Kala, daughter of Krokum's page

640 posts. Organized Play character for Warah.

Full Name

Kala, Daughter of Krokum |


HP 25/25 | AC 16*, T 11*, FF 15* | CMB +3, CMD 14 | Fort +6* (*see Statistics), Ref +5, Will +4 | Init +1 | Perception +10, Sense Motive +6 | Animal Focus avail: 3/4 | Spells 1st: 3/3


Speed 30ft | Active conditions: none.


Female CG Human Hunter 3 |






Chaotic Good




Realm of the Mammoth Lords


Common, Hallit



Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 11

About Kala, daughter of Krokum

Stinky the Wolverine, Animal Companion

Name Kala, daughter of Krokum
Hunter (3)
CG Medium humanoid (human)
PFS # 289224-3
Init +1
Senses: Perception +10, Sense Motive +6
Wealth: PP 0, GP 2120, SP 0, CP 0
Faction: Grand Lodge
XP: 8
Fame: 16
Prestige: 16


HP 17/17 (1d8+2; 5+2)
AC 16, touch 12, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
Fort +6*, Ref +5, Will +4
*See Tundra Child Trait in Statistics spoiler for bonuses against cold conditions and effects.
CMD 17


Base Attack Bonus: +2
CMB +3
Speed 30 ft.
Cold iron warhammer (x3) [dice=Cold Iron Warhammer]1d20 + 4; 1d8 + 2[/dice]
Cold iron dagger (19-20/x2; 10ft) [dice=Cold iron dagger]1d20 + 4; 1d4 + 2[/dice]
Composite short bow (x3, 60’) [dice=Composite short bow]1d20 + 3; 1d6 + 2[/dice]


Space 5 ft.; Reach 5 ft.
Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 11
Armor Check Penalty -2 (quickdraw shield)
Favored class (Hunter) +1 skill point (levels: 1-2); +1 HP (level: 3)
Languages Common, Hallit
Light Load: 58 lbs
Medium Load: 116 lbs
Heavy Load: 175 lbs

Traits and Racial Traits:

Harvester: +1 trait bonus on Profession (trapper) checks; no risk of poisoning yourself whenever you handle or apply poison taken from a venomous creature.
Tundra Child: +4 trait bonus on saving throws made to resist the effects of being in cold conditions and a +1 trait bonus on saving throws against cold effects.

Human Racial Traits
Bonus Feat Humans select one extra feat at 1st level.
Skilled Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.


Bold = Trained; Normal = Untrained
acrobatics +4
appraise +0
bluff +0
climb +6
craft (any) +0
diplomacy +0
disable device n/a
disguise +0
escape artist +1
fly +1
handle animal +5 (+4 more with Stinky)
heal +7
intimidate +0
knowledge (dungeoneering) +4
knowledge (geography) +4
knowledge (history) +1
knowledge (local) +1
knowledge (nature) +4
knowledge (religion) +1

linguistics n/a
perception +10
perform (any) +0
profession (trapper) +8
ride +1
sense motive +6
sleight of hand n/a
spellcraft +4
stealth +5
survival +8
swim +6
use magic device +1


Alertness +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.; level 1 feat
Extended Animal Focus Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animal focus ability; bonus level 1 feat
Outflank When you and your ally with this feat flank an opponent, the flanking bonus increases to +4, and when you score a crit it provokes an AOO from your ally; Class feature (Precise Companion, level 2)
Bludgeoner You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage; level 3 feat
Ferocious Loyalty You gain a +1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a +2 morale bonus on attack rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first; level 3 bonus teamwork feat


Combat Gear (Each item is listed both here and in the Inventory)
01 lbs_____potion of lesser restoration (1)
02 lbs_____potion of cure light wounds (1)
01 lbs_____potion of blur (1)
02 lbs_____alchemist's fire (2)
06 lbs_____cold iron arrows (32) (20 arrows = 3 lbs)

05 lbs_____cold iron warhammer
01 lbs_____cold iron dagger
10 lbs_____mithral shirt
06 lbs_____light wooden quickdraw shield
02 lbs_____composite short bow
06 lbs_____cold iron arrows (32) (20 arrows = 3 lbs)
0.5 lbs_____belt pouch
0.5 lbs_____spell component pouch
00 lbs_____wooden holy symbol
01 lbs_____Cloak of Resistance +1
05 lbs_____handy haversack (All items in italics are contained herein.)
___Main Pouch contents (80 lbs; 8 cubic ft)
04 lbs_____grappling hook
10 lbs_____hemp rope (50 ft)
30 lbs_____snag net (1)
00 lbs_____flint and steel
01 lbs_____mess kit
04 lbs_____iron pot
01 lbs_____torch (1)
00 lbs_____parchment (3)
00 lbs_____charcoal sticks (2)
02 lbs_____traveler's any-tool
Out of Anarchy: 3 daggers
Out of Anarchy: 1 net
___Side pouch contents (on right when worn) (20 lbs; 2 cubic ft)
01 lbs_____potion of lesser restoration (1)
02 lbs_____potion of cure light wounds (1)
01 lbs_____potion of blur (1)
02 lbs_____alchemist's fire (2)
03.5 lbs___cheese (7)
03.5 lbs___bread (7)
02 lbs_____meat (3, dried)
04 lbs_____waterskin
___Side pouch contents (on left when worn) (20 lbs; 2 cubic ft)
03 lbs_____blanket
07 lbs_____cold weather outfit

Total weight: 37 lbs
Light Load: 58 lbs
See Statistics for Medium and Heavy load limits.

Class Features:

Hunter Class Features

Armor and Weapon Proficiencies: Hunters are proficient in Light and Medium armor; shields (except tower shields); all simple and martial weapons

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list…
Orisons: These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spell Alignment Restrictions: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one).

Animal Companion (Ex):At 1st level, a hunter forms a bond with an animal companion…
Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it…

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.
Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, inf luencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to inf luence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or OutflankAPG as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.
Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.


Spontaneous spell slots per day
Level (number/day): 0 (any); 1st (3); 2nd (0); 3rd (0); 4th (0); 5th (0); 6th (0)
Spells Known
0th Level: Create Water, Detect Magic, Light, Purify Food and Drink, Stabilize
1st Level: Cure Light Wounds, Endure Elements, Remove Sickness, Summon Nature’s Ally I

My Boons:

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your character sheet.
Subtier 1-2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Subtier 4-5: You may instead cast continual flame, dispel magic, lesser globe of invulnerability, or restoration.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of
Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how
he got into the Tangle in the first place, he pays this no mind and spreads the tale of your
daring-do to his many contacts throughout the city. Yor gain a permanent +1 circumstance
bonus to any Intelligence or Charisma based checks made while in Absalom.
Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent
adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play
a role in future adventures—especially those set on the elemental planes.
☐ ☐ ☐ Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the
challenges that Captain Othis threw in your way. You may check a box before this boon to call upon
the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the
following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check,
a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If
you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the
skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon
off your Chronicle sheet.
Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross it off your Chronicle sheet.

Botting Kala:

See Offense spoiler for standard attack rolls.

Kala prefers to keep some sort of Animal Focus applied to Stinky. She usually reserves using it on herself for battles or particularly challenging or imperative skill checks. See the Class Features spoiler for a link to more information on Animal Focus.

At the start of a battle, Kala drops her backpack if encumbrance would limit her movement. She picks it up again after the battle is finished.

Kala was brought up to be disgusted by and distrustful of magic, and despite how useful she has found it to be, she still doesn't like it. Whenever she has to cast a spell or witnesses someone else using magic, it is likely that that disgust or contempt will be visible in her expression. Whenever someone catches her doing it, the heat of shame floods her face and she becomes surly and defensive.

Rather than trust any local water sources, Kala prefers to use Create Water or Purify Food and Drink to avoid illness, though she tries to be secretive about it so no one knows that she used magic.

If combat breaks out and she’s not able to get into melee range on the first turn, she’ll use her bow. When the action gets close to her or she has enough movement to get into melee range and attack, she uses her warhammer. Kala and Stinky prefer to work together to set up a flank on an opponent, or stand back to backside to protect each other if the fight is too desperate.
When Stinky rages, Kala tries to follow along and set up a flank, using Acrobatics as necessary to get into position if she doesn’t have the movement to do so without entering threatened squares.

[dice=Perception]1d20 + 9[/dice]


Height: 6’-3”
Weight: 190 lbs
Age: 15
Dark brown eyes
Dark brown hair, usually kept in two braids
Light brown skin, prone to deep tanning
Hooked nose
Lean, tall, muscular build
Dresses in simple leathers and furs
Various scars here and there, of varying degrees of impressiveness


Kala is closed off, and rarely speaks to anyone. She often has a vague expression of angst on her face, which deepens when she has nothing to do but brood. At those times, she absently runs her fingers through Stinky’s thick fur. Kala usually jumps at the opportunity to DO something--anything to keep busy, which is one reason she took to adventuring. She’s no fun at a tavern, though, becoming even more silent, sullen, and prone to sudden, violent outbursts when drunk.


Tall, strong Kala was a member of a small, minor Kellid tribe in the Realm of the Mammoth Lords. Her household was made up of her harsh paternal grandmother, stern father, withdrawn mother, jealous older brother (she was built more powerfully than him), and loving younger brother. She disliked women’s work, preferring to hunt and trap with the grown men. Theirs was a hard, harsh life of desperate, determined survival.

When she was fifteen years old, a cholera outbreak devastated her tribe. Kala was one of the last left alive, though she too had become ill. Wandering out onto the tundra, Kala prayed to Desna for aid, luck, anything. The last thing she saw before blacking out was a wolverine approaching her. She was found by another Kellid tribe, sleeping underneath the wolverine, which had lain atop her to keep her warm. Miraculously, she was no longer sick. With the wolverine, which she named Stinky, she then left her homeland to become an adventurer, as there was nothing left for her there. Perhaps her luck was changing…

Since joining the Pathfinder Society, Kala has discovered the value of knowledge and information, especially that which is written. Because of how useless she has felt in some situations, she has decided to educate herself in her down time, learning about everything she can, and especially learning how to read and write. Being highly motivated, she's made great progress, though her skills are still elementary.