Sipho Munali

Darven Kinock's page

490 posts. Organized Play character for Z...D....


Race

| HP 91/91 | AC 24 T 13 FF 21 | CMB +15 (+17 vs bull rush), CMD 28 (30 vs bull rush) | F: +12, R: +10, W: +9 | Init: +3 | Perc: +14 , SM: +1

Classes/Levels

| Speed 30ft | Improved Iron will 1/1 | Active conditions:

Gender

Male NG Human (Garundi) Fighter 7 / Ranger 3

About Darven Kinock

Darven Kinock
Male human (Garundi) fighter 7/ranger 3
NG Medium humanoid (human)
Init +3; Senses Perception +14
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Defense
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AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
hp 91 (10d10+27)
Fort +12, Ref +10, Will +9 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee +1 heavy shield bash +16/+11 (1d8+6) or
. . blade of the open road (+1 aspis bane longsword) +18/+13 (1d8+9/19-20 plus 2d6 vs. Aspis) or
. . mithral short sword +16/+11 (1d6+5/19-20)
Ranged composite longbow +13/+8 (1d8+4/×3)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2), weapon training (heavy blades +1)
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Statistics
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Str 20, Dex 16, Con 14, Int 12, Wis 13, Cha 10
Base Atk +10; CMB +15 (+17 bull rush); CMD 28 (30 vs. bull rush)
Feats Endurance, Improved Bull Rush, Improved Iron Will, Improved Shield Bash, Iron Will, Power Attack, Shield Focus, Shield Slam, Step Up, Two-weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword)
Traits armor expert, indomitable faith
Skills Acrobatics +5, Climb +11, Handle Animal +4, Intimidate +11, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +14, Profession (soldier) +10, Ride +8, Survival +18 (+20 to avoid becoming lost), Swim +10
Languages Common, Osiriani, Polyglot
SQ armor training 2, favored terrain (jungle +2), track +1, wild empathy +3
Combat Gear cold iron arrows (50), wand of cure light wounds (12 charges), wand of cure light wounds (CL 3rd, 8 charges), acid (5); Other Gear +1 breastplate, +1 bashing heavy steel shield, blade of the open road (+1 aspis bane longsword), composite longbow (+4 Str), mithral short sword, belt of giant strength +4, cloak of resistance +2, sharrowsmith's handy haversack, wayfinder[ISWG], bedroll, cold weather outfit, crowbar, flint and steel, grappling hook, silk rope (50 ft.), trail rations (8), waterskin, 647 gp
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Tracked Resources
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Acid - 1/5
Cold iron arrows - 3/50
Improved Iron Will (1/day) - 0/1
Light (At will) - 0/0
Trail rations - 0/8
Wand of cure light wounds (12 charges) - 3/12
Wand of cure light wounds (CL 3rd, 8 charges) - 0/8
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Terrain (Jungle +2) (Ex) +2 to rolls when in jungle terrain.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Track +1 Add the listed bonus to Survival checks made to track.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Chronicles

Faction Card Boons:

Season 8: 7 goals
Explorer (2+ goals): Once per adventure, before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus have of the number of goals you completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

Guiding Compass (4+ goals): You wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additiona saving throw to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.

Expedition Coordinator (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario’s secondary success condition that you would have failed. If you do so, all other PCs at the table also succeed at the secondary success condition.

Season 10: 4 Goals
PREPARED AGENT (2+ goals): You are more prepared for missions than most Pathfinders. When you attempt a Knowledge check as a part of an adventure’s mission briefing, treat all Knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed to one Knowledge check or Diplomacy check to gather information.

Guiding Compass (4+ goals): You wayfinder guides you to safety in all circumstances. If you fail a saving throw against an effect that allows additiona saving throw to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on subsequent saves against such effects equal to 1 for every three goals you have completed.