Red Dragon

Kagrenac the Hunter's page

58 posts. Alias of Lieutenant Paladine.


Full Name

Kagrenac

Race

Kuur-Khana

Classes/Levels

Ranger (Trapper/Warden) 5/Barbarian 1/ Horizon Walker1/ Mythic Champion 2 (HP: 76/76 | AC: 21 T:12 FF:19 | F: 9 R: 6 W: 3 | Init +2 Per +13)

Gender

Male

Size

Medium

Age

22

Alignment

Neutral

Languages

Common, Kuur-Khain, Draconic

Strength 21
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 5

About Kagrenac the Hunter

Basics:

HP: 12+8+8+8+8+9+5+5+5+8= 76/76
Raging: 88

Fort: 2+6+1=9
Ref: 2+4=6
Will: 2+1=3

AC: 21=10+7 (Mithral Grafted Full Plate)+2 Dex+2 Nat Arm
Spell Resistance:17

Base Melee: 5 (STR)+7 (BAB)= 12
Base Ranged: 2 (DEX)+7= 9
CMB: 12
CMD: 24 (10 + 7 BAB 5 STR 2 DEX)

Speed: 70ft.
(30 Base, 10 Barbarian, 30 Champion’s Impossible Speed)
Initiative +2

Light Load: 153lbs.
Medium Load: 306lbs.
Heavy Load: 460lbs.
Lift Over Head: 460lbs.
Lift Off Ground: 920lbs.
Push or Drag: 2300lbs.

Attacks:
Slade: 7 BAB + 5 STR +12, 1d12+7, 19-20x2, 15lbs, Slashing (2H)
+1 Greataxe: +13, 1d12+8, x3, S, 2H
Raging: +2 Attack, +2 damage (+3 when 2 Handing)
Power Attack: -2, +6 (+9 when 2 handing)
Raging Power Attack: +8 damage (+12 Damage if 2H)

Skills:

Acrobatics: 2 R+2 Dex+3 Trained= 8
Craft Weapons: 1+1+3= 5
Craft Armour: 2+1+3= 6
Disable Device: 7 R+2 Dex+3 Trained+2 Mwk= 14
Heal 1+2+3= 6
K(Geography): 6 R+1 Int+3=10
K(Nature): 1R+1+3=5
Perception: 7 R +2 +3 +1=13
Stealth: 7+2+3=12
Survival: 7+2+3+2 Survival Kit+1=15
Swim: 1R-4+4+3=4

Feats:

Power Attack (-2, +4)
Combat Reflexes (3 AoO per round!)
Mythic Power Attack (Replace Power Attack with -2, +6)
Big Game Hunter (+1 Atk, +2 Dmg vs. Large and Larger Creatures)
Endurance (Let’s do a bunch of crazy things. Oh, and sleep in my armor)

Class Features:

Favoured Terrain:
At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through hisfavored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Terrains Selected:
Desert +4
Plains +4
Swamp +2

Live in Comfort (Ex)
At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.
This ability replaces all combat style feats.

Terrain Bond (Ex)
At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus oninitiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the warden’s allies leave no trail and can’t be tracked. The warden can choose for the group to leave a trail, or even for specific members of the group to leave a trail if he so desires.

Able Explorer (Ex)
At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher.
This ability replaces the ranger's second, third, and fourth favored enemies.

Class Skills
A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Trapfinding
A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Trap
At 5th level, a trapper learns how to create a snare trap and a pit trap.

Rage: 6 rounds/day
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Equipment:

Slade
+1 Cold Iron Greataxe
Mithral Grafted Full Plate (Medium Armor) No ACP
Composite Longbow +2 (Arrows)
Sap
Daggers
Masterwork Thieves’ Tools
Masterwork Survival Kit
Spade
Boots of Friendly Terrain (Water)
Swarm-Bane Clasp
Portable Ram
CMW Potions (x2)
CLW Potion
Handaxe

Racial:

Craftsman: Kuur-Khana gain a +2 bonus on all craft and profession checks made to craft objects out of metal or stone.

Dense Bones: Kuur-Khana take a -4 penalty on all Swim checks.

Desert Runner: Kuur-Khana receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Exotic armor: Kuur-khana are considered non proficient in armor unless it has been re-sized for them (Double price). Additionally, Kuur-Khana gain proficiency in grafted armor.

Iron skeleton: The DC to confirm a critical hit against a Kuur-Khana is increased by 2.

Magically Inept: Kuur-Khana are unable to cast arcane spells. They cannot prepare arcane spells nor receive spells per day from arcane spontaneous casting classes. They are treated as having no caster level for purposes of Use Magic Device. They cannot receive Spell-like abilities from any class.

Improved Natural Armor: Kuur-Khana gain a +2 natural armor bonus to AC.

Null magic: Kuur-Khana gain spell resistance equal to 11 + total character level. This spell resistance applies only against spells and not spell-like abilities, and cannot be lowered voluntarily. In addition, a Kuur-Khana cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Weapon Familiarity: Kuur-Khana treat any weapon with the word “Khana” in its descriptor as a martial weapon.

Traits:

Desert dweller: You grew up in a region that was hot and arid, perhaps one of the great prominent deserts. +2 bonuses to survival (general) and +4 bonus to survival checks made to find water in deserts. (Trait bonuses, +2 and +4 bonuses do not stack).

Armor Expert: Armor check penalties for armor you wear are reduced by 1, to a minimum of 0.

Veteran Desert Guide: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in desert terrain. One of these skills becomes a class skill for you.

Mythic Path Abilities:

Mythic Power: 7

Fleet Charge:
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed:
Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Mythic Sustenance:
Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You're immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.