Desert Giant

Ispthd Garrin's page

1 post. Alias of Dotraj.


Full Name

Ipsthd Garrin

Race

Kasatha

Classes/Levels

Unchained Rogue (Knifemaster/Scout) 1

Gender

Male

Size

Medium

Age

50

Alignment

N

Languages

Aklo, Common, Draconic, Kasatha, Sphinx

Strength 13
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 12
Charisma 6

About Ispthd Garrin

Statistics:
Male Kasatha Unchained Rogue (Knife Master, Scout) 1
N Medium Humanoid (Kasatha)
Init +4; Senses Perception +5
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DEFENSE
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AC 18, touch 16, flat-footed 12 (+2 armor, +4 dex, +2 dodge)
hp 11
Fort +2, Ref +6, Will +1; +4 vs running, forced marches, starvation, thirst, and hot environments
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OFFENSE
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Speed 30 ft.
Melee cold iron dagger +4 (1d4/19-20), or 4 cold iron daggers +2 (1d4/19-20), or 3 cold iron daggers +2 (1d4/19-20), alchemical silver dagger +2 (1d4-1/19-20)
Ranged
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STATISTICS
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Str 13, Dex 18, Con 14, Int 14, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 17
FeatsImproved Two-Weapon Fighting, Weapon Finesse
Skills 1 Acrobatics* +8, 1 Appraise +6, 1 Climb* +5, 1 Disable Device* +8, 1 Linguistics +6, Perception +5, 1 Sense Motive +5, 1 Sleight of Hand* +8 (+9 to conceal
light blades), 1 Stealth* +8, 1 Swim* +5, 1 Use Magic Device +2 (10 points + Perception; 8 class, 2 INT)
ACP -0
*ACP applies to these skills
Skill Bonuses Always considered to have a running start before making an Acrobatics check to jump, +1 Sleight of Hand to conceal light blades
Languages Aklo, Common, Draconic, Kasatha, Sphinx

Special Abilities:

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SPECIAL ABILITIES
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desert stride, finesse training, sneak stab 1d8/4, spinal sword proficiency[/spoiler
[spoiler=Gear/Possessions]
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Gear 4 cold iron daggers, alchemical silver dagger, rogue's kit, lamellar cuirass
Current Load Carried 50 lb.
Money 37 GP 0 SP 0 CP

Background:

Ispthd has always been restless. Even among a race of nomads, he has always been ill-content, wanting to go farther, explore, see what's over the next dune. It was no surprise to anyone when he decided to cross the Styx for his tempering. A gathering was called, and the greatest monk of each clan infused him with ki to make the jump over the river. Even then, he barely made it, severely injuring himself in when he landed in the town square. The residents of Barlily were disturbed to say the least when there attempts to heal him nearly finished him off, but in the weeks he has spent recuperating they have come to accept him, though few of the superstitious folk will be sad to see him off. For his part Ispthd is eager to be on his way, but has dallied in Barlily a little because events seem to be brewing...

Appearance and Personality:

Most of Barlily knows that under the full-body coverings he wears is a bone-white creature with midnight black veins tracing his skin in strange, glyph-like patterns. Despite his eagerness in all things, Ispthd is calm and collected always, and never moves when not necessary, another trait the residents of the town find unnerving. To Ispthd's relief, none of them saw fit to remove the covering from his mouth. Why it is so important that it remains hidden Ispthd will not say, but it can be gleaned that he considers it dirty, well above any form of indecent exposure for a human.

Modified Kasatha:

Kasathas are a nomadic humanoid race who have lived in the desert on the northern border of the River Styx for longer than any living memory can recall. Only the oldest of tomes speak of them as coming from anywhere else, but even they are vague.

They are a clannish and secretive people with a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. They keep their mouths hidden behind clothing, and don't remove this clothing in the presence of other races. They are omnivores, but prefer meat and salty foods. Upon reaching adulthood, many kasathas leave their clans to search the world for adventure or treasure. A renegade few decide to forsake their clan and spend their life adventuring. This ritual "tempering" allows young adults to undergo a period of self-discovery before they assume their adult responsibilities.

Racial Traits

Ability Score Racial Traits: Kasathas are nimble and perceptive, but not accustomed to terrestrial culture. They gain +2 Dexterity, +2 Wisdom, and -2 Charisma) (0 RP)
Type: Humanoid (kasatha) (0 RP)
Size: Kasathas are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
Base Speed: Kasathas have a base speed of 30 feet. (0 RP)
Languages: Kasathas speak Common and Kasatha. A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx. (0 RP)

Defense Racial Traits

Defensive Training, Greater: Kasathas have a +2 dodge bonus to Armor Class. (4 RP)
Desert Runner: Kasathas have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot environments. (2 RP)

Feat and Skill Racial Traits

Stalker: Perception and Stealth are class skills for kasathas. (1 RP)
Spinal Sword Proficiency: Kasathas treat kasatha spinal swords as martial weapons.

Movement Racial Traits

Jumper: Kasathas are always considered to have a running start when attempting Acrobatics checks to jump. (2 RP)
Desert Stride: Kasathas move through non-magical difficult terrain in desert environments at normal speed. (1 RP)

Other Racial Traits

Multi-Armed: A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands. (4 arms; 8 RP)
Elemental Vulnerability, Cold: The desert dwelling kasatha have not left their home in centuries at least, possibly millennia. As a result, they have vulnerability to cold damage (-2 RP)
Negative Energy Affinity: It is uncertain how the kasatha came here or how long they have been here, but they have lived on the northern side of the River Styx long enough that it has changed them. (-1 RP)