Kuru

Chumtooth's page

1,313 posts. Alias of Cuchulainn.


Full Name

Captain Chumtooth of the Kiss of Vengeance, Pirate Lord

Race

Kuru

Classes/Levels

Slayer 10 l AC 19 T 14 FF 16 l CMD 27 I HP 102/111 l F +12 R +12 W +6 l Init +3 l Perc +15 (+14*)

Gender

Male

Size

Medium (6' 3" 215 lbs.)

Age

17

Alignment

Neutral

Location

The Shackles

Languages

Kuru, Common

Occupation

Pirate Captain

Strength 18
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 12
Charisma 8

About Chumtooth

AC: 19 (14 touch, 16 flat-footed)

HP: 102/111 (10 base, 71 HD roll 30 con)

Perception: +15 (+14 if sight-based check in bright sunlight)

Initiative: +3 (+3 dex, +0 trait)

Speed: 30 ft.

BAB: +10/+5 (+4d6 Sneak Attack, if opponent is flat-footed or flanked.

Melee Attacks:

Morningstar: +15/+10 (or +14/+9 in bright sunlight)

Bite or Kukri: +14/+9 (+13/+8 in bright sunlight)

Ranged Attacks:

Harpoon: +17/18*pbs*//+12/13*pbs* (+16/+17*pb*//+11/+12*pbp* in bright sunlight)

Masterwork Composite Longbow: +15/+16*pbs*//+10/+11*pbs* (+14/+15*pbs*//+9/+10*pbs* in sunlight)

CMB: +14
CMD: 27

Fort: +12 Ref: +12 Will: +6 (see blood coourage racial trait for fear effects)

Chumtooth is tall, with a lean, but powerful build. He moves with the animalistic grace of a predatory cat. His teeth are rows of pointed canines, and his breath reeks of blood and raw meat, newly rotting. His skin is a dark, sun-baked brown and his eyes are deep brown, with large black pupils. His black hair hangs in tight, twisted braids.

Background:

The life of the Kuru is one of constant peril. A kuru child learns quickly that his mother will only protect him for a long as it takes him to learn to walk, and only for that long if there is ample food.

A young boy, the one the Others eventually called Chumtooth, managed to survive the perils of the jungle, the occasional hunger of his kin, and the insatiable hunger of the Blood Queen.

The boy listened to the elders tell of how all of the islands once belonged to the Kuru, how their ancestors were peaceful and welcoming to the strange men of the Unending Island. He also listened to them tell of how that welcome was repaid with the theft of their food, mothers and daughters, the murder of their fathers and brothers and the burning of their villages.

Pushed farther and farther West, towards the edge of the Empty Waters, the Kuru were forced to settle on the Forbidden Islands, and there the Blood Queen claimed them as her own. She demanded service and sacrifice, and repaid the Kuru by remaking them. No longer peaceful, but savage, no longer welcoming, but instead merciless to the children of those who slaughtered their ancestors. They were meat, and the Kuru were sharks.

The boy wanted to see the lands of his ancestors. He wanted to see how the other men lived. What made them so powerful? What could he learn from them? He decided to leave when the opportunity presented itself.

Foolish and ignorant men often brought their ships too close to the Islands. The waters of the coves are deep, the jungle is lush and full of game and fruit trees. It calls to such men, and they come ashore, and end up spitted over a Kuru cook fire.

The boy, one day, found such foolish men. Instead of leading them to his village, he warned them of their peril, helped them re-stock, and convinced them to take him with them when they left. The grateful men agreed, and the boy was on his way. He worked hard to learn the skills necessary to be a valued member of the ship's crew.

The men were whalers, and it did not take them long to see the boy's potential as a harpooner. His tall, muscular build seemed made for throwing the barbed spear. He practiced every evening, and eventually, was put at the prow of a longboat, ready to make the kill that would fill the coin purses of every man aboard.

His first kill was bloody, and the smell of the raw whale flesh beneath the crew's flensing knives awoke something in his nature that had been lying dormat. He grabbed a large slab of bloody whale blubber and tore into it with his pointed teeth. The men were both amused and disgusted by this display. They began calling the boy, Chumtooth.

For three years, he plied his trade. And as he grew from boy to man, it became more and more apparent to his shipmates that a cannibal outside of the Cannibal Isles is still a cannibal. Chumtooth began to worry them. Would he kill and eat of them in the middle of the night? How far could he really be trusted?

The captain found a simple solution. When the ship arrived in Port Peril, he declared a day and a night of shore leave. Unbeknownst to Chumtooth, the captain had the first mate and boatswain quietly make it known to the rest of the crew that the ship would sail within the next two hours, and that the cannibal was to hear none of it.

None the wiser, Chumtooth made his to the Formidably Maid, eager to hear the stories of other sailors and the opportunity to boast of his many kills to the weak people of this large village.

RACIAL ABILITIES: (Kuru appear in the Isles of the Shackles campaign sourcebook.):

Racial adjustments: -2 int, +2 dex, +2 con

Low-light Vision: Chumtooth can see twice as far as a normal human in dim light.

Light Sensitivity (ex): Chumtooth is dazzled (-1 attack and sight-based perception checks) in areas of bright sunlight, or in the effect of a daylight spell.

Blood Courage (ex): Once per day, when Chumtooth makes a saving throw vs a fear effect, he can roll the saving throw twice and take the better result. He must decide to use the ability before the saving throw is attempted.

Cannibalistic Vitality (ex): When Chumtooth hits a living creature with his bite attack, he gains one temporary hit point by ingesting the target's blood. This ability does not work on creatures that do not have blood.

Natural Weapon: Chumtooth possesses a natural bite attack that deals 1d8+6 (1.5 str) points of damage. If biting while wielding a weapon, the damage drops to 1d8+3 (double slice feat)

CLASS ABILITIES:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

See the Slayer Talents section for a full list of Talents from all sources.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Stalker (Ex): At 7th level, a slayer gains his studied target bonus on Disguise, Intimidate, and Stealth checks against his studied opponent.

Advanced Talents: At 10th level and every 2 levels thereafter, a slayer can select one of the following advanced talents in place of a slayer talent.

See the Slayer Talents section for a full list of Talents from all sources.

TRAITS:

Besmara's Blessing: +1 trait bonus to Perception and Profession (sailor). Once per week, Chumtooth may re-roll a Profession (sailor) check and take the higher result. He must announce he is using the ability before the results of the check are made known.

Harvester: Chumtooth was trained to harvest all parts of an animal with care and precision. He gains a +1 trait bonus on Profession (tanner) or Profession (trapper) checks, and he may make these checks as if you were trained in the skill even if you have no ranks. Additionally, he does not risk poisoning himself whenever he handles or applies poison taken from a venomous creature.

SKILLS:

(60 + 10 favored class bonus, 20 background skills)

Acrobatics (dex): +18 (10 rank, 3 class, 3 dex, 2 feat)

Climb (str): +24 (10 rank, 3 class, 4* str, 2 feat, 5 gloves)

Intimidate (cha and str*): +17 (10 rank, 3 class, 4 str*, -1 cha, +1 trophy)

Linguistics, to speak Common (int): +1 (1 rank, 0 int)

Perception (wis): +15/+14* (10 rank, 3 class, 1 wis, 1 trait, -1 on sight-based checks in bright sunlight*)

Stealth (dex): +16/21* (10 rank, 3 class, 3 dex, 5* armor)

Survival (wis): +14 (10 rank, 3 class, 1 wis)

Swim (str): +23 (9 rank, 3 class, 4* str, 2 feat, 5 gloves)

BACKGROUND Skills:

Profession: sailor (wis): +15 (10 rank, 3 class, 1 wis, 1 trait)

Profession: tanner (wis): +15 (10 rank, 3 class, 1 wis, 1 trait)

FEATS and TALENTS:

Accomplished Sneak Attacker: Chumtooth adds an additional +1d6 to his sneak attack damage, as long as the total dice don't exceed half his character level (rounded up).

Intimidating Prowess: Chumtooth adds both his Strength and Charisma modifiers to Intimidation checks.

Exotic Weapon Proficiency: Chumtooth is proficient with the harpoon.

Two-weapon Fighting: Chumtooth has no penalty for biting while wielding a weapon.

Double Slice: Chumtooth adds his full strength bonus to the damage roll of his secondary attack.

Point-blank Shot: Chumtooth adds +1 to both hit and damage rolls on ranged attacks at 30' or less

Sea Legs: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.

Improved Natural Attack: Bite damage increases from 1d6 to 1d8.

Power Attack: -2 Attack +4 damage (+6 on bite attack)

Fast Stealth: Benefit: This ability allows ability to move at full speed using the Stealth skill without penalty.

ARMOR:

+1 shadow studded leather armor (+4* AC, +5 Dex, 0* ACP) 20 lbs.

Buckler (+1 AC, 0* ACP) 5 lbs. 5 gp

WEAPONS:

Blowgun (1d2 (+poison, if applicable), x2, range 20 ft., type P) 1 lb. 1 gp
-Blowgun darts: (10) 5 sp

-Deathblade Poison: (20 doses) Poison-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d3 Constitution damage; cure 2 consecutive saves.

-Wasp Venom: (4 doses) Poison—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

-Flayer Poison: (7 doses) Poison-injury; Fort Save DC 15; 1/round for 6 rounds; effect 1d4 Dexterity damage; cure 1 save.

Masterwork Composite Longbow (1d8+1+2d6 bane, if used x3, 110', Type: P)
-+1 Giant Bane Arrows: 15/15

-+1 Monstrous Humanoid Bane Arrows: 15/15

-+1 Arrows: 50/50

+2 Seeking, Returning Harpoon w/50' rope (1d8+8, x3, range 10 ft., type: P, grappling) 16 lbs.

Kukri (1d4+4, 18-20 x2, Type: S) 2 lbs. 8 gp

+1 Morning Star (1d8+5 x2, Type: B and P) 6 lbs. 8 gp

EQUIPMENT:

Gloves of Swimming and Climbing
+2 Cloak of Resistance
+1 Ring of Protection
Belt of Giant Strength +2 (effective Strength of 18)
Shackles of Compliance

Potions of Cure Serious Wounds (2/2)
Potion of Water Breathing

Deed to Island
Silver Wrist Shackle (Pirate Lord badge)

Poisoning sheath (for blowgun darts)1 lb., 50 gp
Loincloth
Sandals
Belt pouch, .5 lb. 1 gp
Whetstone, 1 lb. 1 cp
Bedroll, 5 lbs. 1 sp

Weight Carried: 57.5 lbs. (light load: <77 lbs., medium load: 77-153 lbs., heavy: 154-230 lbs.)

Gold: 39 Silver: 6 Copper: 1