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About KurianQuick View Stats for Combat:
Initiative: +2 (+1 Dex, +1 trait)
SPELLS
Kurian’s Tale:
STATS:
Ability Scores Score (point cost) (modifier) (racial bonus) (level up) Str : 14 (5) (+2) Dex: 12 (2) (+1) Con: 14 (5) (+2) Int: 12 (2) (+1) Wis: 11 (1) (+0) Cha: 16 (5) (+3) (+2) DEFENSE:
AC: 17, touch 11, flat-footed 16 (+5 armor, + 1 Dex, +1 shield, +0 size, +0 natural) HP: 14 (Full first lvl = 8, +2 Con, +1 Favored Class, +3 Toughness) Fort +4 (2 + 2), Ref +1 (0 + 1), Will +2 (2 + 0) OFFENSE:
Initiative: +2 (+1 Dex, +1 trait) Speed 25 ft. in armor Base Atk: +0 CMB: +2 (+0 BAB, +2 str) CMD: 13 (10, +0 BAB, +2 str, +1 dex) Melee: Bastard Sword +2; 1d10 + 3 Ranged: Javelin +1, 1d6 + 2
Favored Class Bonus Direlock : Hit points TRAITS:
Ambush Training Benefit: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act. Skeptic
FEATS:
[2: 1 1st level, 1 human]
Toughness Point Blank Shot SKILLS:
The direlock’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha). Skill Ranks per Level: 4 + 1 Int modifier. Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained) Acrobatics (Dex)/No/xx/+x = +x * # Appraise (Int)/No/xx/+x = +x Bluff (Cha)/Yes, +3/x/+x = +x Climb (Str)/No/xx/+x = +x * Craft (xx) (Int)/Yes, +3/x/+x = +x Diplomacy (Cha)/Yes, +3/xx/+x = +xx Disable Device (Dex)/No/xx/+x = +x * # Disguise (Cha)/Yes, +3/x/+x = +x Escape Artist (Dex)/No/xx/+x = +x * Fly (Dex)/No/xx/+x = +x * xxxxxHandle Animal (Cha)/Yes, +3/1/+3 = +7 # Heal (Wis)/No/xx/+x= +x xxxxxIntimidate (Cha)/Yes, +3/1/+3 = +8@ @ +1 from Wild Raiment Regalia, Knowledge (arcana) (Int)/Yes, +3/xx/+xx = +xx # Knowledge (dungeoneering) (Int)/No/xx/+x= +xx # Knowledge (engineering)(Int)/No/xx/+x = +xx # Knowledge (history)(Int)/Yes, +3/x/+x = +x # Knowledge (nature)(Int)/No/xx = +x # Knowledge (local)(Int)/No/xx/+xx = +xx # Knowledge (planes)(Int)/No/xx/xx = +x # Knowledge (religion)(Int)/No/xx/+x = +x # Linguistics (Int)/No/xx/+xx = +x # xxxxxPerception (Wis)/Yes, +3/1/+0 = +4 Perform (Cha) /No/xx/+x = +x Profession (Int) /No/xx/+x = +x # Ride (Dex)/No/xx/+x= +x * xxxxxSense Motive (Wis)/Yes, +3/1/+0 = +4 Sleight of Hand (Dex)/No/xx/+2= +x * # xxxxxSpellcraft (Int)/Yes, +3/1/+2 = +6 # Stealth (Dex)/No/xx/+x = +x * Survival (Wis)/Yes, +3/x/+x = +x Swim (Str)/No/xx/+x = +x Use Magic Device (Cha)/Yes, +3/xx/+x = +x # Languages: Common Class Features
Weapon and Armor Proficiency
Dire Pool (Su):
At 1st level, the direlock gains a reservoir of mystical eldritch energy that she can draw upon to fuel her powers and enhance her dire weapon. This dire pool has a number of points equal to ½ her direlock level (minimum 1) + her Charisma modifier. The dire pool refreshes once per day after 8 hours of rest. At 1st level the direlock may expend 1 point from her dire pool as a swift action to gain a +1 morale bonus to damage with her dire weapon for a number of rounds equal to her Charisma modifier. This bonus increases by +1 for every four direlock levels to a maximum of +5 at 17th level. At 3rd level the a direlock may expend 1 point from her dire pool as a swift action to gain a +2 morale bonus to saves against all spells, spell-like abilities and hexes cast within her dire zone for a number of rounds equal to her Charisma modifier. At 7th level the direlock may expend 2 points from her dire pool as a swift action — for a number of rounds equal to her Charisma modifier, all enemies receive a -2 penalty to all saves while in the dire zone. At 10th level, the direlock may expend 3 points from her dire pool as a swift action to give her dire weapon the spell-stealing ability for one minute. Any inimica, incunabula and dire zone related abilities do not function if the direlock no longer has points remaining in her dire pool. Altered Dire Pool
Not that the 1st level bonus capability applies to only one of the fell companion’s natural attacks. This ability otherwise functions as and replaces dire pool. Dire Weapon (Su):
The dire weapon is the physical embodiment of the direlock’s purpose — a direlock must be wielding her dire weapon to use her 1st level dire pool ability and any inimica or incunabula that require a weapon. Through supreme focus, the direlock can perform a counterspell with her dire weapon, drawing upon the energy of her dire zone to dispel incoming spells. This follows the normal rules for counterspelling, however the spell to be countered must be cast directly at the direlock, within the direlock’s dire zone and the direlock does not cast a spell to counter – she instead must expend one point from her dire pool per level of the spell cast, as an immediate action, utilizing her dire weapon as the focus. After this action, any active inimica effects in the dire zone are suppressed until the direlock’s next turn. As long as the direlock has at least 1 point in her dire pool, the dire weapon is immune to the broken condition. If damaged, the dire weapon repairs itself when the direlock’s dire pool is replenished. Additionally, as long as the direlock has 1 point remaining in her dire pool she gains a constant +10 competence bonus to her CMD with regard to attempts to disarm her of or sunder her dire weapon – this bonus improves to +20 at 10th level. If the dire weapon is a spiked gauntlet or scizore this bonus is +15 (+25 at 10th level). The ritual needed to imbue a new weapon with the requisite charms to designate and create a dire weapon takes 8 hours to complete. Dire Zone (Su):
At 1st level the direlock emanates an ominous zone that threatens and imperils her foes as described in the inimica and some incunabula class features. This zone is a 10-foot radius emanation centered on the direlock. This zone increases to 15 feet at 7th level, 20 feet at 14th level and 30 feet at 20th level. As long as the direlock has at least one point remaining in her dire pool, the dire zone bestows upon the direlock a +1 morale bonus to save against fear effects, and a -1 penalty to all foes’ saves against fear effects that are within the dire zone, increasing by +1/-1 respectively for every three direlock levels beyond 1st, to a maximum of +5 and –5. Creatures that are normally immune to fear lose this immunity while within the dire zone. A successful Spellcraft check (DC = 10 + ½ the direlock’s level + the direlock’s Charisma modifier) reveals the size of the direlock’s dire zone. Shared Dire Zone
The predator can use the fell companion with the viral slough major inimica, but no other major inimica. The fell companion may take advantage of any of the predator’s enacted incunabula if the predator spends an extra, equal amount of dire pool points to include it. This ability otherwise functions as and replaces dire zone. Wild Raiment (Ex):
At 1st level, a predator's imposing armor, weaponry, headdress, raiments and other accoutrements grant her a circumstance bonus to all Intimidate checks equal to ½ her direlock level (minimum +1). Consequently, she also receives a similar penalty to Diplomacy. If the direlock is without these items (i.e. naked, heavily disguised or otherwise visually changed to a non-threatening form or visage) she gains no effect from this ability — either bonuses or penalties. Inimica (Su):
At 1st level, by expending one point from her dire pool, the direlock can create dire eldritch effects within her dire zone as a swift action to hinder her foes and empower her attacks. Starting when the inimica is called, the direlock receives a bonus to her abilities or imparts a penalty to a foe or foes within her dire zone. Saving throw DCs to resist particular inimica affects are equal to 10 + ½ the direlock’s level (minimum 1) + the direlock’s Charisma modifier. At 1st level the direlock knows a number of inimica equal to her Charisma modifier (minimum 1). She learns a new inimica at 2nd level and every two levels thereafter. Whenever the direlock gains a level she can choose to learn a new inimica in place of one she already knows. In effect, the direlock loses the old inimica in place of the new one. A direlock may swap only one inimica in this way per level. Once activated, this ability lasts until the combat ends, at which point all of the bonuses or penalties immediately end. At 1st level, a direlock can use this ability once per day. At 4th level, and every three levels thereafter, the direlock can use this ability an additional time per day. The direlock must participate in the combat to gain these bonuses or bestow these penalties. If she is paralyzed, stunned, unconscious, or otherwise prevented from consciously participating in the combat (i.e. the subject of a hold person spell, put to sleep, turned to stone), the ability does not end, but the bonuses/penalties are halted and do not resume until she can participate in the combat again. Note that inimica can still function and their bonuses or penalties still apply if the direlock is frightened or panicked. If the direlock expends her last remaining point from her dire pool or is slain, any inimica effects end immediately. When the direlock uses this ability she must select one type of inimica to create. As a swift action, she can change this inimica to another type. All effects of the previous inimica immediately end and the new inimica takes effect — this change does not require any new dire pool point expenditure. Blood Zone: The direlock’s dire weapon forms jagged edges, wicked spikes or heavy flanges — creatures struck by the dire weapon suffer bleeding 1 hp (even if they leave the dire zone). This increases to bleeding 3 hp at 10th level. A successful Fortitude save negates this effect. Dire Magic: An insidious charge connects all creatures within the dire zone. Whenever an enemy caster casts an Area of Effect spell or spell-like affect that targets the direlock or her allies, that enemy’s allies within the dire zone are also affected. The caster is included in the effect if the spell was cast within the dire zone. Distracted Magic: The direlock shimmers and wavers. All spellcasters within the direlock’s dire zone who specifically target the direlock with offensive spells increase their concentration check DCs by 5. This increases by 1 for every 5 levels the direlock possesses. A successful Will save negates this effect. This is a visual effect. Fearsome Power: While empowered by this inimica, the direlock’s dire mantle glows with eldritch power. The DC of the direlock’s abilities and direlock spells increase by 2 when affecting creatures within the dire zone. This inimica applies to foes’ saves against imparted conditions from the fearsome slough ability. A direlock must be at least 4th level to choose this inimica. Fell Gyre: A fell wind encompasses the dire zone – treat as a strong wind. If a strong wind or greater is already present increase the severity of the wind by one factor. Harrowing Steps: The direlock’s dire zone becomes empowered with a baleful energy. All enemies moving out of the direlock’s dire zone take 1d6 force damage upon leaving for every 3 levels the direlock possesses (to a maximum of 5d6). Simply moving away from enemies or pushing them so that they cross the threshold of the dire zone does not inflict damage — a conscious effort to leave on behalf of the enemy (whether compelled or free-willed) is required. A successful Fortitude save reduces the damage by half (minimum 1). Lingering Remorse: A palpable sense of failure envelops the dire zone. Whenever any enemy within the direlock’s dire zone makes a successful strike upon the direlock, they receive a -1 penalty to damage on all subsequent attacks made within the dire zone against the direlock. This increases by -1 for every 4 levels the direlock possesses to a maximum of -5. If the direlock changes her inimica or the subject leaves the combat the effect ends. A successful Will save negates this effect. This is a mind-affecting effect. Maladroit: Hampered by a vibration of failure, all enemies within the direlock’s dire zone receive a –1 penalty to all skill checks. This increases by -1 for every 3 levels the direlock possesses to a maximum of -5. A successful Will save negates this effect. Pain Threshold: The direlock’s dire zone becomes a frontier of pain. All enemies attempting to move into the direlock’s dire zone take 1d6 force damage upon crossing into the dire zone for every 3 levels the direlock possesses (to a maximum of 5d6). Simply moving toward enemies or pushing them so that the border crosses them does not inflict damage – a conscious effort to enter on behalf of the enemy is required (whether compelled or free-willed). A successful Fortitude save reduces the damage by half (minimum 1). Penetration: The direlock’s weapon glows with eldritch power. While empowered by this inimica, any attack that the direlock makes with her dire weapon ignores 2 points of DR for every 4 levels the direlock possesses to a maximum of 10. Seed of Doubt: A creeping sense of hopelessness fills the dire zone. All enemies within the direlock’s dire zone receive a –1 penalty to Will saves and a –1 penalty to attack rolls made against the direlock. These penalties increase by 1 for every 4 levels the direlock possesses. A successful Will save negates the penalty to attack rolls and reduces the Will save penalty to –1. This is a mind-affecting effect. Sluggish Movement: A wave of slowness fills through the dire zone. All enemies within the direlock’s dire zone are considered to be within difficult terrain. A successful Fortitude save negates this effect. Stricken: The direlock becomes energized by eldritch might, her weapon and physicality crackling with dark power. All enemies within the dire zone receive a -1 penalty to AC and CMD against attacks from the direlock’s dire weapon. This penalty increases by 1 for every 4 levels the direlock possesses to a maximum of -5. Unlucky: Hindered by fate, all attacks on the direlock originating within the dire zone have their critical threat range hindered by one step – 18-20 becomes 19-20, 19-20 becomes 20 etc. If the threat range is already 20, the multiplier is hindered by one degree – x3 becomes x2 etc. If already x2 the critical damage is halved on a successful confirmation. This inimica does not effect non-multiplying damage. Weakened Resolve: The direlock’s fell regalia is limned with terrible images, script and symbols. The direlock’s DC when making an Intimidate check meant to demoralize a target within her dire zone is equal to 10 + ½ the target’s Hit Dice + the target’s Wisdom modifier. This is a visual effect. Woundrede: An aura of misery pervades the dire zone. All enemies within the direlock’s dire zone increase the DC of any Heal skill checks by 5. In addition, any magical healing effects (potions, spells, spell like abilities, channeled energy – including negative channeling to “heal” undead etc.) employed within the dire zone by enemies of the direlock heal half the normal damage. A successful Fortitude save negates these effects. Inimica Chosen:
Stricken Seed of Doubt Weakened Resolve GEAR:
Weapons: Bastard Sword 19-20 x2, 1d10, 6lbs, 35 gp Light Mace, 1d6, x2, 4 lbs., 5 gp Spiked Gauntlet 1d4, x2, 1 lb., 5 gp Javelin x2, 1d6, 4 lbs., 2 gp (15 lbs. 47 gp) Armor:
(35 lbs, 55 gp) Skill Equipment: Magic Miscellaneous:
Total equipment cost:108.54 spent. (of 140 starting funds)
Capacity: Light: 58 lbs. or less Medium: 59-116 lbs. Heavy: xx lbs. |