Brutal Warlord

Kelumur's page

758 posts. Organized Play character for Batpony.


Race

HalfOrc

Classes/Levels

UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

About Kelumur

Kelumur (Fame:40)
Fighter (Cad) [UC] 2 Unchained Rogue [UnC] 5 Brawler(Snakebite) [ACG] 1
TN Medium humanoid (Half-Orc)
Init +8, Senses Dark vision 60ft, Perception +13 (+2 for hidden objects/doors; +3 for traps)

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DEFENSE /with shield
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AC 22/24, touch 18, flat-footed 16/18 (+5 Armor, +6 Dex, +1 Natural Armor / +2 Shield)
hp 58
Fort +10, Ref +13, Will +3
Defensive abilities Evasion, Danger Sense +1

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OFFENSE
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Speed 30 ft
Melee +1 Ghost Touch Silver Dagger +12 (1d4+6/19-20)
Mwk Dagger +10 (1d4+6/19-20) ; Mwk Dagger +10 (1d4+3/19-20)
Range Mwk Dagger (10ft) +12 (1d4+6/19-20)
Mwk Dagger (10ft) +10 (1d4+6/19-20) ; Mwk Dagger (10ft) +10 (1d4+3/19-20)
Throwing shield (10ft) +12 (d4 or Trip)
Special Attacks Sneak attack +3d6 , Freedom Fighter (+1 to attack rolls in surprise round)

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STATISTICS
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Str 10 Dex 23 Con 14 Int 12 Wis 10 Cha 7
Base Atk +5 CMB +11(Agile Manoeuvres) CMD 21
Traits Reactionary [APG], Freedom Fighters [PFSG]
Feats Two-Weapon Fighting, Quick Draw, Agile Manoeuvres, Weapon Finesse, Improved dirty trick, Dirty Fighting [DTT] , Improved Unarmed Strike, Greater Dirty Trick [DTT], Quick Dirty Trick
Skills Acrobatics +17, Disable Device +20, Stealth +23, Perception +13 (+3 for hidden objects), Kn. Local +15, Kn. Dungeoneering +12, Escape Artist +17, Sleight of hand +10
Languages Common, Orc, Abyssal
SQ Scavenger, Tactician, Trapfinding, Finesse Training, Evasion, Rogue Talent, Rogue's Edge

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GEAR
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Armor: Shadow +1 Mithral Shirt Belt:Belt of Incredible Dex +2 Body Chest Eyes Feet Hands Glove of Reconnaissance Head Headband Neck:Amulet of Natural Armor Ring Ring of feather falling Ring Shoulder:Cloak of Resistance +2 Wrist:Spring Loaded Wrist Sheathx2 (Empty; Wand CLW)
Other Gear Wand of CLW (45), Mithral Shirt, Throwing [AA] Mithral Heavy Shield, Handy Haversack, Clock of Resistance +2, Mwk Silver dagger x2, Mwk Cold iron dagger x2, Belt of Incredible Dex +1, Spring loaded wrist-sheath [AA] x 2, Mwk Thieves tool, Grappling Hook, Fling & Steel, Silk Rope, Mirror, Bedroll, Clear ear x4, Alchemical solvent x4, Amulet of Natural Armor, Ring of feather falling, Glove of Reconnaissance

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SPECIAL ABILITIES
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Bestial (Racial Trait) [ARG] +2 Racial bonus on Perception checks
Scavenger (Racial Trait) [ARG] +2 Racial bonus on Appraise checks and Perception checks to find hidden objects (Including traps and secret doors)
City Raised (Racial Trait) [ARG] +2 Racial bonus on Kn. Local checks
Trapfinding A rogue adds 1/2 her level to Perception checks to locate traps and on disable device. A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex) Weapon Finesse at a bonus feat, add Dex dmg to dagger
Evasion (Ex) Whenever a rogue succeeds at a reflex save that normally deals half damage, she instead takes no damage. Evasion can only be used if rogue is wearing light or no armor. A helpless rogue does not gain this benefit.
Rogue Talent Combat Trick (TWF)
Danger Sense +1 (Ex) When affected by traps +1 bonus to Reflex and +1 dodge bonus to AC; this ability stacks with trap sense
Dirty Manoeuvres (Ex) The cad gains a +1 bonus on disarm, dirty trick, and steal combat manoeuvre checks. The cad also gains a +1 bonus to CMD when attacked with the disarm, dirty trick, and steal combat manoeuvres.
Brawler's Cunning (Ex) Int score counts as 13 for purpose of meeting prerequisites of combat feats
Unarmed Strike At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Rogue's Edge Skill unlock (Acrobatics)
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CHRONICLE BOONS (active & unused) ______________________
Pezzacki Thistle (6-22) You may use this boon to reroll a Craft, Diplomacy, or Perform check, but must make choice to reroll before GM reveals success or not.
Skillful Barterer (6-22) Once during a scenario, in a settlement of at least 100 people, you may trade 300gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive money as part of this trade.
You be Goblin (We be Goblins!) +2 Bonus on all bluff, diplomacy, Intimidate, and sense motive vs Goblins (active)
Liberty's Revolution (7-05) +2 Competence bonus on intimidate checks vs members of nobility and other political leaders; +2 Competence bonus on bluff and diplomacy against known rebels or resistance groups. (Active)
Budding Friendship (6-05) If you would earn no PP at end of adventure with one or more encounters in Absalom, you can cross this boon to earn 1 PP instead
Liberty Never Rest (6-05) Roll initiative twice and take better result
Righteous Redemption (8-07) check this box to receive goodies (two scrolls of lesser restoration)
Worthy Foe (8-07) (0/3 used) Gain the following benefit vs humanoids with Human subtype for 1 round as a swift action. +2 bonus on attack and weapon, and +2 dodge bonus to AC.
Skill Boon (BuA) As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll
Legacy of a Princess (8-16) You may call upon Song Rui's Dedication as a swift action that last for 1 minute. During this time, the first time you hit a creature with a melee attack each round you gain +2 bonus to your AC against that creature until the beginning of your turn.
Sun Shogun Talismans (8-16) (0/3 used) You may purchase a talisman of … (Occult Adventures required)
Earth Affinity (8-05)
Ungrounded Veteran (8-05) (0/3 used) You may check a box before this boon to gain a +2 circumstance bonus on one of the following skill checks: Acrobatics to balance on a narrow or slippery surface, any climb check, a kn (planes) check to identify creatures or their weaknesses, or any prof (soldier) check. If you were not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill, you must apply bonus before rolling.
Belkzen Veteran (8-99) You can spend 2 PP to learn Orc as a bonus language. You can gainthe benefits of orc ferocity half-orc racial trait for 1 round.
Matryr's Shard 1 (8-99) As a free action, you can grant one weapon you wield +1 enhancement (does not stack) and ability to overcome damage reduction and regeneration as a cold iron, good aligned weapon for 1 minute.
Scarred Champion (8-99) When you would fail a saving throw against the spell or SLA of an undead creature, you can roll 1d6 to increase the saving throw by this amount. If the bonus is enough to turn failure to success, the throw succeeds
Jiraku’s Respect (8-02) By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
Subtier 3–4: You may cast invisibility, longstrider, stone shape, or wind wall.
Kami Reunited (8-02) You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities:
Jiraku’s Eternal Path Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
Tanbaru’s Insight For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune
Magnimarian Debt (4-00) When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points.
Formidable Renoun (4-00) When facing a worshiper of Lissala, you gain a +2 bonus on Intimdate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.
Enlightened Ambassador (6-19) As a move action, enter into a meditative trance for one hour. End the trance anytime (free action), to gain one of the following benefits +4 insight bonus on saving throw against mind-affecting effect, increase your speed by 10ft for 1 rd, or ignore concealment when making attacks for 1 round.
Mythic Legacy (5-16) As a free action, gain the mythic ability of a feat for 1 round
Aquel's Favor (8-20) (0/2 used) You may check both boxes that precede this boon to surround yourself in holy radiance as a standard action, gaining the benefits similar to an angel’s protective aura for 1 round per character level you have. Against attacks made by or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of you. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet and a caster level equal to your character level
Water Affinity (8-20)
Welcome in the Boundless Sea (0/2 used) You have a reputation in Vialesk as a reliable person in dangerous situations. You gain a +1 bonus on Diplomacy check against undines and creatures with the water subtype. You may check one of the boxes that precedes this boon to requisition an elixir of swimming, or two boxes to gain a potion of water breathing or three elixirs of swimming.
Siege Hardened (SoDC) +1 bonus on weapon damage rolls vs demon subtype.
Defender of Nerosyan (SoDC) While in Mendev or the Worldwound, Reduce cost of a Prestige reward while outside of a settlement of 5000 residents or more by 4. You gain a 10% on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with others.
Sky Key Component (6-21)
Tanbaru's Respect (6-21) You may use one of the following as a spell-like ability once, using your character level as your caster level. After you use one of these spell-like abilities, cross this boon off your Chronicle Sheet. If you use this spell-like ability, you cannot later select Tanbaru as an improved familiar. Subtier 8–9: You may cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape.
Wayang's Favor (6-21) +2 bonus on charisma check to influence wayangs.

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CHRONICLES ______________________
6-15 Overflow Archives
6-22 Out of Anarchy
We be Goblins (GM)
0-06 Black Waters
7-05 School of Spirits
6-05 Slave Ships of Absalom
8-07 From Tome of Righteous Repose (GM)
Pathfinder Society Special: Blood under Absalom
3-23 Goblinblood dead
8-16 House of Harmonious Wisdom (GM)
8-05 Ungrounded but Unbroken (GM)
8-02 Ward Asunder
8-99A Solstice Scar ver A (GM)
4-00 Race for the Runecarved Key
6-19 Test of Tar Kuata
4-02 In Wrath's Shadow
2-03 Rebel's Ransom
5-16 Destiny of the Sands Pt 3
8-20 Torrent's Last Will
Siege of Diamond City
6-21 Tapestry Toil

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FACTION JOURNAL (SEASON 8) ______________________
Goals: 6/9
Freedom Fighter (2+ goals) Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this rewards, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a cretaure ofr at least one day, or is explicitly cited as trafficking slaves
Bond breaker (4+ goals) Once per adventure, you may perform one of two liberating acts. You may cast shatter as a spell-like ability, with a DC equal to 12 plus half the number of goals completed (rounded down). Alternatively, you may deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon's multiplier is x3 or x4, you deal 2d10 or 3d10 additional points of damage, respectively.
Liberator (7+ goals) When you or any allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice and use the better result. Once per adventure, you can grant a free reroll to a PC who is attempting one of these checks.

(3/3) Liberate on or more slaves, captives, or hostages during an adventure (6-15, 6-05, 4-02)
(0/1) Defeat a known slaver whose Challenge Rating is at least equal to your character level.
(1/1) In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform check. (6-22)
(0/2) Fulfill one of the goals above on an elemental plane or in pursuit of freedom of a creature with the air, earth, elemental, fire or water subtype.
(2/2) Forgo your downtime to nonviolently fight for the cause of liberty by spending time organizing protest, freeing slaves, or distributing revolutionary materials. Doing so requires a successful Disable Device. Kn (local), or Stealth check (7-05,3-23)
(0/2) Defy local law or tradition in a way that assist you and your allies without endangering the mission or threatening innocent lives.
(1/1) Possess a CMD against grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or break enhancement. (8-02)
(3/3)(2/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. (WBG,8-07,8-16,8-05,8-99)