Surt Ragnaganon's page

3 posts. Alias of IronDM72.


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Aloha-Shirt-Samurai wrote:
I just want a feat that blasts theme music while I shrug off one lethal blow. Because I fight for my friends!

This was awesome!!!


havel to finish Frooka stat block
Surt waits for moment for the Headmaster to say something when he notices the other students enter. Surt is red headed a new thing over the last couple of years. When Surt becomes "him". Everthimg changes the world becomes smaller and the air becomes hotter. Surt recalls one time he fought against a masked thief and during the fight "he" came out. The transformation was strange the air became fire around him. The sword he carried became bigger and had red edge. His magic seemed more natural and not so hard. The thief tossed fire on him and it did not seem to bother him. The Fire Frog burned bright in him.
He snapped back to the present and waited for the others.


Crunch:

Surt Raganaganon
Suli Magnus (Elemental Knight) /2 (Advance Race Guide & Inner Sea Race Guide )
NG/ Small (Suli )
Int: +2
HP: 18 (2d8+1)
Senses: Low Light
HP 18/18|Int+2|PER:-2|BAB:+1|AC 16|Touch 12| FF| 14|FORT:+3|WILL:+2|REF:+2|
Defense
Perception:-2
AC:16 Touch:12 Flat Footed:14
HP: 18 (2d8+1)
Fort:+3 Ref:+2 Will:+2
CMD: +6
Defense Ability:
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Offense
Speed: 30FT/6Squares
Melee:
+5 (+1 BAB/+4STR)
+6 (+1 BAB/+4STR/+1)
+1 Long Sword 1d8+ 5
+1 Star Knife 1d4+5
Range:
+3 (+1BAB/+2 Dex)
+4 (+1 BAB/+2DEX/+1)
+1 Star Knife 1d4+3
CMB:+5
Spells: 0/1=4/3
0 Level spells:
Light
Detect magic
Read magic
Ray of Frost 1d3 Frost Dmg
1st Level
Burning Hands: 1d4/level fire damage (max 5d4)
Magic Missile: 1d4+1
Shocking Grasps Touch delivers 1d6/level electricity damage (max 5d6).
Special Attacks:
Elemental Assault (Su): Once 2per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Spell Combat (Ex): 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.
Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Stats
Str 18/+4, Dex 14/+2, Con 12/+1, Int 14/+2, Wis 8/-2, Cha 12/+1

Skills
Knowledge Arcana: +6 Profession (Sword Seller) +4, Spell Craft: +6, UMD: +5
Perform + 4, Acrobatics + 5
Feats: Extra Elemental Assault: Your elemental assault ability lasts an additional 2 rounds per day.
Traits: Mantis Bleeding: Whenever you confirm a critical hit with a slashing weapon, you also deal 1 point of bleed damage.
Clever Wordplay: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Special Abilities
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.
Gratuitous Garment Generation Sequence: The Magical Child gains the Dual Identity ability as well as the Transformation Sequence ability. Social talents may be granted as rewards to the group as a whole later in the game.
Dual Identity:
Transformation Sequence:
Mystical Talking Acceptance Letter: All potential entrants to HoUR are notified via a mystical, shape-shifting spirit animal sent to guide them back to the school. Even after arriving at the academy, these spirit guides will continue to serve characters in the form of a familiar. This functions as the Animal Guide ability with a few changes. Firstly, the spirit guide is always capable of speaking common, even before gaining the Speak with Master ability. Secondly, instead of having separate social/vigilante identities, the spirit guide can transform between its normal form and that of a specific inanimate accessory (usually a piece jewelry) as a move action. Familiar archetypes may be taken. Any class that receives a familiar normally has their familiar replaced by the spirit guide.
Sword That Will Pierce The Heavens! (optional): Players may choose to reduce their character's size to small with no ability adjustments. Regardless, any small characters always wield weapons as though they were one size larger.
Gear
1000GP
chain shirt 100gp
900gp
+1 Star Knife 174 gp
726 GP
+1 Long Sword 165GP
561 gp
Magus Kit 22gp
539 gp


My name Surt Ragnagnon of the Hidden Fire Leaf village. My parents where ninjas from the village and where guardians of the Clow Harrow cards. Recently a Arcanist from Nex came a across a scroll that allows what you to write come true. As the Arcanist Zoot Sparklegem used this scroll to find the last records of Nex's power gems. Zoot releases the power of the Clow Harrow cards upon my village. The Clow Harrow of the Frog of Fire took form of Giant djinni that has the appearance of a nine tailed frog. My parents died while saving the village & sealing the power of the 9 tailed frog within me. This transformation allows me to be Suli Elemental Knight by night. By day I am lazy swordsman who appears human. Recently I have received a letter to attend the School that will help train me to hunt down the rest of the Clow Harrow Cards and to stop Zoot Sparklegem. My letter turns into a water frog ninja that advises me. I am to keep my story as a secret. I am to come to the school as Sword Merchant learning to fight better. HoUR waits !!
After I get to the port city of Niswan, the capital of Jalmeray. I gather up my things from the cabin. The trip was short considering I had to come a small area to the north. I follow my spirit guide Frooaka to the school. Hey Boss He says to me as he hops from one area to the next. Don’t get loss here and stay away from the women. He warns me as I look at the beautiful women around me. My nose starts to bleed a little as I stare to long. My longsword is strapped to my back and my star knife is strapped to my side. I make my way to the school in a lazy fashion. Boss your late we need to hurry ! As I run faster I notice my flames are starting to show. So I slow it down as I enter the school. I see the Headmaster and bow Surt Raganaganon at your service .
Cue Epic Music