The Manyfaced One

Pakak's page

1,237 posts. Alias of Ridge.


Full Name

Pakak

Race

Dwarf

Classes/Levels

Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Gender

Male

Size

3ft 11

Special Abilities

Dark Vision,

Alignment

LG

Deity

Torag

Languages

Common, Draconic, Dwarven, Giant, Terran

Occupation

Gertrude's Hubby

Strength 10
Dexterity 12
Constitution 15
Intelligence 21
Wisdom 12
Charisma 10

About Pakak

Pakak Ironwall
Male dwarf abjurer 9/Archmage 2
LG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +1
Aura protective ward (+2 deflection, 10 ft., 5 rounds, 8/day)
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Defense
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AC 13, touch 12, flat-footed 12 (+1 armor, +1 deflection, +1 Dex)
hp 62 (9d6+24)
Fort +5, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, energy absorption (27/day), hard to kill, resistance; Resist fire 5
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Offense
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Speed 20 ft.
Melee cold iron dagger +4 (1d4/19-20) or
. . cold iron warhammer +4 (1d8/×3)
Special Attacks hatred, mythic power (7/day, surge +1d6)
Abjurer Spells Prepared (CL 9th; concentration +16)
. . 5th—dismissal (DC 20), feeblemind (DC 20), wall of stone
. . 4th—dimension door, dragon's breath[APG] (2, DC 19), stoneskin
. . 3rd—dispel magic[M], fireball[M] (DC 18), fly, haste, magic circle against chaos
. . 2nd—create pit[APG] (DC 17), glitterdust (DC 17), levitate, protection from arrows, resist energy, web (DC 17)
. . 1st—ear-piercing scream[UM] (2, DC 16), grease, magic missile[M], magic missile[M], magic weapon, protection from evil
. . 0 (at will)—detect magic, prestidigitation, ray of frost, read magic
. . Opposition Schools Illusion, Necromancy
. . M mythic spell
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Statistics
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Str 10, Dex 12, Con 15, Int 21, Wis 12, Cha 10
Base Atk +4; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Fast Study[UM], Fight On[APG], Mythic Spell Lore[M], Scribe Scroll, Spell Penetration
Traits dangerously curious, riftwarden orphan
Skills Acrobatics -2 (-6 to jump), Appraise +11, Craft (armor) +13 (+15 on checks related to metal or stone), Craft (stonemasonry) +7 (+9 on checks related to metal or stone), Craft (weapons) +13 (+15 on checks related to metal or stone), Fly +3, Knowledge (arcana) +16, Knowledge (dungeoneering) +9, Knowledge (engineering) +13, Knowledge (geography) +10, Knowledge (history) +11, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +16, Knowledge (religion) +10, Linguistics +10, Perception +1 (+3 to notice unusual stonework), Profession (architect) +12 (+14 on checks related to metal or stone), Spellcraft +17, Use Magic Device +8; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Abyssal, Common, Draconic, Dwarven, Giant, Gnome, Orc, Terran, Thassilonian
SQ amazing initiative, arcane bond (shieldback, turtle)
Combat Gear ring of the ram; Other Gear cold iron dagger, cold iron warhammer, bracers of armor +1, ring of protection +1, artisan's tools, artisan's tools, backpack, bedroll, blanket[APG], flint and steel, ink, parchment (5), scroll case, spell component pouch, trail rations (2), waterskin, 2 gp, 7 sp
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Special Abilities
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Abjuration The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eldritch Breach (Su) Roll twice and take better roll when dispelling or overcoming spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Absorption (27 HP/day) (Su) When struck by energy damage, apply it to this total before hp.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +1 natural armor bonus You gain the Alertness feat while your familiar is within arm's reach.
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Fight On (+2, 1/day) 1/day when below 0 HP, add your CON Mod as temporary HP for 1 minute.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Protective Ward (+2 deflection, 8/day) (Su) As a standard action, 10 ft radius field grants allies deflect bon to AC for 5 rds.
Ring of the ram A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.

The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.

In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.

Construction
Requirements: Forge Ring, bull’s strength, telekinesis; Cost 4,300 gp
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Background:
My name is Pakak Ironwall. This much I know. It is a proud clan, long associated with aiding in the crusades, and more importantly (to many dwarves anyway) recapturing a sky citadel. However, I know little of my father and mother.

I suspect they are dead and that whoever killed them is very much alive. The former is too far gone for me to correct, the latter? That may yet be rectified. I know they were Riftwardens. Even if it were not for the odd mark on my brow that is often linked to them, my cousins in the clan Ironwall knew that much. Of course, the Riftwardens themselves are something of a mystery.

Dwarves are supposed to honor the crafts of those that came before them. As Riftwardens study the arcane, so did I. Beseiged as Mendev is, I thought the magic of wards and other protections would be wise to learn. Other Ironwalls insisted I instead take up with the craft of the main clan, that of making weapons and armors so they might outfit forces and clear the way to the Sky Citadel one day. I honored this too, becoming a fairly decent sword smith. Was it difficult to split my attention between two crafts?

You have no idea. Sometimes I wonder if I would be a better wizard were I not working at the smithy so much. I KNOW I would be a better weaponsmith if I'd never taken up magic. But I'll not shame the memory of my parents, nor the kindness of my clan kin who took me in.

Still, Dwarves are rare in Kenabres compared to humans and others. One family of 'others' (Celestial Kin, if you can believe it) was very kind to me. It was they who made it possible for me to find a wizard mentor in the first place. They tell me I should feel no debt to them, or their clan.

It's so naive of them as to be almost precious.

I maybe an odd dwarf to some, but I AM still a dwarf, and I will decide what debts are or are not pressing on me, and I WILL repay it in the coin of MY choosing.

Appearance: As dwarves go, Pakak is short. Humans may not always notice it, but compared to most dwarves, Pakak is a runt. Non-Dwarves don't tend to notice that, they're too busy staring at the spiral like birthmark on his forehead.

While not a part of how he 'looks', it should be noted that Pakak does not speak Taldan with an accent as some dwarves do. He takes all his studies seriously, and that includes language. His is a deep baritone.

Personality: Pakak is a good and honorable soul who often expects too much of himself. Like any being, he makes mistakes, but his can send him into a dour mood. There is an intensity to him, a drive to keep learning, for one never knows when the next bit of lore or magic might not save someone he cares about.

And he does care. He wants to help his Clan claim a Sky Citadel. He wants to find a way to close the Worldwound so the crusaders can at last live in peace and the world can be safe. He wants to avenge his parents and wants to become a great wizard so he can honor them.

He wants more of himself than anyone would expect to be reasonable. Fortunately, he has friends to keep him (oddly, given he's the dwarf) down to earth. And wants aside, he won't abandon his friends, ever.