Kreighton Shaine, Maste rof Spells

Krux Crushtooth's page

288 posts. Organized Play character for Vasari.


Race

Half-elf Fey Sorcerer (seeker) 6

Classes/Levels

HP 50/50 | AC 17 (5 images) T 11 FF 12 (16) CMD 13 | F+6 R+4 W+8 (+2 vs enchant) | Init +8 Perc+12 (+15 vs traps)

Age

PFS 40402-8 | 0/23 PP | 60 GP

Alignment

Neutral

Deity

Gozreh

Languages

Common, Elven, Human, Sylvan

Strength 8
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 10
Charisma 22

About Krux Crushtooth

Sheet:
OFFENSE
Speed: 30'
CMB: +0
Melee: mithril cestus +2 1d4-1
Range: MW light crossbow +4 1d8 (19-20/x2); 60' range

SORCERERS SPELLS (CL 6, +12) Concentration)
Known 0 (at will): Dancing Lights, Detect & Read Magic, Message, Open/Close, Daze (DC 20), Prestdigidation
1st (9/9): Burning Hands, Magic Missile, Entangle-B, Feather Fall, Shocking Grasp
2nd (7/7): Glitterdust, Hideous laughter-B (DC 22), Mirror Image
3rd (4/4): Force Punch

SKILLS & PROFICIENCY
Skill Ranks(r): 6r Diplomacy +12, 6r Perception +12, 6r Disable Device +15
Weapon and Armor Proficiency: A sorcerer is proficient with all simple weapons
Favored Class: Oracle & Sorcerer +1 hp/level

Feats
1st-Noble Scion (war)
3rd-Spell Focus: Enchantment
5th-Greater Spell Focus: Enchantment

Traits
Elven Reflexes (racial)
Observant (faction)

Racial Traits
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Abilities:

Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.

Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks. This ability replaces his bonus Eschew Materials feat.

Seeker Lore (Ex): He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. This ability replaces the bloodline power gained at 3rd level.

Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.

Equipment:
Headband of CHA+2 (4k), belt of CON+2 (4k), cloak of resistance+1 (1k), mithril buckler+1 of spell storing (5k), pearl of power I (1k), scroll of spider climb x5 (2 PP), wand of disguise selfx10 (75), wand of infernal healing x50 (2 PP), wand of endure elements x50 (2 PP), wand of mage armor x47 (2 PP), wand of acid arrow x10 (980), mithril cestus (505), MW thieves tools (100), MW backpack (50), MW light crossbow (330), 10 bolts, antitoxin (50), antiplague (50), vermin repellent (5), alchemist fire x2 40 gp, ear plugs, weapon cord, 2-wrist sheaths 2 gp, silk rope (10), 30 days of trail rations (15), 6 bronze cups (6), small barrel filled with 30 gallons of ale (60), Cold weather outfit (free)

Sessions:
Dec 8, 2014 51231 PFS PbP Game Day 3 33 Deane Beman Master of the Fallen Fortress - 479 GP

Dec 19, 2014 38439 DB PbP 2014 9 Deane Beman Pathfinder Society Quest: The Silverhex Chronicles - 500 GP

Jan 15, 2015 51231 PFS PbP Game Day 3 91 Deane Beman Intro 1: First Steps—Part I: In Service to Lore - 417 GP

Jan 21, 2015 56199 Carrion Crown PbP - private 1 Vasari AP #43: The Haunting of Harrowstone - 3711 GP

Feb 17, 2015 55333 Signboy77's Pathfinder Society PBP 1 Signboy77 #13: The Prince of Augustana - 871 GP

Mar 13, 2015 36581 DM Kludde Paizo Boards PbP 38 Kludde #5–02: The Wardstone Patrol - 1280 GP

May 4, 2015 42698 PFS with Endless Forms 53 Mike Tuholski Pathfinder Online: Thornkeep - The Forgotten Laboratory - 3711 GP

Jun 23, 2015 36581 DM Kludde Paizo Boards PbP 56 Kludde #6–08: The Segang Expedition - 1843 GP

May 31, 2016 36581 DM Kludde Paizo Boards PbP 87 Kludde #3-09: The Quest for Perfection—Part I: The Edge of Heaven - 1197 GP

Aug 1, 2016 36581 DM Kludde Paizo Boards PbP 91 Kludde #3-11: The Quest for Perfection—Part II: On Hostile Waters - 1839 GP

Dec XX, 2016 36581 DM Kludde Paizo Boards PbP XX Kludde #3-13: The Quest for Perfection—Part III: On Hostile Waters - 1840 GP

Backstory:
Krux was a foster child raised by an old half-orc ranger in the mountains, named Jarl Crushtooth. It was rumored a drow priestess unwilling to sacrifice her baby left him in bundled in sheep's wool at Jarl's doorsteps one summer's eve with a gallon of goat's milk.

Jarl did not have any sons of his own and well-understood the life lived with mixed heritage. He loved the boy unconditionally like a grandson and had no interested in discovering the foster child's true origins. After 10 summers, Krux asked his grandfather who he thought his parents might be. Jarl told him he is a child of the forest, mountains and streams, but more importantly a divine gift from Gozreh.

It was obvious that more than one bloodline pumped through the child's veins. The bleach blonde haired elf was born with a pinkish grey complexion and almond-shaped emerald eyes. His features were reminders he was different than the typical dark-skinned elf with silver hair. He aged quickly to maturity after 20 summers. Jarl eventually told Krux his knowledge of nature led him to believe he was a half-drow and half-dryad.

Krux attempted to follow his grandfather's footsteps as a lumberjack, but heart sank every time he cut down a tree. A reoccurring nightmare fell upon him after a productive fall of cutting down a small forest. He dreamed of strange, beautiful women with flesh made of wood and vibrant hair of leaves and blossoms. They cut him for every tree he slew. Krux bled sap from a hundred gashes until it pooled around his feet. He sank slowly into a bottomless, syrupy hole. He awoke screaming and drenched in sweat. The haunted dreams of sap filling his lungs continue to follow him in the day often paralyzing him with fear in mundane tasks.

That winter he gave up his apprenticeship and journeyed to the City at the Center of the World to escape his nightmares. His grandfather gifted his retirement of 150 gold to him along with a new cold weather outfit. Krux honored him by taking his surname and vowed to return with a vast fortune. He desires repay his grandfather's kindness, so he can retire without the need to cut down trees to earn a living.

His fate turned when a Pathfinder agent took pity on him. The agent found him starving outside a cathedral in the Puddles District of Absalom. He offered Krux his room for an evening and a hot meal. The Pathfinder told him tales of dangerous adventures filed with deceit, justice and revenge. The idea of treasure hunting with a motley crew of individuals appealed to Krux. When could he start? Does he need to fill out an application? Who pays for medical expenses or funeral costs when the worst happens? So many questions to be answered.

His eyes widened when the agent took out a bag filled gold and set it on the table. A day's worth of errands earned you 500 gold? Who cares if you're life was in danger when the rewards are beyond anything he could ever dreamed. Krux set out the next morning to meet Venture Captain for the Pathfinder Society Grand Lodge, Ambrus Valsin, and report for duty. Thus began his first steps as a field agent and Pathfinder in training.