Erutaki

Kala, daughter of Krokum's page

1,128 posts. Organized Play character for Warah.


Full Name

Kala, Daughter of Krokum |

Race

HP 81/81 | AC 19, T 12, FF 18 | CMB +10, CMD 21 | Fort +10 (see Traits), Ref +8, Will +6 | Init +1 | Perception +15, Sense Motive +11 | Animal Focus avail: 8/8 | Spells 1st: 5/5; 2nd: 5/5; 3rd: 2/2

Classes/Levels

Speed 30ft | Active conditions: none

Gender

Female CG Human Hunter 8 |

Size

Medium

Age

17

Alignment

Chaotic Good

Deity

Desna

Location

Realm of the Mammoth Lords

Languages

Common, Hallit

Occupation

Trapper

Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 16
Charisma 11

About Kala, daughter of Krokum

Race:
Class/Levels:
Speed 30ft | Active conditions: None
Gender:
Female CG Human Hunter 8 |

__________________________________________________________________

Smelly the Bear, Animal Companion

Name Kala, daughter of Krokum
Hunter (8)
CG Medium humanoid (human)
PFS # 289224-3
Init +1
Senses: Perception +15, Sense Motive +11
Faction: Grand Lodge
XP: 24
Fame: 34
Prestige: 20
2 Prestige Points used to purchase Hex A in the Land Rush from Emerald Spire level 7.
8 Prestige Points used to buy Restoration twice to get rid of negative levels after being raised from the dead after Emerald Spire level 8.

Defense:

HP 81/81 [1d8+3; (5+3); (5+3+1)x4 + Toughness]
AC 19, touch 12, flat-footed 18 (+6 armor, +1 shield, +1 Dex + 1 deflection)
Fort +10*, Ref +8, Will +6
*See Tundra Child Trait in "Traits and Racial Traits" spoiler for bonuses against cold conditions and effects.
CMD 21
Armor Check Penalty: see Statistics spoiler

Offense:

Base Attack Bonus: +6/+1
CMB +10
Speed 30 ft. (20 ft. in armor)
Melee
Cold iron warhammer (x3) [dice=Cold Iron Warhammer +1]1d20 + 10; 1d8 + 4[/dice]
Weapon Focus
Cold iron dagger (19-20/x2; 10ft) [dice=Cold iron dagger]1d20 + 10; 1d4 + 4[/dice]
Ranged
Composite short bow, STR +0 (x3, 60’) [dice=Composite short bow]1d20 + 7; 1d6[/dice]

Tricks: Aiding Attack (Ex), Bolster Companion (Ex)
(See Ranger Skirmisher for trick descriptions.)

Statistics:

Space 5 ft.; Reach 5 ft.
Str 18, Dex 12, Con 16, Int 10, Wis 16, Cha 11
+1 to STR at levels: 4, 8
Belt of Physical Might +2 (Str, Con)
Armor Check Penalty -1 (masterwork quickdraw shield) -3 (+1 masterwork agile breastplate)
Favored class (Hunter) +1 skill point (levels: 1-2); +1 HP (levels: 3-8)
Languages Common, Hallit

Traits and Racial Traits:

Traits
Harvester
Tundra Child

Human Racial Traits

Skills:

Bold = Trained; Normal = Untrained
acrobatics +8 (Armor Check penalty: -3 (-0 to jump) armor, -1 shield)
appraise +0
bluff +0
climb +8 (Armor Check penalty: -0 armor, -1 shield)
craft (any) +0
diplomacy +0 (+2 vs fey)
disable device n/a
disguise +0
escape artist +1 (Armor Check penalty: -3 armor, -1 shield)
fly +1
handle animal +10 (+4 more with Smelly)
heal +8
intimidate +0
knowledge (arcana) +1
knowledge (dungeoneering) +5
knowledge (geography) +4
knowledge (history) +1
knowledge (local) +1
knowledge (nature) +7 (+1 vs. fey)
knowledge (religion) +1

linguistics n/a
perception +15
perform (any) +0
profession (trapper) +8
ride +5 (Armor Check penalty: -3 armor, -1 shield)
sense motive +11
sleight of hand n/a
spellcraft +5
stealth +10 (Armor Check penalty: -3 armor, -1 shield)
survival +10
swim +7 (Armor Check penalty: -3 armor, -1 shield)
use magic device +1

Feats:

Alertness level 1 feat
Extended Animal Focus bonus level 1 feat
Outflank Class feature (Precise Companion, level 2)
Bludgeoner level 3 feat
Ferocious Loyalty level 3 bonus teamwork feat
Weapon Focus (warhammer) level 5 feat
Coordinated Distraction level 6 bonus teamwork feat
Toughness level 7 feat

Gear & Wealth:

Combat Gear (Each item is listed both here and in the Inventory)
0.5 lbs_____potion of lesser restoration (1)
1.5 lbs_____potion of cure light wounds (2)
01 lbs_____potion of cure moderate wounds (3)
0.5 lbs_____potion of blur (1)
02 lbs_____alchemist's fire (2)
06 lbs_____cold iron arrows (29) (20 arrows = 3 lbs)
01 lbs_____wand of cure light wounds (31)
01 lbs_____Talisman of Life's Breath (1)

Scenario Gear: +1 Fey Bane longsword

Inventory
05 lbs_____masterwork cold iron warhammer +1
01 lbs_____cold iron dagger
25 lbs_____Masterwork Agile Breastplate
06 lbs_____masterwork light wooden quickdraw shield
02 lbs_____composite short bow
05 lbs_____cold iron arrows (29) (20 arrows = 3 lbs)
0.5 lbs_____belt pouch
0.5 lbs_____spell component pouch
01 lbs_____talisman of Life's Breath
00 lbs_____wooden holy symbol
01 lbs_____Cloak of Resistance +1
00 lbs_____Ring of Protection +1
01 lbs_____Belt of Physical Might +2
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 (45 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
___Side pouch contents (on right when worn) (20 lbs; 2 cubic ft)
01 lbs_____potion of lesser restoration (1)
1.5 lbs_____potion of cure light wounds (3)
01 lbs_____potion of cure moderate wounds (2)
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

Wealth: 0 PP; 6483 GP; 0 SP; 0 CP
Total weight: 53 lbs
Light Load: 58 lbs
Medium Load: 116 lbs
Heavy Load: 175 lbs

Class Features:

Hunter Class Features

Animal Focus
Nature Training (Ex)
Wild Empathy (Ex)
Precise Companion (Ex)
Improved Empathetic Link (Su)
Woodland Stride

Tricks:
Attack (incl. undead & abberations), Bolster Companion (Ex), down, fetch, flank, heel (Ex), track, Aiding Attack (Ex), seek
(See Handle Animal Skill and Ranger Skirmisher)

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.

Foiled Plans: You were part of the Pathfinder team that foiled the Shadow Lodge’s plans to ruin the Pathfinder Society’s reputation in Magnimar. Surely the Spider and others involved in the plot will remember you should you ever encounter them in the future.

Celestial Lycanthropy: You have received a blessing from the azata Luvyire that has imbued you with a spark of celestial energy, which will transform you into a celestial werewolf when the time is right. You can check the box that precedes this boon to gain a portion ofthat power, gaining resistance 5 to acid, cold, and electricity for 1 hour. This boon will provide additional benefits in a future scenario.

Grobaras's Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these objects, cross this boon off your Chronicle sheet.

Monument's Blessing: By sanctifying several of Magnimar's monuments, you have created a small enduring link with the sacred forces that give the city's monuments their power. You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours, and then cross this boon off your Chronicle sheet.
Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.
Cenotaph: Pray for 10 minutes on behalf oflost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.
Founder's Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.
Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
Mistress ofAngels: Meditate for 10 minutes with any object that reminds you of the events ofthis scenario and succeed at DC 15 Religion to gain +1 morale bonus on Initiative checks.

Werewolf's Resilience: Ashava has granted you the ability to call upon a lesser form ofher blessing again in the future. You can check the box that precedes this boon to gain DR5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy.

River Kingdom Notoriety: Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.
Hex Selected:
Benefit:
Date:

Secrets of Serpent Magic: After being exposed to ancient serpentfolk magic in the Shrine of the Awakener, you have acquired some insight into the archaic creatures’ spellcasting. You may use this boon as a swift action before casting a spell or spell-like ability to gain a +5 insight bonus on your caster level check made to overcome spell resistance with that spell. Alternatively, you may use this boon as an immediate action before attempting a saving throw against a spell or spell-like ability to gain a +4 insight bonus on that save. When you use this boon, cross it off your Chronicle sheet.

Touching the First World, (Source: Realm of the Fellnight Queen): Thanks to your unique experiences into the First World, you now have a greater understanding of the always mysterious fey and the natural world surrounding them. You receive a +1 bonus on Knowledge [nature] checks when dealing with fey creatures.

Friends of the Fey Court, (Source: Realm of the Fellnight Queen): Your successful negotiations with the Fey Court near Bellis have gained the good faith of the court. Tales of your exploits travel across the First World, improving your interactions with other fey. You receive a +2 on Diplomacy checks against creatures of the Fey type.

Botting Kala:

See Offense spoiler for standard attack rolls.

Kala prefers to keep some sort of Animal Focus applied to her animal companion, typically Aspect of the Bull to give him +2 to his strength. 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.

Kala prefers to get into melee in combat as soon as possible so she can use her beloved warhammer. If she’s not able to get into melee range, she’ll use her bow. Kala and her animal companion 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.

Appearance:

Height: 6’-3”
Weight: 190 lbs
Age: 15
Dark brown eyes
Dark brown/black 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 (over her mithral shirt)
Various scars here and there, of varying degrees of impressiveness

Personality:

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.

Background:

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.