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About K’Tak’Ktah’halK’Tak’Ktah’hal
Background:
K’Tak’Ktah’hal began his days in the southwest of Osirion, raised in the ways of his tribe. He was 14 when the pathfinder expedition visited, looking for a lost temple. The elders bartered: a year’s service (as guides, bearers and escorts) from four young warriors for coveted steel weapons. Ktak (as he became known to the pathfinders) was one of the four. With native guides, the expedition was able to find (and then explore) the temple quickly, in but a season. The other survivor were released from his term of service early to return to the tribe, but Ktak, in his honor (and curiosity about the warmbloods), refused. Instead, he travelled with them back to Absalom, and entered into service in the pathfinder society... He was much impressed with the skills of the various pathfinders he served with, and was intrigued by city life. After his obligation was finished, he joined the society as a sword, and participated in several expeditions in a variety of locations. He has learned much, turning his natural wariness and alertness to different environments (Favored Terrain Underground and Urban). He has become literate and learned how make the weapons the elders sought. He has even discovered a surprising affinity for mechanical devices (Vagabond Child trait and disable device skill).
Description:
6’8” 270 lbs of reptilian bruiser… Scales are a rattlesnake pattern, eyes are black pools. Several hard-earned scars mark his hide in various places. His nose horn is adorned with several jagged metal additions (tusk blades)… Personality:
Patient like rocks when working a problem, and about as sympathetic. Faithful to his obligations and bonds. Stoic about life’s vicissitudes. A wise man, he knows the value of keeping his mouth shut and his ears open… Mechanical:
Skin-Changer 8
Init += +2 Dex
Defense
Str: 22 = 16 (10 pts) +1 lvl 4 +1 lvl 8 +2 racial+2 enhancement
Skills : (8*6 +8*1 FCB) Not including ACP (-4, climb and acrobatics -1) Stealth +13 = 8 ranks +3 trained +2 dex
Background Skills (2*8)
Languages : Common, Draconic, Osirian (linguistics), Traits: Birthmark (Faith), Vagabond Child (Social) Feats
Race Abilities:
Mountain Lizardfolk (Greater Lizardfolk) 12RP The Dineh are usually found in tribes where mountains and desert butt up against one another ( ie. parts of western Katapesh, Nex, Mana Wastes and Geb, south west Osirion and central Rhahadoum, also possibly in Quadira), these folk are apparently related to the Lizardfolk of the swamps (the Droon), but have greatly adapted to their homelands. Much like their marsh dwelling relatives, Mountain Lizardfolk are uninterested in colonization of lands outside their traditional habitat and are mostly content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright. Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard, and nothing should go to waste. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen. They use fires for heat at night, but also put large stones out during the day to collect heat from the sun, and then drag them inside for comfort during the night. Description Slightly larger than their swamp dwelling cousins, 6’6” to 7’6” feet tall and weigh 250 to 300 pounds, their powerful muscles covered in scales of gray, tan, and brown. Most have short dorsal spikes; Unlike their swamp dwelling cousins, they have shorter tails (2’ to 3’), which are thin and flexible. They climb strongly with clawed hands and talon on their feet. Also, they have a hooked horn on their nose (they rarely bite, preferring to gore with the horn) (see just about every pathfinder illustration of a blue dragon). Humanoid (Reptilian) 0 RP
Class Abilities:
Weapon and Armor Proficiency: A skin‑changer is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). Animal Shape (minor) (Su): At 1st level, a skin‑changer gains the ability to turn into any Small or Medium animal and back again once per day. His options for new forms include all creatures with the animal type. This ability functions like beast shape I, except as noted here. The effect lasts for 10 minutes per skin‑changer level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal with which the skin‑changer is familiar.
Track (Ex): A skin‑changer adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): A skin‑changer can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Pathfinder Roleplaying Game Core Rulebook). The skin‑changer rolls 1d20 and adds his skin‑changer level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
Animal Combat (Ex): At 2nd level, the skin‑changer receives a +1 competence bonus to all attack and damage rolls when using natural attacks. He also receives a +1 initiative bonus when in animal form.
Animal Speech (Su): At 3rd level, a skin‑changer can communicate with animals as if using speak with animals when he is in a favored terrain. Nature’s Healing (Ex): Beginning at 3rd level, a skin‑changer’s extensive knowledge of the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, a skin‑changer also gains the following benefits:
Favored Terrain (Ex): At 3rd level, a skin‑changer may select a terrain from the Favored Terrains table. A skin‑changer gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A skin‑changer traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Animal Shape (Su): At 4th level, a skin‑changer’s animal shape ability now lasts for 1 hour per skin‑changer level, or until he changes back.
Ranger Talents: As a skin‑changer gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once.
Fast Movement (Ex): Beginning at 5th level, when a skin‑changer is in a favored terrain and not wearing heavy armor, his base speed increases by +10 feet. Stealth Attack: If a skin‑changer of 6th level or higher can catch an opponent when he is unable to defend himself effectively, the skin‑changer can deal extra damage. A stealth attack is possible only when the skin‑changer is in a favored terrain and is not wearing heavy armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the skin‑changer flanks the target. This extra damage is 2d6 at 6th level, and it increases by 1d6 every four skin‑changer levels thereafter. Should the skin‑changer score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 feet. Woodland Stride (Ex): Starting at 7th level, a skin‑changer can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect the skin‑changer. Swift Tracker (Ex): Beginning at 8th level, a skin‑changer can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking Equipment (40000 gp):
Weapons ( 16 gp)
Armor ( 16807 gp)
Equipment ( 179.91 gp)
Cash: 247.09 gp
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