Sipho Munali

Kalahi Lion-Born's page

4 posts. Organized Play character for Upaynao.


Full Name

Kalahi Lion-Born

Race

|HP: 156/156|AC: 24/26 (16/14 Tch, 20/23 Fl)|CMB: +21/+24 (+23/+26 vs Grapple) CMD:37/39 (42/44 vs Grapple)|F: +18, R: +10 (+9), W: +14 (+4 vs Fey & Plant) |Init: +7/+6| Perc: +22 (+24 vs Traps), SM: +3 (+5)

Classes/Levels

| Speed 30/40ft | Rage 19/19, Wild Shape 5/5 Wild Shape:DR 10/ Evil, DR 2/-, Wild Shape: Resist 15 Cold/Acid/Electricity, Wild Shape: Darkvision 60 ft Active conditions: None.

Gender

Male NG Mwangi (Bekyar) Druid 11/Barbarian 4

Size

Medium / Large

Age

32

Alignment

NG

Strength 26
Dexterity 14
Constitution 14
Intelligence 7
Wisdom 15
Charisma 8

About Kalahi Lion-Born

A swarthy, muscular man, Kalahi bears many vicious-lookign scars upon his bare chest, face, and arms. Upon realizing your gaze is upon him, he might tense a little, before flashing a toothy grin and greeting you in a booming, deep voice. Kalahi, found by VEnture Captain Nieford Sharrowsmith and D'wemba the far-seeker on the 3rd moon of Lamashan, 4690 AR among the remains of a lion pride, has heeded the call of the foreign men and women of the Pathfinder society and his Avistani mentor. For saving his life on that faithful day, Kalahi has sworn obedience to the will of the Decemvirate, and hopes daily that their will will take him to face the Aspis Consortium, whom he holds responsible for the death of his pride.

Kalahi Lion-Born
Male human (Mwangi) barbarian (invulnerable rager) 4/druid (lion shaman) 11 (Pathfinder RPG Advanced Player's Guide 79, 103)
NG Medium humanoid (human)
Init +7; Senses Perception +22 (+24 vs. magic traps)
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Defense
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AC 24, touch 16, flat-footed 20 (+7 armor, +2 deflection, +3 Dex, +1 dodge, +1 natural)
hp 156 (15 HD; 11d8+4d12+70)
Fort +18, Ref +10, Will +14; +4 vs. fey and plant-targeted effects
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk cold iron scimitar +22/+17/+12 (1d6+9/18-20 plus 1d6 acid) or
. . mwk silver dagger +22/+17/+12 (1d4+8/19-20 plus 1d6 acid) or
. . bite +23 (1d4+11), 2 claws +23 (1d4+11 plus 1d6 acid)
Special Attacks rage (19 rounds/day), rage powers (lesser celestial blood[ACG], reckless abandon[APG]), rake (2 claws +23, 1d4+11 plus 1d6 acid), wild shape 5/day

Dire Tiger Form:

NG Large humanoid (human)
Init +6; Senses low-light vision, scent; Perception +22 (+24 vs. magic traps)
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Defense
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AC 26, touch 14, flat-footed 23 (+7 armor, +2 deflection, +2 Dex, +1 dodge, +5 natural, -1 size)
hp 156 (15 HD; 11d8+4d12+70)
Fort +18, Ref +9, Will +14; +4 vs. fey and plant-targeted effects
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee (M) mwk cold iron scimitar +21/+16/+11 (1d6+11/18-20 plus 1d6 acid) or
. . (M) mwk silver dagger +21/+16/+11 (1d4+10/19-20 plus 1d6 acid) or
. . bite +24 (2d6+13 plus grab), 2 claws +24 (2d4+13 plus 1d6 acid and grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rage (19 rounds/day), rage powers (lesser celestial blood[ACG], reckless abandon[APG]), rake (2 claws +24, 2d4+13 plus 1d6 acid and grab), wild shape 5/day

Druid (Lion Shaman) Spells Prepared (CL 11th; concentration +14)
. . 6th—dust form[UC]
. . 5th—animal growth (DC 18), aspect of the wolf[APG]
. . 4th—air walk (2), life bubble[APG] (DC 17)
. . 3rd—daylight (2), greater magic fang (2), communal resist energy[UC]
. . 2nd—barkskin (3), spider climb (2)
. . 1st—air bubble[UC], faerie fire (2), longstrider (2)
. . 0 (at will)—create water, guidance, read magic, stabilize
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Statistics
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Str 28, Dex 16, Con 16, Int 8, Wis 16, Cha 7
Base Atk +12; CMB +21 (+23 grapple); CMD 37 (42 vs. grapple)
Feats Boon Companion[UW], Dodge, Extra Rage, Improved Initiative, Lookout[APG], Natural Spell, Planar Wild Shape[UC], Power Attack, Powerful Shape[UM], Toughness
Traits observant, resilient
Skills Acrobatics +6, Bluff +0 (+2 circumstance when given to ative of the Lands of the Linnorm Kings with starting attitude of indifferent or better), Climb +10, Diplomacy +0 (+2 circumstance when given to ative of the Lands of the Linnorm Kings with starting attitude of indifferent or better, +2 vs. geniekind), Escape Artist +5, Handle Animal +2, Intimidate +0 (+2 circumstance when shown to a native of Irrisen), Knowledge (geography) +3 (+5 to navigate the City of Brass and surrounding areas, +5 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (nature) +9, Knowledge (planes) +4 (+6 vs. geniekind, +6 to identify demons and other outsiders native to the Abyss), Linguistics +2 (+4 to learn about Azlanti sentence construction and idioms), Perception +22 (+24 vs. magic traps), Sense Motive +3 (+5 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +3, Survival +25 (+27 to navigate Jungles of Mwangi Expanse, +27 to notice and follow tracks in Arctic environments), Swim +10; Racial Modifiers +7 Survival
Languages Aklo, Ancient Osiriani, Common, Druidic, Polyglot, Tien
SQ fast movement, heart of the wilderness[APG], lion's totem transformation, lion's totemic summons, nature bond (lion named Akhama), nature sense, totem transformation (lion's natural weapons[APG]), trackless step, wild empathy +11, woodland stride
Combat Gear deliquescent gloves[UE], oil of bless weapon (3), oil of heart of the metal, oil of heart of the metal, pearl of power (1st level), potion of remove blindness/deafness, scroll of carry companion (x4), scroll of heart of the metal, wand of communal resist energy (CL 7th, 10 charges), wand of cure light wounds, wand of cure light wounds, wand of infernal healing (22 charges), wand of lesser restoration (14 charges), wand of mage armor (32 charges), wand of shield (48 charges), wand of stoneskin (5 charges), air crystal, alkali flask[APG] (2), filth fever tonic; Other Gear +1 amorphous wild dragonhide breastplate, mwk cold iron scimitar, mwk silver dagger, +2 furious amulet of mighty fists, - custom magic item -, belt of giant strength +6, boots of the cat[UE], cloak of resistance +3, deep red sphere ioun stone, dermal plating mark i, druid's vestment, fortifying stone, handy haversack, headband of inspired wisdom +2, ioun torch ioun stone[APG], pink rhomboid ioun stone, ring of eloquence[ACG], ring of protection +2, sleeves of many garments[UE], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, potion sponge[ARG], skeleton key[UE], tome of epics[ACG], diamond dust, 13 pp, 2,875 gp, 5 sp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Celestial Blood, Lesser (Su) When raging, your melee atks. are good-aligned and do +1d6 dmg vs. evil outsiders.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Wilderness +7 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Lion's Totem Transformation (Move Action, 11 minutes/day) (Su) At 2nd level, a lion shaman may adopt an aspect of the lion while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (+20 enhancement bonus to land speed), sense
Lion's Totemic Summons (Su) At 5th level, a lion shaman may cast summon nature’s ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman abili
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Powerful Shape While in wild shape, you are treated as one size category larger
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +11 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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