Lieutenant Kosseruk

Kusar's page

38 posts. Alias of MauveAvengr.


Full Name

Kusarikku

Race

| HP 13/13| AC 13, T 9, FF 13 | CMD 13| F +3 R -1 W +3 | Init +9 | Perc: +5

Classes/Levels

| Speed 40ft | Spells: 1st 4/4 | Active Conditions: None.

Size

L

Strength 18
Dexterity 9
Constitution 16
Intelligence 8
Wisdom 12
Charisma 16

About Kusar

Kusar
Half-minotaur Human sorcerer 1
NG Large humanoid (human, minotaur)
Init +9; Senses Perception +5; darkvision, scent
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Defense
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AC 13, touch 9, flat-footed 13 (-1 Dex, +4 natural)
hp 12 (1d6+3)+3
Fort +3, Ref -1, Will +3
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Offense
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Speed 40 ft.
Melee gore +4 (1d8+6) or
dagger +4 (1d4+4/19-20)
Ranged dagger -1 (1d4+4/19-20)

Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—mage armor, magic missile
. . 0 (at will)—acid splash, detect magic, flare (DC 14), read magic
. . Bloodline Arcane
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Statistics
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Str 18, Dex 9, Con 16, Int 8, Wis 12, Cha 16
Base Atk +0; CMB +3; CMD 13
Feats Eschew Materials, Alertness, Toughness, Improved Initiative
Skills Handle Animal +4 (background), Profession (Farmer) +5 (background), Spellcraft +3, Use Magic Device +8
Traits Reactionary, Dangerously Curious
Languages Common
SQ arcane bond (familiar)
Combat Gear N/a; Other Gear dagger, sorcerer's kit (backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), and waterskin), 60 gp.
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Special Abilities
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Arcane Bond Kusar has a familiar—a greensting scorpion named Girt. Most of its effects are already calculated into his statistics. As long as Girt is within arm’s reach, Kusar gains the Alertness feat (already calculated into his statistics).

Eschew Materials Kusar can cast any spell with a material component costing 1 gp or less without needing that component.

Spells Kusar knows the following spells or has them as scrolls.

Acid Splash: Ranged touch attack (+2 to hit, range 25 feet) that deals 1d3 points of acid damage.

Detect Magic: Detects all spells and magic items within a 60-foot cone.

Flare: Dazzles a creature within 25 feet (Fortitude negates).

Mage Armor: Gives subject +4 armor bonus for 1 hour.

Magic Missile: Dart of force automatically hits target within 110 feet, dealing 1d4+1 damage.

Read Magic: Deciphers magical writing.

Background:
Kusar was created in a Wizards Lab in ???.
The wizards attempted to infuse him with arcane energies.

Kusar started out as a sickly kid. After the adventurers saved him, a couple decided to retire from the life of adventures and raise him. They started a farm on the outskirts of town. Kusar had a lonely childhood, few other local children would play with him. His parents were concerned, but Kusar decided to spend all his free time on the farm.

As Kusar aged, he raised all sorts of livestock, including a few cows, pigs, and several dozen chickens. These animals would become his friends. They would follow him wherever he went. A few druids took notice of him and tried to recruit him at a young age. However, he showed no aptitude for druidic magic.

Into his late teenage years, Kusar developed into an extremely tall, lanky man. One evening a fox attempted to sneak into the chicken coop. Kusar heard and ran over. He saw the fox run away with one of his hens in his mouth, limp. Kusar started crying and held out his hands. To his surprise, a glob of acid shot forth and hit the fox which let out a yelp. Kusar was amazed at his new power. 'Where did that come from?' he wondered. Kusar started practicing his magics and learned he had some magical power. He could detect some minor magics around the farm. To his surprise he discovered an old magic coin in one of the fields!

His 'parents' sat him down one evening to have a talk. They told him about where he came from. Kusar wasn't angry. He had a good life growing up on the farm and loved his parents. But he was curious. What sort of powers does he hold?

People:

Kusar would know the tanner (name TBD) and the general store owner (TBD) as he would occasionally do work with them. He also knows other famers nearby.

Fears:

Kusar is reluctant around new people, ashamed of his size. He'd rather be around animals.

Kusar does not enjoy killing animals and refuses to eat any. He feels his minotaur heritage deeply and can't look at any animals, particularly cows, as food.

Description:

Kusar is tall, around 7'5" and rather skinny. He uses his muscles quite a lot on the farm, especially moving around heavy equipment. His clothes are fairly simple - overalls, a straw hat.

Goals:

Explore his new found powers.