Black Dragon

Kuvan's page

12 posts. Alias of Diaz Ex Machina.

Full Name



HP: 7/7 | AC: 11 (11 Tch, 10 Fl) | CMB: +1, CMD: 9 | Fort: +1, Ref: +1, Will: +2 |


Init: +6 | Perc: +5, SM: +0 | Speed 30ft | Claws: 8/8 | Spells: 1st 5/5 |  Active conditions: None.


Male CG Half-orc Sorcerer 1 |

About Kuvan

Rather short and wimpy for an half-orc, KUVAN is the son of a retired adventurer and her former lover, a wizard associate of her who turned out to be so evil the whole party had to put him down.
Since his childhood years the boy has shown a great affinity to arcane magic, a bond so strong that he was able to cast minor magical effects before even learning how to walk properly. He grew up in a secluded farm in the outskirts of Cassomir, the "retirement" his mother earned after a long life of adventures, but moved to the coastal city when he was just ten winters old, to learn how to harness his powers thanks to the teachings of a—definitely not evil—relative of his deceased father.
After some years of quite boring theoretical lessons with his mentor the now grown man decided it was time to embark on an adventure himself and start practicing his trade instead of grow moldy with the nose deep in old books. Luckily he found an employ quite fast, as a guard for a merchant shipment to Wispil. He doesn't plan to stick for the whole travel though: he's using the job only as a way to make some money and get comfort in numbers while on his way to Belhaim, a town on the road where a friend of his mother lives, a wizard by the name of Balthus Hunclay. The woman hasn't heard about his friend for quite a long time and asked her son to go check him out, and maybe stay a while with him to learn something more about magic.

Male half-orc sorcerer 1
CG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 7 (1d6+1)
Fort +1, Ref +1, Will +2
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4-2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks claws (2, 1d4, 8 rounds/day)
Sorcerer Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—mage armor, magic missile
. . 0 (at will)—acid splash, dancing lights, detect magic, prestidigitation, read magic
. . Bloodline Draconic
Str 7, Dex 12, Con 13, Int 12, Wis 10, Cha 20
Base Atk +0; CMB +1; CMD 9
Feats Agile Maneuvers, Eschew Materials, Improved Initiative
Traits arcane temper, blood of dragons, you’ve got local connections
Skills Acrobatics -2 (-6 to jump), Intimidate +7, Knowledge (arcana) +6, Perception +5, Spellcraft +5, Use Magic Device +10; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), finesse weapon attack attribute, orc blood
Other Gear dagger, light crossbow with 20 bolts, backpack, bedroll, belt pouch, chalk (10), flint and steel, hemp rope (50 ft.), soap, torch (5), trail rations (7), waterskin, 21 gp, 2 sp, 4 cp
Special Abilities
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Claws (8 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Darkvision (60 feet) You can see in the dark (black and white only).
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.