,1 Rank +1,Class Skill +3,Racial+4)
Alertness Feat to me while familiar is within arm's reach
Improved Evasion: If Ref save gives half damage, take no damage
Share Spells: Can cast Target "You" spells on familiar
Empathic Link: Range 1 mile
Tricks: (3?) Come, Stay, Hide

Mutation:

More than anyone else you have met, the green energy fundamentally altered you. You are incredibly adaptable to whatever environment you find yourself in. But you seem to be the only one of your kind.
Greater: Mimicry. Eating at piece of an enemy grants you some version of one of their special abilities (GM picks); the new special ability overwrites the previous one. However, you can save pieces of your enemies to eat for future ability swapping. Retrieving and eating an enemy part is a full round action.
Lesser: Odd Dexterity: You can use your hands and feet interchangeably, and gain a climb speed of 5.
Bad: You have become the first of your own gender and race. It is a lonely existence. (No mechanistic effects, just RP (your backstory has to be strong!) Pick the human race with its mechanisms and re-flavor it to your liking.).

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Equipment & Gear:

Traveler's Outfit

Backpack - 2 GP - 2 lbs (Total: 16 lbs)
Bedroll - 1 SP - 5 lbs
Ration, Trail (3) - 5 SP ea - 1 lbs each
Spellbook - 3 lbs
Artisan Tools (Carving tools) - 5 GP - 5 lbs

Pouch, Belt - 1 GP - 1/2 lbs (Total: 4 1/2 lbs)
Waterskin - 1 GP - 4 lbs

Spell Component Pouch - 5 GP - 2 lbs

Weight:
Weapons: 6
Equipment: 22.5
Total weight carried: 28.5

Carrying capacity : Light -> 38, Medium -> 76

Starting Gold: 70 GP
Weapons: 38 GP
Equipment: 15 GP, 6 SP

Remaining Gold: 15 GP, 14 SP


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Movement:

Base Speed: 30 ft.
Climb Speed: 5 ft.

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Spellbook and Magic:

All non-opposition cantrips (19)
- (conjuration) Acid Splash - Orb deals 1d3 acid damage.
- (universal) Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
- (necromancy) Bleed - Cause a stabilized creature to resume dying.
- (evocation) Dancing Lights - Creates torches or other lights.
- (divination) Detect Magic - Detects all spells and magic items within 60 ft.
- (divination) Detect Poison - Detects poison in a creature or object.
- (necromancy) Disrupt Undead - Deals 1d6 damage to one undead.
- (evocation) Flare - Dazzles one creature (–1 on attack rolls).
- (evocation) Light - Object shines like a torch.
- (transmutation) Mage Hand - 5-pound telekinesis.
- (transmutation) Mending - Makes minor repairs on an object.
- (transmutation) Message - Whisper conversation at distance.
- (transmutation) Open/Close - Opens or closes small or light things.
- (universal) Prestidigitation - Performs minor tricks.
- (evocation) Ray of Frost - Ray deals 1d3 cold damage.
- (divination) Read Magic - Read scrolls and spellbooks.
- (abjuration) Resistance - Subject gains +1 on saving throws.
- (evocation) Spark - Ignites flammable objects.
- (necromancy) Touch of Fatigue - Touch attack fatigues target.

6 Level 1 Spells
- (Evocation) Burning Hands
- (Abjuration) Endure Elements
- (Conjuration) Mage Armor
- (Evocation) Magic Missile
- (Necromancy) Ray of Enfeeblement
- (transmutation) Crafter's Fortune: +5 Luck bonus to crafting

Spells:
Level 0: 3
Level 1: 3 (1 + Int(1) + Evocation)

Prepared Spells:
Level 0: Dancing Lights, Disrupt Undead, Ray of Frost
Level 1:
- Mage Armor
- Crafter's Fortune
- Burning Hands

DC: 10 + Spell Level + Int(3)


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Character History:

Who am I? Hell, what am I? Before the event I was a human learning to be a wizard. I used to joke about being the seventh son of a seventh son and say that I was blessed with a charmed life. Then I'd chuckle at the irony 'cause I was anything but lucky. Now I'm not sure....

I was born in 4694 in Three Pines Ford, on the Tourondel River along the southern border of Lastwall, 21 years before the event. I had two parents, both human and both employed in menial labor work. I was an exceptional child to them, obviously smarter than either of them and not looking like either. Sometimes I wondered if my mother had cheated on my father, but with what? My father was a brute, strong and slow, and totally devoted to my mother. Mother was.... average. They did right by me though, teaching me right from wrong and everything else that they thought I should know. They even saved up to pay my entrance to the academy. That was the real blessing for me. I was able to learn! And as I learned I learned that there was power in knowledge. And knowledge led me to magic.

So my father was a brute, tall, broad and strong. Let's call that TBS. I'm not TBS. But I learned that when the TBS folk want to pick on the not TBS folk (like me) it pays to be nimble and quick. It also is nice if you have a TBS friend or two that you can hide behind. And the easiest way to keep a couple of TBS friends is to be nimble, and accurate when you hide behind them and attack your attackers that are blocked by your TBS friends. I got pretty good at surviving in academy with light, mostly thrown weapons. Then I learned magic. Following in what I had learned for my life I kept the same tactics. I disdained mind controlling or trickery types of spells and learned evocation. Now I could throw a knife or two, but I could also hide behind my TBS friends and blast my enemies with magic!

When the event happened I had barely done more than graduate from my schooling. I had joined up with a group of hero wannabees and had set out to find some luckless orcs in the edges of the Fangwood Forest. Basically our plan had been to try and find a small group or three of orcs and kill them and take any valuables that they might've had. We weren't very successful, possibly because we weren't experienced or very stealthy. Our rather large group ran in to a larger group of orcs. The young popinjays that were trying to lead the group called for a charge, which of course couldn't work in the semi-dense woods that we were in. But it did focus our group on the attack. Our two clerics buffed our front line. Our witch moved in right behind the immediate melee to start de-buffing the enemy. I watched and spent my spells targeting the enemy spell slingers, and tossing a couple of light 'zaps' at close targets. Several of our front line were wounded but the enemy took more damage from our now coordinated attacks than we did.

The battle was just starting to turn when the event happened. I know others have different names for what happened, but I don't have the imagination to even guess what it was. The ground shook. The air was lit with a brilliant green blast of something. We were all knocked senseless, and many were killed. Our side was far more devastated than the orcs because for some reason all of the humans were killed.... except for me.

When we woke nobody was interested in continuing the fight. On both sides we pulled away, dragging the living and the remains of our dead if possible. We tried to return home hoping the flash of light that we saw in that direction wasn't what we feared. Our hopes failed as we sighted where our homes had been. The town was gone. The ford across the river was gone. Hell, even the three pines, supposedly the homes for some ancient fey creatures were gone. Whatever the weapon was, it was of a godlike power and nothing that our surviving cleric could explain, and nothing like any magic I had ever heard of.

We looted the bodies of our fallen comrades, taking whatever we felt we might need for survival. Now we weren't on a mission to hunt down and kills some orcs for profit. Now we needed to survive and try to find other survivors. If the orcs hadn't gone the other way we might've even tried to join with their people. It's a new world, a hard world, but we're still alive.

If you noticed, I said all of the humans died except me. I also started this with 'what am I?'. Well, the event changed me rather than kill me and I'm not really sure anymore what I am or how I became whatever I am. When I woke I thought I had just survived. While many of us were badly burned and some were immediately and obviously mutated I didn't feel any different. I had a slight green palor and the cleric seemed concerned, but I assured him that I was fine. As time passed though I noticed physical changes. My skin turned darker green. My toes grew longer and I learned that I could use them to manipulate things just like I could the fingers on my hands. My finger tips (and toes) altered allowing me to grip surfaces easier than before, allowing me to climb things with ease that I'd never considered doing before. The most useful thing (but slightly disgusting) that I found was a hunger that I felt after one of our battles with other survivors. Standing over a body of a mutated half orc I felt drawn to fall on it and carve off a large bite and eat it! I didn't actually want to, but I couldn't control the impulse! Once I had choked down one bite I was able to stop, but then I found that I had gained another strange power from eating the fragment of that half orc.

I was as disgusted as the rest of my group but felt that I needed to better understand. We were in a harsh world and facing extinction. Power increased our chance to survive. I needed to know how long the stolen power would last. I also tested with a bite from another enemy, learning that the first stolen power was replaced with a new one gained from the latest enemy. And I could save the pieces that I carved from an enemy for later use. I considered my alchemy training. Could I distill the pieces into fluid? And would that still work for me? As our group moved across the edge of the forest seeking other survivors I also sought knowledge of what I had become, and what I might yet become.