Kuru

Chumtooth's page

1,284 posts. Alias of Cuchulainn.


Full Name

Captain Chumtooth of the Kiss of Vengeance, Pirate Lord

Race

Kuru

Classes/Levels

Ftr 5 / Rg 5 (pirate) l AC 19 T 14 FF 16 l HP 60/111 l F +10 R +10 W +5/+7* l Init +3 l Perc +14 (+13*)

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: 60/111 (10 base, 71 HD roll 30 con)

Perception: +13 (+12 if sight-based check in bright sunlight)

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

Speed: 30 ft.

BAB: +8/+3 Attack: +13 morningstar (+12 in bright sunlight)/+8 (+7 in sunlight)//+12 bite or kukri (+11 in bright sunlight)//+15/16* Harpoon ranged (+14/+15* in bright sunlight)/+10/11* second attack +4d6* Sneak Attack, if opponent is flat-footed or flanked.

CMB: +12
CMD: 22

Fort: +10 Ref: +10 Will: +5 (+7 vs fear, plus blood courage trait*)

*(Fear effects - see Blood Courage below)*

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:

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Spears: amentum, boar spear, chain spear, double spear, elven branched spear, harpoon, javelin, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra 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 an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue 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 rogue cannot sneak attack while striking a creature with concealment.

Sea Legs (Ex): At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites. This ability replaces trapfinding.

Swinging Reposition (Ex): At 2nd level, a pirate incorporates a ship's masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or a bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity. This ability replaces the 2nd-level rogue talent.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Uncanny Dodge: Starting at 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.

If a rogue already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Unflinching (Ex): Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

This ability replaces trap sense.

SKILLS:

(40 + 6 favored class bonus, 14 background skills)

Acrobatics (dex): +17 (9 rank, 3 class, 3 dex, 2 feat)

Climb (str): +22 (8 rank, 3 class, 4* str, 2 feat, 5 gloves)

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

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

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

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

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

Stealth (dex): +11/16* (5 rank, 3 class, 3 dex, 5* armor)

Swim (str): +20 (6 rank, 3 class, 4* str, 2 feat, 5 gloves)

FEATS:

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 (Ex): Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

TRAIT(s):

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 himsself whenever he handles or applies poison taken from a venomous creature.

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.

+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)
potion of water breathing
Shackles of Compliance

Potions of Cure Serious Wounds (3)

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

Wish List:

A harpoon with bane, returning or something similar.

Goggles or lenses that nullify light sensitivity.