Shieldbreaker

Khon'Ur's page

258 posts. Organized Play character for ‘Eκάτη.


Race

m CN dwarf Constable 1 / Inquisitor 2 | HP 25/32 | AC 23 T 14 FF 22 | CMB +4 CMD 14 | F +8 R +5 W +7 | Perc +9 | DV90' | 20 ft. |

Classes/Levels

Fury 4/6 | Challenge +, Judgment -, Tactican + | Shield of Faith, Judgment (AC)

About Khon'Ur

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Advancement:

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# 342384-8
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0 - 150
1 - 500 gp, 1 XP, 2 PP [PFS Special: Race for the Runecarved Key]
2 - 502 gp, 1 XP, 2 PP [#3–01: The Frostfur Captives]
3 - 1398, 3 XP, 4 PP [The Emerald Spire: The Tower Ruins]

Total: 2550, 5 XP, 8 PP

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Race: Minesight, Deep Warrior, Ancient Enmity, Shadowplay, Stability, Stonecunning, Unstoppable (+1 FORT), Weapon Familiarity
Feats: Toughness, Improved Unarmed Strike, Improved Grapple, Power Attack
Traits: Grounded (+1 REF), Magical Knack
FCB: +2 to skill points
Skills: (18 total) Acrobatics 3, Climb 1, Intimidation 3, Knowledge (Dungeoneering) 2, Perception 3, Sense Motive 3, Spellcraft 2, Swim 1
- Skill bonuses: +1/2 Inquisitor lvl to SM & Intimidate (Gaze), Wisdom to Spellcraft (Spell Sage), Acrobatics (trait & order)

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Plan (feats):

[1] (Cavalier 1) Toughness, Improved Unarmed Strike, Improved Grapple, Overwhelm (Teamwork)
[2] (Inquisitor 1) X
[3] (Inquisitor 2) Power Attack
[4] (Inquisitor 3) Coordinated Maneuvers (Teamwork)
[5] (Inquisitor 4) War Blessing
[6] (Inquisitor 5) X
[7] (Inquisitor 6) Defensive Combat Training, Coordinated Defense (Teamwork)
[8] (Inquisitor 7) X
[9] (Inquisitor 8) Greater Grapple

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Description:

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Khon'Ur is a rather gloomy dwarf with an unusual grayish skin tone, which instinctively seems somewhat repulsive to other dwarves. Instead of a traditional beard, he sports a mustache, in defiance of the customs of his people. His face is adorned with several rune tattoos that seem to have mystical significance, and he bears scars from various battles all over his body. This is a middle-aged dwarf who has clearly seen some sh*t in his life. His communication style is rather rude, as he often grumbles and curses, and he's always ready to start a fight - this is evident from his behavior.

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Backstory:

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Attention! THERE ARE SPOILERS FOR SOME SCENARIOS!

The son of a male dwarf and a female duergar is doomed to be hated and despised by all dwarves who are able to find out his bloodline. Khon'Ur realized this from childhood, as he did not grow up among other dwarves, but deep, deep underground in the tunnels of Darklands where his parents were banished back when they arrived in the Mountains of the Five Kings. In Khon'Ur's eyes, his father, rescued by his future mother and returned from slavery, was a hero - like the mother who who abandoned her people to run away with a slave. In the eyes of dwarven society, his father was a traitor and a pervert, and hus mother was a monster who needed to be killed urgently.

A tough childhood and a constant struggle for life together with exiled parents tempered the half-breed. When Khon'Ur got older, looking for fame and adventure, he decided to return to the surface and after several years of wandering went to Mendev, hoping to find there wealth and personal fortune there rather than "save the world". There, step by step, he was corrupted until he completely switched to the evil side and started to worship Descari. After the death of his dark patron, he was devastated for a long time, fishing for petty robbery and struggling with a terrible emptiness inside. This went on for a while until one day he heard a voice in his had. A strange hissing snake-like female voice. It sounded against the background of the familiar buzzing of locusts and told that Khon'Ur was no longer alone.

So he found a new faith in the "One That Devoured The Demon Lord's Heart" and took away his power... and a new new chance to return to society. Chandrabha pointed out to him the Pathfinders and that she was one of them when she was an ordinary mortal. Gradually, Khon'Ur was cleansed of part of the evil that was in him, although it did not become a way of redemption. Rather, it is simply a new way of gaining power, following the precepts of a beautiful female voice calling for fighting, strangling with bare hands and gaining unprecedented strength during his lifetime.

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Boons:

- Goblin Bane (Emerald Spire 1): The terror you have hewn has made a resounding impact to the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.

Bot Me:

[dice=Perception]1d20 + 7[/dice] [ooc]+2 to notice disguised or hidden aberrations[/ooc

[dice=Waraxe (2H)]1d20 + 6; 1d10 + 4[/dice]
[dice=Waraxe + Fury of the Abyss + PA (2H)]1d20 + 6; 1d10 + 8[/dice]

[dice=Grapple]1d20 + 7[/dice] [ooc](+2 vs aberrations)[/ooc
[dice=Grapple + Fury of the Abyss]1d20 + 8[/dice] [ooc](+2 vs aberrations)[/ooc

[dice=Chakram]1d20 + 3; 1d8 + 3[/dice] [ooc](range 30')[/ooc

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m CN dwarf Cavalier (Constable) I / Inquisitor of Chandrabha (Witch Hunter) II
Init +4; Perc +9, Darkvision 90'
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Str 16 (+3) | Deх 12 (+1) | Con 16 (+3) | Int 10 | Wis 17 (+3) | Cha 5 (-3)
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DEFENSE
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AC 20, T 11, FF 19 (+9 armor +1 dex)
hp 32 (1d10 +2d8 +9 con +4 feat)
Fort +8, Ref +5, Will +8
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OFFENSE
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Base Atk +2 CMB +5 [+2 grapple], CMD 15 [+4 vs bull rush or trip, +2 vs grapple]
Speed 20 ft.
Melee Waraxe +6 (2d10+4; 20x3; S), Gauntlet +6 (1d3+3; 20x2; B), Unarmed Strike +5 (1d3+3; B; 20x2)
Ranged Chakram +3 (1d8+3; 20x2; S; Range 30 ft) or Mwk Hand Crossbow +4 (1d4; 19-20x2; P; Range 30 ft)
Special Challenge (+1/-2; swift; 1/day), Fury of the Abyss (+1/-2; swift; 6/day), Judgment (swift; 1/day), Tactician (3 rounds; standard; 1/day)
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SKILLS
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[ACP -5] Acrobatics +7 (+2 to balance; +4 to jump), Climb/Swim +7, Intimidation +4 [+2 vs goblinoids], Knowledge (Dungeoneering) +7, Perception +9 (+2 vs aberrations), Sense Motive +10, Spellcraft +8, Survival +8
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SPELLS
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Close 30 ft, Medium 130 ft, Long 520 ft

Cantrips (DC13): Acid Splash [1d3; close], Create Water, Detect Magic, Read Magic, Stabilize

Level 1 (DC14, 3/day): CLW [1d8+3], Command [W; close], Shield of Faith [+2; 3 min]

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CLASS SPECIAL
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Apprehend (Ex): A constable gains can attempt a grapple combat maneuver check in place of the attack at the end of a charge.

Challenge: An order of the hammer cavalier can attempt a free grapple check or free sunder combat maneuver check anytime she takes the full-attack action against the target of her challenge. This free combat maneuver does not provoke an attack of opportunity. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Judgment (Su): Destruction (+1 dmg), Healing (fast healing 1), Justice (+1 all attack rolls), Piercing (+1 concentration and CL checks), Protection (+1 AC), Purity (+1 saving throws), Resiliency (DR 1/magic), Resistance (2 points of energy resistance against one energy type), Smiting (weapons count as magic).

Overwhelm (Team) : You are considered to be flanking an opponent if at least one ally who also has this feat is threatening that opponent and the opponent is at least two size categories larger than the larger of you or your ally, regardless of your actual positioning.

Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat (Overwhelm). As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds.

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RACE SPECIAL
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Ancient Enmity: Dwarves have long been in conflict with the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.

Deep Warrior: +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures

Minesight: You automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.

Shadowplay: Dwarves with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level.

Sense Aberration: Dwarves with this trait gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.

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EQUIPMENT
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Mwk Waraxe, Dwarven - 330 gp
Mwk Full plate - 1500 gp (ACP -5)
Mwk Hand Crossbow - 400 gp
+ some bolts - 3 gp
Chakram [10] - 10 gp

Manacles, Quickcatch - 180 [M]

Cloak of Resistance - 1000

Wand of CLW [44/50] - 2 pp
Wand of Infernal Healing [42/50] - 2 pp

Warpriest's Kit - 8 gp
Outfit, Cold & Hot - 8 & F
Outfit, Traveler’s - 1
Snowshoes - 5 gp
(Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.)

Sold -

Used -

Coin -875 gp 4 PP

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