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Kilthan Hammerstone's page

1,315 posts. Alias of Tilnar.




Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1

Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)


Medium (6'1")




Lawful Good



Strength 18
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 14
Charisma 10

About Kilthan Hammerstone

Male Half-Elven Ranger (Infiltrator) 9 / Bloodrager (Spelleater) 1
LG Medium Humanoid (Elf, Human)
Init: +2 (+4 underground), Senses: Low-Light, Perception: +16
Languages: Common, Dwarven, Elven, Orc.
Deity: Angradd Bloodline: Celestial

Kilthan stands just over 6' tall, and has broad shoulders which do much to mask his elven heritage. His almondine eyes are the stone-grey of granite, and he wears his fine copper hair in a dwarven style: swept back, covering his ears and falling to his shoulders. He wears a full beard, which could only be considered sparse by a dwarven standard.

Though he does not know it, Kilthan is the son of a human noble who was seduced by a rakish elven swashbuckler, despite her arranged marriage. The arrangement ended when the child was born, his pointed ears making his paternity clear, and the girl's parents discarded the child in order to remove the stain of shame from their family, telling her that he experienced a cribdeath.

Fortunately for Kilthan, he was found in a dark alley by Dougl Hammerstone, a Smith-Priest of Torag who had come to the City to sell his wares.

And so, Kilthan's first memories are of the tunnels, forge-fires and skalds in the tunnels of Clan Hammerstone, his first words spoken in the Dwarven tongue, as Dougl took the babe and raised him as his own. Finding the child turned something within Dougl, filling him with a disgust for the cities of the surface-world, causing him to dedicate himself to his Forge and his new son, leaving the merchant trips to other members of the Clan.

Life was somewhat challenging for Kilthan growing up, he was of much slighter build that his fellow children, his skin was more fair and smooth, his hair was finer, and, strangest of all, he required light to see and read with. Still, despite occasional teasing, Kilthan felt a close bond with his father, and by extension, the whole of his Clan, especially after Dougl struck down the first dwarf who dared call his son a foundling.

Despite multiple attempts by his father, Kilthan simply lacked the innate Dwarven skill with the Forge. As a result, Kilthan threw himself into harsher, more physical labour in order to do his part, shifting ingots and molds and working the bellows. However, realizing that there was no place in this society for an unskilled labourer, he dedicated himself to the Martial arts, taking up the axe, dedicating himself to Angradd (Forge-Fire, dwarven god of war), and learning to strike down the traditional foes of his Clan.

When he was 30, however, Dougl took his son aside and begged his forgiveness, explaining that his own disdain for the surface caused the boy to grow up without any links to his bloodlines. He bade the boy to take some time to explore the world above and learn the world into which he was born... Kilthan argued against it, but Dougl was strangely insistent, and so, though he did not like it, Kilthan did as he was told and set out, earning a living by selling his skills with axe and bow guarding caravans for two years before returning home, only to find that his Clanhome had been destroyed, along with his Clan. After weeks of digging and finding only corpses, Kilthan swore to learn what happened to his Clan, to try to find any survivors, and, if possible, avenge them.

Clues found at the Clanhome pointed to a strange cult trying to create an overgod, some sort of combination of evil gods... following the clues, Kilthan found himself in Diamond Point, though his coinpurse was sadly depleted. His funds running out, he took on a job with Allustan who promised him both the spoils of his finds and help in learning more about the cult.

Future Goals:
In Mechanical terms, Kilthan will probably remain a straight ranger, switch-hitter type -- though I tend to like to advance based on what the characters experience instead of a straight planning ahead. If he branches out, it would probably be for a prestige class or minor dip.

In terms of character development, his personal goals are mostly tied to the vows his made in his background: to learn what destroyed the Clan (and he's starting to think that his father knew something was coming and that's why he was sent away), to find any Clan survivors (since he probably wasn't the only one sent away), and to avenge the Clan.

At the same time, he follows a god of war, knows that he's a trained warrior, and has a Good nature -- which means that he will do whatever he can to try to protect those who require it, especially since he's learned first hand how horrible it is to lose everything.

In addition, in the words of Inigo Montoya, there's not a lot of money in the revenge business, so he's going to be looking to undertake tasks which offer some sort of reward -- because he's hoping to gain contacts, resources, information and experience that will let him go through with his deeper goals.

Finally, Kilthan doesn't feel any need to learn about his birth-parents, having had a full and happy childhood -- but part of that is simply not having been exposed to anything that might pique his curiosity -- all that could change if he were to hear rumours or encounter a "cousin".

AC 24 [22], Touch 14 [12], Flat-footed 22 [20], CMD 26 [28]
(+7 armor, +1 shield, +2 dex, +2 deflection, +1 enhancement to natural)
HP 119 [139] (10HD)
Fort: +11 [+13], Ref: +8 (evasion), Will: +5 [+7]
Special: +2 vs. enchantments, immune to sleep
Speed: 40 ft. (8 Squares) {Feather Step}
- +1 Dwarven Waraxe +15/+10 [+17/+12] (1d10+5[+7]/x3) or (1d10+7[+10]/x3) {Two-handed}
- (Power Attack): +12/+7 [+14/+9] (1d10+11[+13]/x3) or (1d10+16[+19]/x3) {Two-Handed}
- Masterwork Battle Axe +15/+10 [+17/+12] (1d8+4[+6]/x3)
- Throwing Axe +14/+9 [+16/+11] (1d6+4[+6])
- Light Mace +14/+9 [+16/+11] (1d6+4)
- Dagger +14/+9 [+16/+11] (1d4+4/19-20)
- Masterwork +1 Klar +15/+10 [+17/+12]

(1d6+2[+3]) or (Power Attack) +12/+7 [+14/+9] (1d6+5[+6]) [off-hand]

Special: Improved 2-Weapon Fighting (at -2/-2, if off-hand weapon is light); Improved Shield Bash - do not lose shield bonus to AC when bashing; Shield Slam (all shield attacks are also bull rushes); All melee attacks count as good-aligned; +1d6 damage vs. evil outsiders (melee)

- Dagger (thrown) +12/+7 (1d4+4[+6]/19-20), 10' increment
- Throwing Axe (thrown) +12/+7 (1d6+4[+6]), 20' increment
- Masterwork Composite Longbow (Str +3) +13/+8 (1d8+3/x3), 110' increment[/list]

Special: +4/+4 vs Favoured Enemy (Undead); +2/+2 vs Favoured Enemy (Aberrations); +1 trait bonus on weapon damage rolls for critical hits while underground;

Base Atk: +10, CMB: +14 [+16]

Str 16 [18], Dex 14, Con 16, Int 14, Wis 14, Cha 10

Ancestral Arms You are proficient with one exotic or martial weapon. (Selected: Dwarven Waraxe). Replaces Adaptability Racial Trait.

Adopted (Social) You were adopted and raised by someone not of your race. You may select a race trait from your adoptive parent's race.

Elf Blood (Ex) Half-Elves count as both human and elves for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses Half-Elves gain +2 bonus on Perception tests.

Multi-Talented Half-elves may choose two favoured classes at first level. {Bloodrager, Ranger}

Tunnel Fighter (Racial [Dwarven], from Adopted) Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).

Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: Simple, Martial, Plus: Dwarven Waraxe.

Power Attack, Improved Shield Bash, Boon Companion, Shield Slam, Diehard

Bonus Feats: Endurance
Combat Style Feats: Two-Weapon Fighting, Improved Two-Weapon Fighting
Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+9] = 5.0 + 2 + 3 -1 (AC)
--Jump [+10] = 5.0 + 2 + 3
Appraise [+2] = 0.0 + 2 + 0
Bluff [+0] = 0.0 + 0 + 0
Climb* [+15] = 8.0 + 4 + 3
Craft (Armour)* [+8] = 3.0 + 2 + 3
Diplomacy [+0] = 0.0 + 0 + 0
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+1] = 0.0 + 2 + -1 (AC)
Handle Animal* [+6] = 3.0 + 0 + 3
Heal* [+10] = 5.0 + 2 + 3
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Dungeoneering)* [+12] = 7.0 + 2 + 3
Knowledge (Geography)* [+8] = 3.0 + 2 + 3
Knowledge (Nature)* [+13] = 8.0 + 2 + 3
Perception* [+17] = 10.0 + 2 + 5 (3 Class, 2 Racial)
Ride* [+5] = 1.0 + 2 + 3 -1 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Spellcraft [+9] = 4.0 + 2 + 3
Stealth* [+14] = 10.0 + 2 + 3 -1 (AC)
Survival* [+15] = 10.0 + 2 + 3
- Follow/ID Tracks [+20] (Tracking)
Swim* [+8] = 2.0 + 4 + 3 -1 (AC)

SPELLS (Ranger - CL6 - Daily: 3/2/0/0)
Level 1: Aspect of Falcon, Lead Blades (6 minutes, all melee weapons do damage +1 size), Resist Energy.
Level 2: Barkskin (x2)
Favoured Enemy: Aberrations
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against aberrations. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Favoured Enemy: Undead
You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against undead. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Adaptation (Ex) [9x/day, 10 minutes] (ooooo oo)
An infiltrator learns to copy the unusual abilities of his prey. Each use of this ability lasts 10 minutes, and can be used a number of times equal to the ranger's level.
- Aberration Abilities: +2 Natural Armour, Amphibious
- Undead Abilities: Darkvision 60'

Hunter's Bond (Animal Companion) {Badger}

Track (Ex)
You gain a +4 to survival checks made to follow or identify tracks.

Swift Tracker (Ex)
Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Wild Empathy (Ex)
You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+9 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Ranger Combat Style (Two Weapon Fighting)
You have specialized in Two-Weapon Fighting. You may select bonus combat feats based on this selection. You do not need to meet the prerequisites for these feats.

Woodland Stride
You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Evasion (Ex)
When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.

Bloodline (Celestial)
Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source ref lects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this inf luence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.

Bloodline Powers
Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage.
* Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.

Bloodrage (Su) (ooooo ooo) [7 + 1 FC (Human)]
The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex)
A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Iron Holy Symbol, Mithril Agile Breastplate +1, Amulet of Natural Armour +1, Ring of Protection +2, Belt of Giant Strength +2, Ring of Feather Falling, +1 Dwarven Waraxe, Explorer's Outfit, Masterwork Composite Longbow (Str +3), 30 x Arrow, Dagger, Masterwork (+1 shield) Klar, 2 x Throwing Axe, Masterwork Battle Axe, Feather Step Boots.

- dire collar for the Fuzzsaw (1,000gp)

In Backpack
Chalkboard, 4 days Rations (Trail), Waterskin (Filled), Rope of Climbing.

In Belt Pouch #1:
Chalk (x5), Whetstone, Potion of Remove Fear, Everburning Stone (CL9; Level 3).

In Belt Pouch #2:
Potion of Cure Light Wounds, Potion of Cure Moderate Wounds.

Coinpurse: 11gp, 7 sp, 13cp.

Current Weight: 63.18 lbs (Light)
Limits: 100 (Light), 200(Medium), 300 (Heavy).

Jagdbach (Animal Companion):

Male Badger Animal 9 (LG Medium Animal)
Init +3; Senses: Low-Light, Scent (Perception +7)
AC 25 [23], Touch 13 [11], Flat-footed 22 [20], CMD 23 (27 vs trip)
hp 91 [118] (9HD)
Fort: +9 [+11 rage] Ref: +10, Will: +4 [+6 rage]
Special: Evasion; +4 morale vs. enchantment effects (Devotion)
Speed: 30 ft. (6 squares), Burrow 10, Climb 10
Melee: bite +10 [+12] (1d6+4[+6]) ; claw +10/+10 [+12/+12] (1d6+4[+6]) + rend
Base Atk: +6; CMB: +10;
Special: Rage (12 rounds); Favoured Enemy (Undead) +4; Favoured Enemy (Aberration) +2
Str 18 [22], Dex 18, Con 17 [23], Int 3, Wis 12, Cha 10
Feats: Armor Proficiency (Light), Extra Rage, Raging Vitality, Improved Natural Attack (Claw), Multiattack [Bonus], Rending Claw
Skills: Acrobatics +4, Climb +15, Escape Artist +8, Perception +7, Stealth +8, Survival +5, Swim +6.
Possessions: Leather Lamellar Barding, Dire Collar (enlarge for 10 rounds, 1/day).
Tricks: Air Walk, Attack (II), Defend, Down, Fetch, Heel, Seek, Track.

Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Multiattack (Ex) An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 12 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +6 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 18 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage.

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