Malgrim

Karval's page

59 posts. Alias of Kobold Catgirl.


Full Name

Karval Varekul

Race

Hobgoblin

Classes/Levels

Abjurer 1

Gender

Male

Size

Medium

Alignment

Lawful Evil

Deity

Pharasma

Languages

Common, Goblin, Draconic, Orc, Infernal

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 14
Charisma 11

About Karval

Combat Figures:
Attacks:
CMB: +2
Scimitar: +2 attack, 1d6+3 slashing damage (18-20/x2)
Sling: +1 attack, 1d3+2 bludgeoning damage, range 50 ft. (x2)
Acid Flask: +2 ranged touch, 1d6 acid damage, 1 splash, range 10 ft. (x2)

Other:
HP: 9 (6, +2 Con, +1 favored class)
AC: 14 (10 +2 armor +2 Dex)
Saves: +2 Fort, +2 Reflex, +4 Will
CMD: 14

Skills:
Acrobatics +6 (+1 rank, +3 class, +2 Dex)
Knowledge (nobility) +7 (+1 rank, +3 class, +3 Int)
Profession (sailor) +6 (+1 rank, +3 class, +2 Wis)
Sense Motive +7 (+1 rank, +3 class, +2 Wis, +1 trait)
Spellcraft +7 (+1 rank, +3 class, +3 Int)
Perform (sing) +1 (+1 rank)
Stealth +6 (+2 Dex, +4 race)

Current Situation::

Spells:
Cantrips: Resistance, Prestidigitation, Acid Splash
1st Level: Shield, Flare Burst, Protection From Evil
Arcane Bond: Unused

Resistance:
Acid

Hit Points:
9/9

Protective Ward:
6/6

Feats and Traits:
Feats:
Armor Proficiency (light): No penalty with light armor.
Martial Weapon Proficiency (scimitar): No penalty with scimitar.
Scribe Scroll: Can scribe spells into scrolls.

Traits:
Soldier: You are a low ranking member of the Satrap's offensive military forces. Acrobatics and Swim are always class skills for you and you receive a free skill rank in Profession: Sailor. You also receive a +1 trait bonus to hit if either of you occupy difficult terrain. You begin play with an additional 30 gold, which must be spent on weapons or armor.
Suspicious: You were betrayed by someone close to you. You gain a +1 bonus on Sense Motive checks, and it is always a class skill for you.

Equipment:

Leather Armor: +2 AC, 10% Spell Failure Chance, 15 lb. Tidy, well-maintained leather armor, with shallow runes cut into it along the arms.
Scimitar: 4 lb. Carefully kept sharp, this curved sword is treasured by its owner. Runes were scratched along the blade, but constant use has worn them away to the point of illegibility.
Sling: Worn around Karval's neck to conceal his amulet, this ratty old sling is rarely used. He's even stopped keeping sling bullets for it.
Spellbook: 3lb. This heavy book is bound with the hide of a yrthak, according to Karval. The hobgoblin eyes the book with distrust, and generally keeps it at arms-length when he uses it.
Waterproof Spell Components Pouch: 2 lb. Always attached to Karval's belt.
Whetstone: 1 lb.
Buckler: 5 lb. This simple wooden buckler is kept strapped to Karval's back, and he rarely wields it--he's not actually trained in its use.
Amulet: 1 lb. This simple cold iron amulet features a tiny arrangement of garnets. Karval does his best to obscure his spellcasting focus, tucking it under his armor and covering it with a cloth sling.
Five Flasks of Acid: 5lb. Karval loves using alchemical weapons, though he brandishes them sparingly. One of these flasks is tucked in his pocket (rather dangerously), and the rest are in his pack. Many accidents have taught him caution, and he's learned enchantments to guard him from the burns he often acquires.
Backpack: 2 lb.
Waterproof Bag: 1/2 lb. This leather sack is kept at the very bottom of Karval's pack, and contains the hobgoblin's spellbook. Runes of dryness and quiet are drawn on it in black ink.
Vial of Ink: This vial is kept in Karval's spell component pouch.
Inkpen
Karval has 13 gold, 8 silver, and 8 copper.

Spellbook:
1st Level:
Shield: +4 shield bonus, 1 minute/level. "Fly, force, fly, don't let me die, dance about and keep harm out."
Protection from Evil: +2 to AC and saves, extra Will saves, keeps evil summoned creatures away, 1 minute/level. "Shades and trickers, flinch like flickers, keep foul things back, ward my mind from attack."
Touch of Gracelessness: Touch attack for 1d6 Dex damage and chance to fall over, Fort save halves, 1 round/level. "Tremble and shudder, fingers of butter, stumble, trip, lose your grip."
Flare Burst: 10 foot burst, Fort save or dazzled for 1 minute. "Look straight at the sun, tears start to run, start to squint, vision's tint, look to the floor or see no more."
Unerring Weapon: +2 bonus to confirm critical hits for 1 round/level. Blood shall pour and it will spill, I ask my sword to help me kill.
Touch of the Sea: Gain 30 foot swim speed. Ocean's roar beyond the shore, this fish scale shall tell its tale.

Misc:
Racial Abilities:
Sneaky: +4 to Stealth checks
Darkvision: 60 feet

Class Abilities:
Arcane Bond (amulet): This amulet allows Karval to use a spell he has in his spellbook once per day, without preparation. If he attempts to cast a spell while not wearing the amulet, he must make a DC 20 + spell level Concentration check or fail.

Resistance: Karval gains resistance 5 to an energy type of his choice, selected each day when he prepares his spells. He generally chooses acid.

Protective Ward: As a standard action, Karval can create a 10-foot-radius field of protective magic centered on him, that lasts for 3 rounds. All allies in this area (including Karval) receive a +1 deflection bonus to their AC. He can use this ability 6/day.

Schools: Karval has blocked the Enchantment and Divination schools. He has no interest in the former and no talent in the latter.

Appearance and Personality:
Karval is thick and stocky, and wears polished leather armor over his dark clothes. He has a well-treated backpack, with a small buckler strapped to it. A scimitar hangs from his belt, next to an oily pouch. He wears an ugly old sling around his neck, which seems to be covering some sort of silvery necklace. Karval himself has beady black eyes, long pointed ears and gray skin.
Karval is polite, but seems to be in a perpetual sour mood. He's more than a little narcissistic, but seems to place little value on his own life 'in the grand scheme of things'. He doesn't like to talk about himself, and quickly loses his temper if asked too many questions. He thinks very little of healing magic, and very little of those afraid to fight.
Though he hates to talk about himself, he seems quite eager to learn of others. He holds much respect for offensive mages, warriors, and even sneaks, but healers and noncombatant 'intellectuals' annoy him. The hobgoblin feels no kinship with others of his race, nor with other soldiers.

Secret Stuff:
Talent:
Like many hobgoblins, Karval is gifted with a Talent beyond his power: a potent spell to bring back the recently departed. Breath of Life. This spell will doubtless kill him if it is ever used--and the fate-obsessed hobgoblin is certain the day will come when it is needed.

Backstory:
Karval was filled with disgust when he learned of his talent. The hobgoblin had hoped to be remembered as a great hero, and instead he would be naught but a great hero's rescuer. Having never placed any stock in the healing arts, Karval suspected he'd not be remembered at all.
Hobgoblins are prone to powerful Talents, and Karval's family almost always passed down the Destruction spell. To instead be saddled with such a comparatively weak bit of magic shamed Karval. He would not be fate's weapon, but a mere bandage.
Karval was sent away from his family at the age of six--very young, even for a hobgoblin. Never being one to mope, he pushed his own concerns aside and trained alongside humans as a soldier. In his free time, he studied protective magics, and discovered he had a knack for wizardry. But this was only another taunt from destiny--such potential, he thought, to be squandered.
It never once entered his head to simply flee. Karval was a strong believer in fate. He became resigned to his 'worthlessness', and developed a peculiar brand of self pity.
Karval had ceased to equate his life with the lives of others. Instead, he saw himself as a mere tool. A valuable tool, which deserved to be more. Karval never stopped believing he could be great. But he also never stopped believing that he would not be, and that his very existence was little more than a joke.
That's around when he started to worship Pharasma. At that point, his self-pity transcended a new level. He began to worship the very force he believed to have betrayed him.
The hobgoblin despises fate, but believes it is the most important thing in the world. By the reverse, Karval adores himself, but believes he is the most worthless thing to be found.
Karval pushes all others away because he does not believe himself to be worth their time, and simultaneously does not believe them to be worth his time. And he becomes more and more wrapped in his own psych, and his self-pity becomes more and more complex.
The hobgoblin is quite ready for death. Every major decision of his life has been based around his eventual 'expenditure'. He enjoys life, but he does not believe it is really his to enjoy.
By now, the hobgoblin has practically driven himself mad. If anybody needs a new purpose in life--or a friend--it's him.

The Amulet:
Karval's amulet is a family heirloom. When he left to become a soldier, his parents attempted to take it back. He refused. The amulet is the only bit of denial he allows himself--though he believes his fate to be a near-worthless death, he still wishes to call himself a Varekul. In truth, he was disowned years ago. He knows this, but word travels slowly, and many still aren't aware. He pretends to be among the ignorant.
When the time came, he made the amulet his bonded object. He was already used to keeping it hidden, after all. Inscribed into it is a miniscule mark. It's his personal Arcane Mark. Like most mages, Karval did not choose the Mark. It's simply the mark that appeared when he first cast the spell.
joke