Follower of Szuriel

Rokhan Kruhl's page

55 posts. Organized Play character for Agent Eclipse.


Full Name

Rokahn Kruhl the Inferno

Race

| HP: 8/8 | AC: 14 T: 13 FF: 11 | CMB: 0, CMD: 13 | F: +3 R: +4 W: +3 | Init: +7 | Perception: +0 (Low-Light/Darkvision) | Speed 30ft | Active conditions:

Classes/Levels

Resources:
| SLA: 3/3 | Spells (1st): 4/4 | Wand of CLW: 50/50

Gender

CN Half-Orc Sorcerer 1

Size

Medium

Age

20

Special Abilities

Familiar: Calderon

Alignment

CN

Deity

Flauros

Location

Belkzen and Qadira

Languages

Common, Ignan, Orc

Occupation

Fire Shaman

Homepage URL

Information Spreadsheet | Art Inspiration

Strength 10
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Rokhan Kruhl

#54329-2 Rokhan Kruhl
Male Half-Orc Sorcerer (Tattooed Sorcerer) 1
CN Medium Humanoid (Human, Orc)
Init: +7; Senses: Darkvision 60ft, Low-Light Vision; Perception: +0
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Defense
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AC: 14, Touch: 13, Flat-Footed: 11 (+1 Armor, +3 Dex)
HP: 8 (1d6+2)
Fort: +3, Ref: +4, Will: +3
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Offense
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Speed: 30 ft.
Melee: Dagger +0 (1d4/19-20)
Ranged: Light Crossbow +1 (1d8/19-20)
Space: 5 ft.; Reach: 5 ft. (10 ft. with Longspear)
Spell-Like Abilities (CL 1st; concentration +4)
• Dancing Lights (3/day)
Sorcerer (Tattooed Sorcerer) Spells Known: (CL 1st; Concentration +4)
• (0) Acid Splash
• (0) Detect Magic
• (0) Grasp
• (0) Read Magic
• (1) Burning Hands (DC 15)
• (1) Burning Sands
Bloodline: Phoenix
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Statistics
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Str: 10, Dex: 16, Con: 14, Int: 10, Wis: 10, Cha: 16
Base Atk: +0; CMB: +0; CMD: 13
Skills:
• Intimidate +9 (1 Rank + 3 Class Skill + 3 Cha +2 Racial)
(Additional +2 against Lycanthropes)
• Linguistics +1 (1 Rank)
Languages: Common, Ignan, Orc
Weapons: Dagger, Light Crossbow
Armor: Masterwork Haramaki
Magical Items:
Gear: Masterwork Backpack: Acid, Alchemist's Fire, Caltrops, Smelling Salts, Crossbow Bolts (10), Flint and Steel, Grappling Bolt, Silk Rope (50 ft.), Spring-Loaded Wrist Sheath x2, Spell Component Pouch
Wands: CLW 50/50
Wallet: 266 GP
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Traits
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• (Region:Qadira) Elemental Pupil (Fire)
• (Magic) Magical Lineage (Burning Hands)
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Feats
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• (Tattooed Sorcerer) Varisian Tattoo (Evocation)
• (1) Spell Focus (Evocation)
• (3)
• (5)
• (7)
• (9)
• (11)
• (13)
• (15)
• (17)
• (19)
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Class (Sorcerer) Abilities
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• (1) Spell and Cantrips
• (1) Bloodline (Phoenix)
• (1) Eschew Materials: Replaced by Tattooed Sorcerer.
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Bloodline (Phoenix) Abilities
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• (Base) Class Skill: Knowledge (Arcana)
• (Base) Bonus Spells: Color Spray (3rd), See Invisibility (5th), Magic Circle Against Evil (7th), Wall of Fire (9th), Break Enchantment (11th), Path of The Winds (13th), Firebrand (15th), Prismatic Wall (17th), Fiery Body (19th).
• (Base) Bonus Feats: Dodge, Elemental Focus (fire), Fast Healer, Improved Initiative, Iron Will, Mobility, Quicken Spell, Skill Focus (Knowledge [arcana]).
• (Base)Bloodline Arcana: When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal.
• (Base) Bloodline Powers: The phoenix is an elemental creature of sky and primal fire, and its blood within you sings with a similar power.
• (1) The Unseen World (Su): Replaced by Tattooed Sorcerer.
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Archetype (Tattooed Sorcerer) Abilities
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• (1) Familiar Tattoo (Su):
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.

Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.
• (1) Varisian Tattoo (Ex):
At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.
• (1) Bloodline Tattoos (Ex):
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.
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Tattoo Familiar Abilities
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•• (Rhamphorhynchus) Familiar Bonus: +4 bonus on initiative checks.
• (Rhamphorhynchus) Evasion (Ex): If succeed on Reflex save for half damage, take none instead.
• (Rhamphorhynchus) Sudden Swoop (Ex): Do not provoke an AoO when making a charge while flying. Gain +2 damage with Bite when making a sudden swoop.
• (Rhamphorhynchus) Scent (Ex): Detect opponents within 15+ ft. by sense of smell.
• (1) Transform (Move Action): Switch between tattoo and familiar form.
• (1) Alertness: Replaced by Emissary.
• (1) Improved Evasion: Replaced by Elemental.
• (1) Share Spells: Replaced by Emissary.
• (1) Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
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Familiar Archetype (Elemental (Fire)) Abilities
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• (1) Elemental Type (Ex): An elemental familiar gains a subtype that matches its element: air, earth, fire, or water.
• • Immunity to Fire: You are immune to fire damage.
• • Vulnerability to Cold: You are vulnerable (+50% damage) to Cold damage.
• (1) Elemental Manifestation (Ex): An elemental familiar gains one or more special abilities based on its element. A fire familiar can spit a globule of fire as a ranged touch attack once every 1d4 rounds; this attack has a range of 30 feet and deals 1d4 fire damage for every 3 character levels the master has. This replaces improved evasion.
• (1) Elemental Speech (Ex): An elemental familiar gains the ability to speak and understand a language based on its element: Ignan (fire). This ability replaces speak with animals of its kind.
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Familiar Archetype (Emissary of Flauros) Abilities
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• (1) Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
• (1) Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.
• (1) Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.
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Race (Half-Orc) Abilities
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• Darkvision (60ft): Half-orcs can see in the dark up to 60 feet.
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity
• Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity:
• Dusksight: Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
• Low-Light Vision
• Favored Class Bonus (Sorcerer): Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
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Pathfinder Society Reputations
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• Current Fame: 2
• The Grand Lodge: 2

• Total Prestige: 2 (Current: 0)
•• Wand of CLW: -2 PP
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Boons
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Pathfinder Tales Chronicles:

Pathfinder Tales: Prince of Wolves:
• Prince of Wolves:
Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Pathfinder Tales: Plague of Shadows
• Master of Shadows:
You gain a one-time +5 circumstance bonus on any Knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.
• Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise.

Pathfinder Tales: Winter Witch
• Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.
• Magical Scrivener
Your mastery of magical illustration allows you to empower other magical writings. When casting a spell from a scroll, you may increase the scroll’s caster level by 2. When this boon is used, cross it off your Chronicle.

Pathfinder Tales: Master of Devils
• Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
• Temple Trained:
Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.

Pathfinder Tales: Song of The Serpent
• Five Kings Negotiator:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.
• Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Death’s Heretic
• Faithless:
Your life in Rahadoum has instilled in you a fierce independence and indomitable self-confidence. So long as you have no patron deity, you gain a +1 bonus on saving throws against divine spells for one scenario. When this bonus is used, cross it off your Chronicle.
• Lifetimes of Experience:
You fight with your gut, and your instincts have been sharpened by years of experience. As an immediate action, you gain a +2 insight bonus to AC against one creature. When this bonus is used, cross it off your Chronicle.

Pathfinder Tales: Called to Darkness
• Unwitting Spelunker:
You descend into the darkest depths not by choice but by necessity, yet your grit and fortune aid your survival in situations which would otherwise demand stonecraft and scholarly training. For the duration of one scenario, you may make Knowledge (dungeoneering) checks untrained. In addition, you gain a +1 luck bonus on initiative checks and Perception, Stealth, and Survival skill checks while underground. This bonus increases to +2 for any of these 3 skills in which you have no ranks. When you use this boon, cross it off your Chronicle sheet.
• Subterranean Slayer:
You allow nothing to stand in the way of your goals, and as a result, you tend to leave very little standing. You may use this boon before making an attack roll against a dinosaur or giant. You gain a +2 bonus on the attack and damage roll, and your weapon’s critical multiplier increases by 1 for that attack. When you use this boon, cross it off the Chronicle sheet.

Pathfinder Tales: Queen of Thorns
• Desperate Bargain: Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

Pathfinder Tales: City of The Fallen Sky
• Fugitive from Numeria:
You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
• Duplicitous Charm:
As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.

Pathfinder Tales: Blood of The City
• Attuned to the Citysong:
Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.
• Urban Tenacity:
Your work is never done, and a near-death experience is never enough to keep you down. As an immediate action when you are reduced to negative hit points and dying, you automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws, and skill checks

Pathfinder Tales: Nightglass
• Nidalese Apostate:
Years of training in Pangolais have inured you both to Zon-Kuthon’s rituals and to his servants. When you are affected by a magical effect with the pain or shadow descriptor, as a free action you gain a +2 bonus on all saving throws against the effect. When this boon is used, cross it off this Chronicle sheet.
• True Magic of the Shadowcaster:
The purest expression of Zon-Kuthon’s power blends faith with mastery of the arcane. As a free action, you may take 1d6 points of bleed damage each round for 3 rounds. While bleeding, increase your caster level by +1 for all spells you cast. If you are able to cast both arcane and divine spells, increase this bonus to +2. When this boon is used, cross it off this Chronicle sheet.

Pathfinder Tales: The Worldwound Gambit
• The Long Con:
Your experiences bringing down the Tower of Yath have honed your skills at deceiving those who worship Abyssal forces. You gain a permanent +1 bonus on Bluff checks made against demonic cultists in noncombat situations.

Pathfinder Society Chronicles:

The Wounded Wisp:
• Explore, Report, Cooperate:
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name -such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item- would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contribute to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle Sheet.
• Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

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Completed Scenarios
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#6-10 The Wounded Wisp
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Description
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The key difference between his brother and himself are their skin tones. Rokhan has skin like bloodied clay and a fire in his eyes. Slightly larger than his brother but still on the smaller side of most half-orcs.

Eschewing most armor as it interferes with his powers, he adopted the use of a modified haramaki that covered his midsection. Its cloth was a charcoal grey and the molten stone plate in front bore the likeness of a fanged mouth with magma pouring out of it.
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Background
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Rokhan Kruhl “The Inferno” and his twin brother, Mhazruk, are the product of Urglin raiding parties on Shoanti camps. However, they were not the product of a powerless woman succumbing to orcs. Their parents were the only two survivors of a fierce battle and rather than kill one another, their orc father and shoanti mother spent the night together before parting. Even though the mother found a new tribe the boys were seen as monstrosities. At the age of maturity they were thrust into the wilds of the Hold to fend for themselves...perhaps by luck or a curse, the raiding party that picked them up saw them as potential recruits rather than monsters. They were taken back to Urglin for training.

Being half bloods the Hold of Belkzen was a dangerous upbringing but their talents kept them alive. Rohkan had an affinity for controlling flames and even using them to bolster their war parties. He was claimed by Chief Mahja Firehair to train underneath his shamans to master the healing capabilities of his fire...and to keep him away from the danger of the frontlines.

Eventually, his brother came for him...using a Pathfinder Society expedition to visit the hold. Rokhan protested at first but he realized his welcome had become strained from recent events. He also had to learn more of this Flauros.