Umagro

Kalak Sunrunner's page

232 posts. Organized Play character for Torilgrey.


Full Name

Kalak Sunrunner

Race

Human (Shoanti)

Classes/Levels

2 Barbarian (Un: Superstitious) HP:26 | AC:16 T 12 FF 14 | Fort +6 Ref +2 Will 0 | Perception +5 | initiative +2| Speed 40

Gender

Male

Size

Medium

Age

22

Special Abilities

Rage

Alignment

CG

Deity

Green Faith

Location

Absalom

Languages

Common, Shoanti

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

About Kalak Sunrunner

Kalak Sunrunner
Human (Shoanti) unchained barbarian (superstitious) 2 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 26 (2d12+7)
Fort +6 (+5 circumstance bonus vs. cold weather), Ref +2, Will +0; +2 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities uncanny dodge
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Offense
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Speed 40 ft.
Melee cold iron steel terbutje +4 (1d8+5/19-20) or
. . klar +4 (1d6+5) or
. . mwk earth breaker +5 (2d6+7/×3)
Ranged shortbow +4 (1d6/×3)
Special Attacks rage (12 rounds/day), rage power (superstition +2)
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Statistics
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Str 16, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Power Attack
Traits berserker of the society, bred for war (shoanti)
Skills Acrobatics +1 (+5 to jump), Climb +7, Handle Animal +4, Intimidate +6, Perception +5, Ride +5, Survival +5
Languages Common, Shoanti
SQ fast movement
Combat Gear wand of cure light wounds, alchemist's fire (2); Other Gear mwk lamellar (leather) armor[UC], cold iron steel terbutje, klar[UE], mwk earth breaker[UE], shortbow with 20 arrows, belt pouch, blanket[APG], cold weather outfit, flint and steel, masterwork backpack[APG], soap, torch (10), waterskin, light horse (combat trained), hemp rope (50 ft.), pot, saddlebags, trail rations, 855 gp
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Special Abilities
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Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 12 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Superstition +2 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
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Son of Asaga the Brave, Son of Markash the Clan-builder

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.
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).

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Cinderdancer CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ combat riding
Other Gear hemp rope (50 ft.), pot, saddlebags, trail rations (5)
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.