Summoner

Varkos Duran's page

35 posts. Alias of Ellioti.


Race

Half-Orc Magus 11 | 129 hp | 31 AC | F +18 R +21 W +20 (+1 vs magic)| Perc +17|

Classes/Levels

speed 35| Hero Points: 2| Active Conditions: none |

Age

21

Deity

Wulgren

Occupation

P.I.

About Varkos Duran

Backstory:

Varkos Duran was born in Belkzen to a human clerk and an orc veteran. Mayn years ago, his mother had set out to assist the orcs in foreign relations and organizing against the Whispering Tyrant. She brought three things back home to Korvosa after the Battle of Nine Broken Skulls: a half-forgotten fear of the Whispering Tyrant’s armies, an injured but loving husband still holding on to his brutal, multi-barreled barricade buster designed to tear through undead and fortifications alike and their adolescent half-orc son Varkos. Young Varkos had not fought at the famous front, but was part of a scouting party in another region at the time.

Where most saw an unwieldy siege weapon in his father's gun, Varkos saw a focusing tool. Over time he tuned his newly developped spellcasting to its brutal design—threading his magic into its metal shot—until each thunderous blast could carry a precise arcane strike.

Three years ago, at age 18 he moved out and opened up a cramped office off a side street at the edge of Old Korvosa. The sign on the door is simple:
V. Duran – Discreet Inquiries & Special Cases
Word spread that he handled the work no one wanted on the record. He canvasses taverns, shrines, and gambling dens for rumors of strange deaths and “impossible” survivors.
He studies crime scenes obsessively—counting candle drips, tracking footprints, noting which doors can only be unbolted from within. He pores over mortuary records, temple registries, and old siege reports, building patterns of where and how undeath seeps into the city. Only when the evidence points beyond the merely criminal does he emerge. In forgotten alleys, sewers, or family crypts under the Petal District, he uses the barricade buster as both key and gavel—channeling spells into its shots to force undead into stillness, break necromantic bindings, or obliterate what won’t yield to questioning.

Among city guards and certain priests, his name is passed along in low tones: the half-orc who arrives with a case file, a quiet voice, and a gun built for war against the dead. Among the poor of Old Korvosa and the Shingles, he’s something simpler—someone you can go to when the dead don’t stay gone and the rich don’t want to hear about it.

Name: Varkos Duran
Class: Magus 11
Ancestry: Human (Dromaar)
Background: Detective
Size: Medium

Languages: Common (Taldane), Diabolic/Infernal, Orcish

Ability Scores
STR: +4
DEX: +5
CON: +2
INT: +3
WIS: +2
CHA: +0

Ability Score Breakdown:

Ancestry Free: Dex, Str
Background Boosts: Int, Dex
Class Boosts: Dex
Level 1 Boosts: Dex, Int, Wis, Str
Level 5 Boosts: Con, Dex, Int, Str
Level 10 Boosts: Dex, Con, Wis, Str

AC: 31
Hit Points: 129
Saves: Fort +18, Ref +21, Will +20
Speed: 25 ft (+10 bonus)

Proficiencies:

Class DC: Expert
Perception: Master
Saves:

Fortitude: Expert
Reflex: Expert
Will: Master
Armor Proficiencies:

Unarmored: Expert
Light: Expert
Medium: Expert
Heavy: Untrained
Weapon Proficiencies:

Simple: Expert
Martial: Expert
Unarmed: Expert
Advanced: Untrained
Spellcasting Proficiencies:

Arcane: Expert

Feats by Level
Ancestry
Orc Weapon Familiarity (Ancestry 1)
Orc Superstition (Ancestral Paragon 3)
Clever Improviser (Ancestry 5)
Pervasive Superstition (Ancestry 9)
Background / General / Skill
Streetwise (Background 1)
Eyes of the City (Skill 2)
Underground Network (Skill 4)
Quick Jump (Skill 6)
Disturbing Knowledge (Skill 8)
Consult the Spirits (Skill 10)
Ancestral Paragon (General 3)
Toughness (General 7)
Keen Follower (General 11)
Untrained Improvisation (Awarded 5)
Class (Magus)
Force Fang (Magus 2)
Knowledge is Power (Magus 6)
Runic Impression (Magus 8)
Standby Spell (Magus 10)
Archetype: Investigator
Investigator Dedication (Free Archetype 2)
Investigator's Stratagem (Free Archetype 4)
Basic Deduction: Person of Interest (Magus 4)

Archetype: Ranger
Ranger Dedication (Free Archetype 6)
Basic Hunter's Trick: Hunted Shot (Free Archetype 8)
Advanced Hunter's Trick: Far Shot (Free Archetype 10)

Equipment
+2 Striking Barricade Buster (10th)
+1 Resilient Studded Leather (8th)
Large Bore Modifications (in Barricade Buster)
Ring of Wizardry (Type I) (Invested) (7th)
Brooch of Inspiration (Invested) (8th)
Spellstriker Staff (transformed to reinforced Stock) (7th)
Greater Spiny Lodestone (affixed to Barricade Buster) (8th)
Silver Chunk
Cold Iron Chunk
Lesser Healing Potion
Repeater Bandolier (holding 3 8-round magazines)
Spacious Pouch I: 2 8-round magazines, Wand of Tailwind (2nd), Antivenom Potion, Antiplague (Lesser), Earplugs, Firearm Cleaning Kit, 50ft Rope,

Weapons

Ranged (Range Increment 80 ft, Volley 20 ft)
[dice=Barricade Buster attack] 1d20+22[/dice]
[dice=B damage]2d10+4[/dice]
[dice=P damage]1d6[/dice] (if Greater Spiny Lodestone is activated)

[dice=Hunted Shot 1]1d20+22[/dice]
[dice=Hunted Shot 2]1d20+22-5[/dice]

Melee
[dice=Reinforced Stock (2h) attack] 1d20+21[/dice]
[dice=B damage]1d8+6[/dice]

Armor: +1 Resilient Studded Leather (Snapleaf affixed)

Money: 2 gp 3 sp

Prepared Spells
Cantrips (at will):
Light
Gouging Claw [dice=P or S damage]7d6[/dice] + 7 persistent bleed
Read Aura
Live Wire [dice=S damage]3d4[/dice] and [dice=electricity damage]3d4[/dice]
Shield
1st Level:
Jump
Briny Bolt [dice=B damage]2d6[/dice] + blinded 1 rd
3rd Level:
Haste
Wall of Wind
5th Level:
Organsight (6d6)
Translocate (range 1 mile)
6th Level:
Disintegrate [dice=damage]12d10[/dice] + basic Fort
Hydraulic Push [dice=B damage]13d6[/dice] + knocked back 5 feet

Item Spells:
Cantrips (at will):
Needle Darts [dice=P damage]8d4[/dice]
3rd Level:
Magnetic Acceleration [dice=B damage]3d6[/dice] and [dice=P damage]3d6[/dice]

Spellstriker Staff Spells: 6 charges/day
Cantrips (at will):
Ignition [dice=fire damage]7d4[/dice]
1st Level:
Echoing weapon
Sure strike
2nd Level:
Acid Grip
Telekinetic Maneuver

Focus/Conflux Spells, Focus Points: 3
Shooting Star
Force Fang [dice=force damage]3d4+3[/dice]
Runic Impression

Standby Spell:
Shocking Grasp (1st) [dice=electricity damage]2d12[/dice] and 1d4 persistent electricity damage
Shocking Grasp (2nd) [dice=electricity damage]3d12[/dice] and 1d4+1 persistent electricity damage
Shocking Grasp (3rd) [dice=electricity damage]4d12[/dice] and 1d4+2 persistent electricity damage
Shocking Grasp (4th) [dice=electricity damage]5d12[/dice] and 1d4+3 persistent electricity damage
Shocking Grasp (5th) [dice=electricity damage]6d12[/dice] and 1d4+4 persistent electricity damage
Shocking Grasp (6th) [dice=electricity damage]7d12[/dice] and 1d4+5 persistent electricity damage