Villamar Koth

Kildel Kursaand's page

68 posts. Alias of Srota.


Full Name

Kildel Kursaand

Race

Human

Classes/Levels

Unchained Barbarian 4 | Init +8| | Perception +9 | AC 18 (T 12, F 16) | HP 41/41 | F +7, R +5, W +3 |

Gender

Male

Size

Medium

Age

30

Special Abilities

Rage, Uncanny Dodge, Fast Movement, Rage Powers, Danger Sense

Alignment

CN

Deity

Pharasma

Languages

Common

Occupation

Soldier

Strength 20
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 12
Charisma 7

About Kildel Kursaand

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Init +8; Senses Perception +9, Survival +9
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 18, touch 12, flat-footed 16
(+6 Armor, + 2 Dex)
Hp 41 (FC Bonus +1 HP for 4 levels) Temp hp [8 (when raging)]
Fort +7, Ref +5, Will +3
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OFFENSE
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Speed 40
Melee +9
Ranged +6
Special Attacks Trip - You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target’s CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.
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STATISTICS
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Base Atk +4; CMB +9; CMD 20
Feats Power Attack, Improved Initiative, Extra Rage Power
Traits Reactionary, Deft Dodger
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SKILLS
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Skills
Perception: 4 (+9)
Survival: 4 (+9)
Acrobatics: 4 (+9 (+5 w/armor))
Climb: 4 (+12 (+11 w/armor))
Swim: 3 (+11 (+7 w/armor))
Languages Common
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SPECIAL ABILITIES
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WEAPON AND ARMOR PROFICIENCIES - A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

RAGE - A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

RAGE POWERS - As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

SELECTED RAGE POWERS


  • Knockdown Stance - The barbarian can focus on toppling her foes. Once per round, she can make a trip attack against one target in place of a melee attack. If she succeeds, the target is knocked prone. This trip attempt doesn’t provoke an attack of opportunity. This is a stance rage power.
  • Superstition - The barbarian gains a +2 competence bonus on saving throws made to resist spells and spell-like abilities. This bonus increases by 1 for every 4 levels the barbarian has. The barbarian cannot be the willing target of any spell and must attempt saving throws to resist all spells, even those cast by allies.
  • Beast Totem, Lesser - While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

UNCANNY DODGE - At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

DANGER SENSE - At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
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EQUIPMENT AND GOLD
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Load
Gear
Masterwork Agile Breastplate
Masterwork Cold Iron Greatsword (+1 enhancement from masterwork)
backpack
belt pouch
blanket
flint and steel
iron pot
rope
soap
torches (10)
trail rations (5 days)
waterskin.
Dagger x10
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APPEARANCE
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Height
Weight
Eye Color
Hair Color
Region of Origin
Deity

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BACKGROUND
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What was your profession before becoming an adventurer?

He was a soldier and farmer, working out in the highlands, he farmed to pay for food during the seasons when soldiering was impossible, and fought when it was.

Why are you personally invested in finding Amrions Treasure?

He wants to sell it and put food on the table for him and his family. All of that magic stuff is bad juju, he wants no more part of it than he has to.

What do you despise?

Senseless violence, waste, idiocy from those in charge. He also is not a fan of magic, being somewhat of a superstitious person, magic makes him weird.

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QUOTES
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"You have to be realistic."
"You can never have too many knives."
"I'm just here to put food on the table."

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RUMORS
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Kildel has heard that certain merchants will buy the Eye at a high price.