Knight of Ozem

Theodor Kass's page

39 posts. Alias of Merck.


Classes/Levels

Sor 2/Ftr 1, HP 17/23, CMD 17, AC 20 /T11/F19, F+3 R+1 W+2, Init +3, Perc -1

Alignment

N

Deity

Iomedae

Languages

Common (Taldan)

About Theodor Kass

STR 18, DEX 12, CON 13, INT 10, WIS 08, CHA 17
Angel Blooded Aasimar (Human - Scion of Humanity trait)
Male
Medium Size
Psychic Sorcerer lvl 2, Fighter lvl 1

COMBAT STATS
BaB +2
Init +3; Senses Perception 3, Darkvision 60 ft.
CMB +6 (+2BaB +4strength)
CMD 17 (+2BaB +4strength +1dexterity +10)
Favored class Sorcerer (+2HP at lvl 3)

DEFENSE
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
Resistences Acid 5, Cold 5, Electricity 5
HP 23/23 (1d10+2d6+3)(+2 Favored Class)
Fort +3
Ref +1
Will +2

OFFENSE
Speed 30 ft, 20 ft Armored
Melee Greatsword +6 (2d6+6/19-20x2)
Melee Cestus +6 (1d4+4/19-20x2)
Melee Dagger +6 (1d4+4/19-20x2)
Ranged Sling +3 (1d4+4/x2), range 50ft.
Space 5 ft; Reach 5 ft

TRAITS
Chance Savior: +2 on initiative checks
Magical Knack (sorcerer)

FEATS
Eschew Materials
Combat Casting
Power Attack
Furious Focus

SKILLS
Climb 8 (3+1rank+4str)
Bluff 7 (3+1rank+3cha)
Diplomacy 3 (+3cha)
Intimidate 7 (3+1rank+3cha)
Heal 1 (-1wis+2racial)
Knowledge Planes 3 (1rank+0int+2racial)
Knowledge Arcana 4 (3+1rank+0int)
Sense Motive
Spellcraft 4 (3+1rank+0int)
Use Magical Device

EQUIPMENT:

Mwk Full plate +9/+1/–5, 1650 gp, 60 lbs.
Greatsword (S) 2d6 dmg, crit 19–20/×2, 8 lbs, 50 gp,
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Sling (B), dmg 1d4+3, crit x2, range 50ft.
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
20x sling bullets 2 sp
5x Trail Rations, 0.15gp, 3 lbs

Money left: 235 gp
Total equipment weight: lbs
Equipment carried on his body: lbs
Equipment carried on backpack: lbs

SPELLS:

SORCERER

Know

Cantrips:
Detect Magic
Resistance
Read Magic
Dancing Lights
Prestidigitation

1st LVL:
Shield
Enlarge Person

Spells per Day
1st lvl: 5/5

PSYCHIC BLOODLINE:

Class Skills: Sense Motive.

Bonus Spells: Mind thrust I (3rd), id insinuation I (5th), ego whip I (7th), intellect fortress I (9th), psychic crush I (11th), mental barrier V (13th), tower of iron will III (15th), bilocation (17th), microcosm (19th).

Bonus Feats: Focused Spell, Heighten Spell, Intuitive Spell, Iron Will, Logical Spell, Persuasive, Quicken Spell, Skill Focus (Sense Motive), Spell Focus.

Bloodline Arcana: Your sorcerer spells and spell-like abilities count as psychic instead of arcane. You use thought and emotion components instead of verbal and somatic components when casting your spells.

Bloodline Powers:

Psychic Strike (Su)
At 1st level, you can overwhelm the minds of those nearby. You can target one creature within 30 feet that you can see; that creature must succeed at a Will saving throw (DC = 10 + 1/2 your sorcerer level + your Charisma modifier) or it takes 1d6 points of damage + 1 point for every 2 sorcerer levels you possess and becomes shaken for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Mental Resistance (Ex)
At 3rd level, your mind blocks attempts to assail it. You gain a +2 bonus on saving throws against mind-affecting effects. At 9th level, this bonus increases to +4.

Undercasting Prodigy (Sp)
Starting at 9th level, whenever you gain a new level of spells, you automatically replace any psychic bloodline spells that can be undercast with the highest-level version you can cast in your list of spells known. For example, at 9th level, you would replace mind thrust I, id insinuation I, and ego whip I with mind thrust IV, id insinuation III, and ego whip II, respectively, as spells known.

Thoughtsense (Sp)
At 15th level, you can detect the thoughts of others around you, as a constant thoughtsense effect with a range of 30 feet instead of 60 feet.

True Thought-Form (Sp)
At 20th level, you can shed the restrictions of the flesh and become a thoughtform— a being that exists independently of its substance.

Whenever a creature would kill you, you can attempt to use mind swap against that creature as an immediate action just before dying.

RACIAL TRAITS:

Ability Score Racial Traits: Angel Blooded aasimars gain +2 Strength and +2 Charisma.

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled: Angle-Blooded Aasimar have a +2 racial bonus on Heal and Knowledge the Planes checks.

Spell-Like Ability (Sp): Angel-Blooded aasimars can use Alterself once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

BACKSTORY:

Theodor is a good looking man past his younger years but not quite in the middle yet. Easy going and cheerful, his cynical sense of humor masks a tormented past which he would rather not remember and will not talk about it. Only when deep in his cups, which happens more than it should, will he even mention his noble upbringing and his home country, Lastwall.

A sellsword by trade he works mainly in Ustalf and surrounding regions as bodyguard or watchman for business or caravans. He is rumored to be cursed, people say bad things happen when he is around. The mercenary jokes that indeed they do, other people die, the bad ones, and they do it a lot, and that is why his services are in such high demand. Nowadays. There is only one thing that will kill his mood and make his blood boil, the undying ones. The mere mention of undeads will put Theodor in a dark spell and he will kill any he finds with abandon.

Recently the mercenary got terrible news, professor Lorrimar, one of his oldest friends and regular employer have passed away. It’s with a heavy heart that Theodor makes his way to Ravingro.

DARK SECRET:

Born into a wealthy family with a long history of members in the military Theodor never doubted his destiny was to follow his household tradition but alas fate had other plans. He joined the crusade at an early age and served distinctively for many years. Until one day while patrolling Gallowspire a host of undead attacked his squad. Amid the fighting and confusion the ancient evil spirit of a death knight, Fistandilos, possessed Theodor’s body. He turned on his fellow man killing and turning them into undead servants. He then roamed the countryside leaving a trail of slaughter and misery.

On the shadow of the Hungry Mountains the Knights of Ozem meet the undead scourge and prevailed. Only then did they discover the terrible truth about the missing patrol. Luckily (or maybe not) Theodor was captured alive. Fistandilos had kept him awake the whole time to torture his soul and what was left of him were more than a little crazy by then. On their way to escorting the death knight back to the capital to face the inquisition, and probably be burned at a stake, the knights had a chance meeting with a renowned travelling sage, Professor Lorrimor. He did not have to try hard to convince the warriors to let him perform an exorcise in Theodor, some of them knew the young soldier.

Theodor was grateful to be himself again but had a hard time cooping with the guilt of what he had done and become. His fellow man in the crusade could not look at him in the eye, or maybe it was him who could not do so. He left Lastwall and joined the professor in his quest against the dark forces for a while. As the time passed strengthening his mental disciple became an obsession so he would never again fall victim of the hated living dead. The whole experience had severe side effects, he felt that his spirit had a scar where the death knight had taken hold and part of him was not in this world anymore. Trough that hole the souls of Fistandilos's victims came back and haunted his dreams. For his own survival, and with the professor’s help, he started to explore it and learned to control this dark place within himself, channeling this power and in the end becoming a spellcaster of sorts.