Fetchling

Zurka Shadowsworn's page

250 posts. Alias of Eric Swanson.


Full Name

Zurka Shadowsworn

Race

HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'

Classes/Levels

Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

About Zurka Shadowsworn

Name Zurka Shadowsworn
Sex Male
Race: Fetchling (outsider with the native subtype.)
Class Magus (Eldritch Scion with Aberrant Bloodline) Level 3
Alignment: Neutral Evil; God: None
Init +3; Senses Darkvision 90', Low-light vision, Light sensitivity.; Perception +0
Favored Class: Magus
FC bonus: Add +1/4 point to the magus’ eldritch pool.

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Defense 
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AC 17, touch 13 , flat-footed 14 (+4 armor, +3 Dex); CMD 14 
hp 24  (23/24) 
Fort +4 (+3 base, +1 CON)
Ref +4 (+1 base, +3 DEX)
Will +2 (+3 base, -1 WIS)
Concentration: +4
Defensive Abilities 
*Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
*Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
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Offense 
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Speed  30'
BAB +2; CMB +3
Melee
MW Bastard sword, +4 to hit, 1d10+1 damage, 19-20/x2, S or
Rapier, +3 to hit, 1d6+1 damage, 18-20/x2, P or
Dagger, +3 to hit, 1d4+1 damage, 19/20/x2, S/P

Ranged:
Longbow, +5 to hit, 1d8 damage, x3, 100', P or
Dagger, +5 to hit, 1d4+1 damage, 19/-20/x2, P

Special Attacks 
Staggering Strike (Su), DC 12: At 1st level, when you confirm a critical hit the target must succeed at a Fortitude saving throw or be staggered for 1 round. The DC of this save is equal to 10 + 1/2 your bloodrager level + your Constitution modifier. These effects stack with the Staggering Critical feat; the target must save against each effect individually.

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Statistics 
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Str 12 (+1) Dex 16 (+3) Con 13 (+1)  Int 15 (+2) Wis 8 (-1) Cha 15 (+2) 
Base Atk +2; CMB +3; CMD 16 

Feats:  
Gloom Sight
Exotic Weapon Proficiency (Bastard Sword)

Traits:
Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade.
Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon's critical hit multiplier. 

Eldritch Delver: You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand.
Benefits: You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.

Skills: (6 base +6 Int +0 FC +0 Race= 12)
+6 Intimidate (2 +3 class +2 CHA)
+6 Knowledge (Arcana) (2 +3 class +2 INT)
+5 Knowledge (Dungeoneering) (2 +3 class +2 INT +1 trait)
+3 Knowledge (History) (0 +2 INT +1 trait)
+8 Knowledge (Planes) (1 +3 class +2 INT +2 racial)
+0 Perception (1 -1 WIS)
+6 Spellcraft (2 +3 class +2 INT)
+10 Stealth (2 +3 class +3 DEX +2 racial)
*Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Languages: Common, Draconic

SQ:
*Subtle Manipulator (Sp): Rather than taking on the forms of others, some fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such fetchlings can use Memory lapse once per day as a spell-like ability. For this ability, a fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.

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Magic 
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Eldritch Pool (Su) 4/4 total: An eldritch scion gains an eldritch pool of personal magical energy, equal to 1/2 his magus level (minimum 1) + his Charisma modifier. As a swift action, he can spend a point of eldritch energy to enter a state of mystical focus for 2 rounds. This allows him to use abilities from his bloodrager bloodline as though he were in a bloodrage, though he gains none of the other benefits or drawbacks of bloodraging. At 4th level, an eldritch scion can also use his eldritch pool as an arcane pool, gaining all the benefits listed with the magus's arcane pool class feature.

Additionally, any magus's class feature or spell from the magus spell list that normally uses a calculation based on Intelligence is instead based on Charisma for an eldritch scion. For example, an eldritch scion with the arcane accuracy magus arcana grants himself an insight bonus on attacks equal to his Charisma bonus, not his Intelligence bonus. This has no effect on the eldritch scion's skills or skill points.

This ability replaces arcane pool, and abilities that modify arcane pool also modify eldritch pool.

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.

An eldritch scion can only use spell combat while in a state of mystic focus (see eldritch pool, above). At 8th level, an eldritch scion can use spell combat at any time.

This ability alters spell combat.

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.

Bloodline Powers: While bloodraging, you gain the abilities and immunities of some aberrations, but show signs of your tainted heritage.

Magus Arcana - Spell Shield (Su) Benefit: The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spells Known:
0-Level Magus Spells (5 total, DC 12) — detect magic, disrupt undead, flare, mage hand, ray of frost.

1st-Level Magus Spells (5 total, 4 per day, DC 13) — chill touch, frostbite, infernal healing, shield, shocking grasp.

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Equipment & Money 
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Starting Money: 140 gp

Combat Gear:
Defense: Chain shirt (100gp) ACP -2
Offense: Masterwork Bastard Sword, Rapier (20gp), Longbow, Dagger (2gp)

Other gear: Explorers Outfit (free), backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.

Spare money:
PP:
GP: 8
SP:
CP: 5

Other valuables: (-22 GP total for Magus kit)
*Silversheen (One dose): This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
*Potion of Cure Moderate Wounds x2
*Scrolls of Fly, Fireball (CL 5).
*Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Carried weight 59 lbs

Encumbrance:

Looks & Personality
He looks like a tall, lithe human with dark blue, almost black eyes mixed with long, straggly white hair tied back in a loose ponytail. His skin is a washed out grey, though there are strange bands of a darker shade of grey in swirly patterns on his chest and arms. Due to his light sensitivity, he has taken to tying a scarf around his eyes when in daylight.

Background:
 
Zurka was born into one of the many clans serving one of the several more notable umbral dragon lords in the Shadow Plane. His early childhood was fairly typical, though marred by his strange markings on his skin that resisted any attempts to disguise them, even with magical means.

As he was remarkably talented, he was selected to partake in the newly discovered training in the magus arts as part of a strike force being assembled by his clan in service of their dragon lord to strike against his enemies. At first his training proceeded normally in the basics of swordsmanship and the initial spell knowledge. His training started to go poorly as he was unable to grasp the synergy of melding the two forms together. Only after he gave himself into his primal urges was he able to call upon his magical spells. As his training progressed, the markings on his body started to expand and change. When his instructors learned of this, they sequestered him away and proceeded to...test him further. It took some time (a torturous time for Zurka but they proved to be traces of the Old Ones touch. Fearing his instability, yet unwilling to let his talents go to waste, he was sent to the Material plane to explore the mysterious ruins known as the Emerald Spire.

The orders of your Dragon Lord are simple : explore the Emerald Spire, find everything loot worthy, and find a way to bring them back to the Plane of Shadow. And you know you’d better not fail…

While he was told to discover any lost or forgotten lore, the actual reason (which has been kept from him) was so he would either prove to be an asset or be disposed of without effort.