Bojask

Lars Ulcaster's page

175 posts. Alias of Grumbaki.


Race

Wounds (0) HP (11) AC (17/13/14) Saves (4/3/2)

Strength 14
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 10
Charisma 8

About Lars Ulcaster

Offense
* To Hit: +0 (BaB) + 3 (Dex) +1 (MW) +1 (WF) +1 (Insight) = +6
* Damage: 1d6 (base) + 2 (Str) +1 (Trait) +1 (Insight) = 1d6+4

[dice=Hit]1d20+6[/dice]
[dice=Damage]1d6+4[/dice]

with Magic Weapon and Arcane Pool

[dice=Hit]1d20+6[/dice]
[dice=Damage]1d6+5[/dice]
[dice=Electricity Damage]1d6[/dice]

Casting Defensively
* DC of shocking grasp: 17
* 1d20 + 1 (level) + 2 (intelligence) - 2 (possessed hand) +2 (focused mind) = 120+3

Defense
* HP: 8 (lvl 1) + 2 (Con) + 1 (FCB) = 11
* AC: 10 (base) + 4 (armor) + 3 (Dex) = 17/13/14
* Fort: 2 (base) + 2 (con) = +4
* Ref: 0 (base) + 3 (dex) = +3
* Will: 2 (base) +0 (wis) = +2

Race: Human:

* Bonus Feat: Weapon Finesse
* Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet

Traits:

* Ex-Asmodean: +1 trait bonus on attack rolls and weapon damage rolls against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.
* Focused Mind: +2 concentration checks
* Heavy Hitter: +1 unarmed damage

Feats, Arcana, Skills, Equipment:

Feats
Lvl 1: Improved Unarmed Strike, Weapon Finesse, Possessed Hand
Lvl 3: Weapon Focus
Lvl 5: Point Blank Shot, Hand Autonomy
Lvl 7: Hand Detachment
Lvl 9: Startoss Style
Lvl 11: Startoss Shower, Startoss Comet
Lvl 13: Weapon Specialization
Lvl 15: Improved Familiar [url=https://www.d20pfsrd.com/bestiary/monster-listings/constructs/automaton-champion/automaton-familiar/[/url]

Arcana
Lvl 3: Empowered Arm, Sharpened Arm - Piercing Damage 19-20 crit range
Lvl 6: Enduring Blade
Lvl 9: Familiar (his arm!)
Lvl 12: Dispelling Strike
lvl 15: Reflection
Lvl 18: Bane Blade

Skills
* Knowledge Arcana (+6)
* Knowledge Planes (+6)
* Spellcraft (+6)
* Intimidate (+3)

Background Skills
* Linguistics (+3)
* Knowledge Nobility (+3)

Equipment 240 gold
* Golemfist
* Masterwork Studded Leather (175 gold)
* Magus Kit (22 gold: This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.)
* 43 gold

Golemfist:

Spells
* Cantrips: Mending, Detect Magic
* Level 1 Spells Known: Shocking Grasp, Magic Weapon, Mount, Vanish, Unseen Servant
* Level 1 Spells Prepared: 1x Magic Weapon

Golem Arm (Ex)
A golemfist begins play with a golem arm grafted in place of one of his arms. The golem arm is a masterwork weapon that is treated as an unarmed strike and deals damage as if he were a monk 2 levels lower than his class level (minimum 1st level). The golem arm is made from basic parts and mundane materials that grant no additional benefits. A golemfist can recreate his golem arm from other materials by spending 1 day and paying an additional +50% of the normal cost of the special material used in the creation of this new golem arm. For the purposes of determining the weapon type and weight for special materials, the golem arm is treated as a heavy mace. If a golemfist recreates his golem arm, any previously used special materials are destroyed. The arm gains no benefits from items that enhance unarmed strikes, such as an amulet of mighty fists.

At 1st level, a golemfist can use his arcane pool to enhance his unarmed strikes as if they were manufactured weapons. At 5th level, he can use this ability to add any of the following special abilities to his unarmed strikes: corrosive, corrosive burst, defending, flaming, flaming burst, frost, icy burst, impact, shock, shocking burst, or thundering. At 11th level, he gains access to the following special abilities: brilliant energy and speed.

This alters arcane pool.

Arcane Pool (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Combat (Ex)
[See FAQ]

At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

[spoiler=Background]

Lars is a native born son of Kintargo's prestigious Villegre district. Born to mages who worked within the Alabaster Academy, he had thought himself destined to follow in their footsteps. That was, until one night when he learned that his parents, in an effort to move up in the world, had publicly accepted the Asmodean faith. Already a fervent follower of Sarenrae, what followed was an heated argument of base-pragmatism against religious fervor and idealism. It ended with Lars slamming the door and storming out. It was then that he made a fateful mistake...he crossed Barzillai Thrune. Young, full of himself and hot-headed, he wrote what he thought would be an anonymous letter. In it, he denounced Cheliaxian rule and the worship of Asmodeus. Furthermore, he put to pen his opinion as towards the self-determination and independence of his city. Finally, he nailed it to the front door of the Alabaster Academy, in the hope that likeminded mages and students would read it.

To his surprise, he visited in the night by inquisitors and was dragged off to a location that was unknown to him. After waiting in the dark for many hours, they came and said that they had good news to him. Given that his parents were in good standing with the Cult of Asmodeus, they would show him mercy. First they asked for a written confession, in which he vowed to never write such traitorous words again. And when that was done, they asked him if he would prefer to never see them again, or never speak to them again. Confused and terrified, he said that he'd prefer to never see them again, thinking that it meant that they would leave him be. They responded, that in their mercy, that not only would they let him live, but they would ensure that he would not break his word, even by accident. When he returned home, he was missing both his right arm and his eyes. Lars' days as an aspiring mage had come to an end.

He now lives within Old Kintargo. Before he was banished from his home, for his parents were terrified that if he stayed there then they might share his fate, they gave him one last gift. His mother used her alchemical knowledge to grow a new pair of eyes for him, and his father enchanted a prosthetic arm. So equipped, they begged him to never come home, nor to let anyone know what they had given him, lest the Thrune Inquisitors punish them for going against their will.

He now is laying low and trying to keep his head down as a manual laborer at the city docks, lest the brutal rule of House Thrune decide that showing mercy was a mistake. Yet still, his hearts burns with a desire for vengeance. He just knows that he cannot act alone....