| Full Name |
Gerald Kailoren |
| Race |
HP: 17/17 | DR 0 | AC:24(T: 24/FF: 17) CMD:18 | Fort+5 Ref+4 Will+6 | Init:+4 | Perception:+8 | Fervor 4/4 Energy:12/12 |
| Gender |
Krimir Sacred fist |
| Size |
Small |
| Strength |
10 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
13 |
| Wisdom |
17 |
| Charisma |
10 |
About Gerald Kailoren
Gerald Kailoren
Male Kimir Sacred Fist 2
N small Humanoid (Kimlir)
Init +3; Senses:
--------------------
Defense
--------------------
AC 24, touch 24, flat-footed 17 (+3 dex+4 class +4wis+2 race+1 size
hp 17
Fort+5 Ref+4 Will+6
--------------------
Offense
--------------------
Speed 30 ft.
Melee
+6 1d4+ unarmed strike
+5, +5 1d4+ flurry
Handaxe +5 1d4 x3
Sling +6 1d4
Warpriest spells Prepared (CL 2):
Cantrips:
Create water, Detect magic, mending, purify food/drink
Warpriest blessings
Knowledge
touch attack = make Knowledge check =15+Wis+level to learn about that creature
Repose
Touch attack = staggered, already staggered = asleep
If undead = staggered round= to wisdom mod. (3)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 13, Wis 17, Cha 10
Base Atk +1; CMB +1 CMD 18
Feats: Weapon finesse
Traits: Fates Favored,
Drawback:
Skills:
Perception 2+3+3 +8
Sense motive 1+3+3 +7
Stealth 1+4+3+4 +12
K: Religion 1+1+3 +5
acrobatics 1+4+3 +8
Languages Common, Kimir, (1 more)
Augury Knack: All Divination school spells
cast by a krimir that do not provide a saving
throw for the target automatically succeed.
Those that do provide a saving throw have
their DC increased by 2.
• Moment's Notice: Krimir are blessed with the
ability to occasionally see just a few seconds
into the future in order to possibly fix a
mistake. This gives the krimir the ability to re-
roll a saving throw, skill check, or attack roll
as many times per day as its wisdom modifier
(minimum of 1/day). This also provides a +2
racial bonus to AC if the krimir is wearing no
armor or a +1 racial bonus to AC if wearing
light armor (their frail bodies cannot move
quickly enough in heavier armor to take
advantage of the short time they have to react
to what they see).
• Small: Krimir are Small creatures and gain a
+1 size bonus to their AC, a +1 size bonus on
attack rolls, a -1 penalty to their CMB and
CMD, and a +4 size bonus on Stealth checks.
• Weapon Familiarity: Krimir are proficient
with slings and shortswords and treat any
weapon with the word “krimir” in its name as a
martial weapon.