Primal Companion Hunter

Dahren Kahirson's page

3 posts. Organized Play character for Grumbaki.




Barbarian Invulnerable Rager (5)






XP (12) / FP (24) / PP (12)

Special Abilities

HP: 55 (65) Fort: +10 (12) / Ref: +6 / Will: +5 (7) / Init: +3 / 2x Con for stabilizing


Chaotic Neutral


Common, Kelish, Osirioni



Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Dahren Kahirson

+10 hit (+12)
2d4 + 13 (+16) 18-20 crit, x2 (+1d6 elemental dmg w/ swift action once per rage)
AC 21 (19)
Touch 13 (11)
Flat Footed 18 (16)

* Falchion +1
* Silver Warhammer
* Mithril Breastplate +1 (+7AC, -1 ACP)
* 10x Chakrams (30ft, 1d8 damage, x2)
* Cracked Dusty Rose Ioun Stone (+1 Initiative)
* Wand of Cure Light Wounds (37 charges)
* Cloak of Resistance +1
* Ring of Protection +1
* Barbarian's Kit (a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a water skin)
* 2x vermin repellent (4hrs, DC15 fort for swarm to enter square)
* 1887 gold

Looted Clothing:
* Pants: Taken during the "Segang Expedition." Ran into a party of three tomb raiders. The third was taken prisoner and his pants were taken as a trophy.
* Boots: Taken during "Trouble in Tamran." Cultists tried to ambush the party. One of them was taken alive. His boots were taken from him as a trophy.
* Shirt: Holy Shirt of Karcau! Taken during the Darkest Vengeance from a wizard working for a local crime family. The man was captured and stripped of his shirt.
* Hat: Taken from a Sylph during Tyranny of the Winds in the Azure Hall library upon the plane of air.
* Other? Still to be looted

* City Raised (+2 knowledge local, whip proficiency)
* Sacred Tattoo (+1 luck bonus to all saves)
* Intimidating (+2 intimidate)
* Darkvision (60ft)

* World Traveler (+1 diplomacy and class skill)
* Fate's Favored (+1 all luck bonuses)
* Resilient (+1 fortitude, skykey solutions)

Feats, Rage Powers
Lvl 1 Class: Fast Movement (+10ft movement)
Lvl 1: Power Attack (-2 hit, +4/6 damage)
Lvl 2 Rage Power: Lessor Beast Totem (2x claw attacks while raging, 1d6 damage)
Lvl 3: Furious Focus
Lvl 4 Rage Power: Lessor Elemental Rage
Lvl 5: Dodge

* Intimidate: 3 skill points, +7
* Diplomacy: 4 skill points, +7
* Perception: 3 skill points, +7
* Survival: 3 skill points, +7
* Knowledge Nature: 3 skill points, +7
* Climb: 1 skill points, +7
* Sense Motive: 3 skill points, +7
* Knowledge History and Planes, +8

* 13 Rounds per day, +4 Str, +4 Con, +2 Will, -2 AC
* Fatigued for 2x rounds raged

Damage Resistance
* At 2nd level, the invulnerable rager gains DR/— equal to half his barbarian level. This damage reduction is doubled against nonlethal damage.
* DR/-2 (4 vs nonlethal)

Extreme Endurance
* At 3rd level, the invulnerable rager is inured to hot climates as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd

- Wand of cure light wounds 2pp
- Hunter's Lodge 2pp
- Dusty Rose Ioun Stone 2pp

Level Plan
* Lvl 6: Beast Totem (+2 AC, another +1 at 8 and 12)
* Lvl 7: Iron Will, buy keen on falchion
* Lvl 8: Elemental Rage, Str19
* Lvl 9: Weapon Focus
* Lvl 10: Greater Beast Totem (pounce and better claws)
* Lvl 11: Iron Hide
* Lvl 12: Greater Elemental Rage, Str20

PFS Roleplaying Guild Guide
* "Half-Human: Half-human characters (aasimars, ganzi, half-elves, half-orcs, ifrits, oreads, sulis, sylphs, tieflings, and undines) can choose a modern human language instead of the language of their nonhuman heritage."
* "Orc" replaced with "Kelish"

PFS Roleplaying Guild Guide
* "A character with a high Intelligence score can select bonus languages from the list of modern human languages above, the bonus languages listed in the source for the character’s race, and Shadowtongue."
* "Int 12 bonus language" replaced with "Osirioni"

* Rise of the Goblin Guild (+1212 gold)
- A goblin stole pathfinder gear. Dahren intimidated the goblin into taking him and his fellow pathfinders to the goblin guild (in the sewers..). A very blood day later, the goblins and their bugbear leader lay dead.

* The Temple of Empyreal Enlightenment (+527 gold)
- A painting was a portal to another plane, in which a temple lay. It turned out to be demonic in nature. Dahren, along with a group of martial warriors, uncovered the truth but failed to bring the leader of the temple to justice.

* The Veteran's Vault (+539 gold)
- When Dahren heard that a pathfinder veteran wanted young pathfinders to go into a 'vault' to retrieve her locket, and could keep anything else that they find, he jumped at the opportunity. Sadly, the vault was in the sewers. The otyugh should have tipped him off. After trudging through the filth, and overcoming a jinkin sorceror, the amulet was found in a heap of rubbish. He got paid, but it wasn't what was expected...

* Segang Expedition (+519 gold)
- A pair of nobles hired the pathfinders to join them for hunting a dangerous tiger, with payment being access to a ruined temple of a monkey god. Dahren went on the hunt, and ended up killing almost three dozen monkeys, a wild boar, a bison, a giant snake, the evil outsider tiger (with the help of a magus) and two temple guardian constructs (with the help of a paladin). He also power attacked a rival looter to near death (to the great relief of the paladin and the disappointment of Dahren). Needless to say, he greatly enjoyed the adventure.

* The Tide of Twilight (522 gold)
A sect of Druids was attempting a ritual to turn everyone in the region in lyncanthropes. After fighting off rival lycanthrope hunters, the party (who were slowly turning themselves) fought their way into the druid's fortress and slew them. The artifact used for the ritual was taken and given to the pathfinders.

* Trouble in Tamran (501 gold)
Less than a decade ago, the Pathfinder Society established a lodge in Nirmathas, an act that infuriated the nation's expansionist rival Molthune. The latter outlawed the Society soon after, and ever since Pathfinders have relied on smugglers like the Varisian entrepreneur Guaril Karela to slip supplies past the Molthuni blockade for both the lodge and the Society's war-torn neighbors. Molthuni agents were found as being responsible for the lost supplies, and they were trying to implicate the PFS. Their plans were uncovered and most of their men killed (though their leadership was never found).

* The Darkest Vengeance (1205 gold)
A pathfinder venture captain had failed to report for quite some time. Investigation found that a local crime family was in the lodge looking for him. They had murdered the pathfinders, but the venture captain was nowhere to be found. After dealing with the thugs, an underground passage was found. It turned out that the venture captain had a drow prisoner who escaped and had taken him down to be tortured. The venture captain was found, along with an evil doll construct he had purchased. The drow and it's minions were killed, and the venture captain arrested for his dealings with the crime family and the purchase of his construct.

* Tyranny of Winds Pt2 (1230 gold)
* Tyranny of Winds Pt3 (2282 gold)
* Battle of Bloodmarch Hill (3711 gold)

Total: 12398 gold

1. Rise of the Goblin Guild
2. The Temple of Empyreal Enlightenment
3. The Veteran's Vault
4. Segang Expedition
5. The Tide of Twilight
6. Trouble in Tamran
7. The Darkest Vengeance
8. Tyranny of Winds pt 2
9. Tyranny of Winds pt 3
10. Battle of Bloodmarch Hill