Faxon

Kalem Riker's page

363 posts. Alias of inxpitter.


Full Name

Kalem Riker

Race

Tiefling

Classes/Levels

NG Male Tiefling Brawler 4 | HP 36/36 | AC 19 (14 Touch, 14 Flat-Footed) | CMB +7, CMD 21 | Fort. +6, Ref. +7, Will +1 | Init. +3 | Speed 30ft | Martial Flexibility: 5/5.

Gender

Male

Size

Medium

Age

62

Special Abilities

Darkvision

Alignment

Neutral Good

Deity

Formerly Asmodeus, Tentatively Calistria

Location

Old Kintargo

Languages

Common, Infernal,

Occupation

Mercenary (unofficial)

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

About Kalem Riker

Kalem Riker
Male Tiefling Brawler 4
NG Medium humanoid
Init +3;
Darkvision: 60 ft

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Defense
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AC 18 (+3 armor, +3 Dex, +1 Natural Armor, +1 Dodge, +1 class), touch 13, flat-footed 14
HP 36 (12+8+8+8, +2 Con)
Fort +6 (+4 base, +2 Con), Ref +7 (+4 base, +3 Dex), Will +1 (+1 base, +0 Wis)

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Offense
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BAB +4
Speed 30 ft.
Melee +7 Unarmed Strike(1d8+3/x2)
Melee +5 Brawler's Flurry (2 attacks, 1d8+3/x2)
CMB +7
Trip Manuver +8
Knockout 1/day DC = 10+1/2 level+ 3

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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 21
Languages: Common, Infernal

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Feats
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Combat Expertise (Combat)
Prerequisite: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Power Attack
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Dodge
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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Traits
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Ex-Asmodean: You, or perhaps your family, were once worshipers of Asmodeus, but something happened that made you lose your faith. Perhaps your family was asked to give up something dear as a sacri ce, such as the life of a newly born brother or sister. Maybe the church used your family as a scapegoat to cover up a crime someone higher in the church committed. Or perhaps you simply met someone who opened your eyes and showed you the truth—that Asmodeus does not care for his followers, and that the deity of your new religion does. In any event, you le the church, and as a result, your family was punished; they were either put in prison, exiled from Kintargo, or perhaps even executed. Ever since, you’ve vowed to some
day get revenge against the church.
Choose one: you gain a +1 trait bonus on attack rolls and weapon damage rolls or you gain a +1 trait bonus on the save DCs of your spells against agents of House Thrune and worshipers of Asmodeus, including most (but not all) devils.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near.
You gain a +1 trait bonus on attack of opportunity attack rolls made with unarmed strikes.

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Skills
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Acrobatics +9 (4 rank)
Climb +8 (2 rank)
Escape Artist +8 (3 rank)
Swim +7 (1 rank)
Intimidate +5 (2 rank)
Perception +8 (3 rank)
Sense Motive +7 (2 rank)

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Background Skills
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Appraise +4 (4 rank)
Handle Animal +7 (4 rank)

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Gear
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Leather Armor +1 (50 gp, 15 lbs.)
Silvered Mastercraft Spiked Gauntlet {325 gp)
5x Alchemist Fire {100 gp)
2x Smokestick (40 gp)
2x Tanglefoot Bag (100 gp)
3x Thunderstone (90 gp)
Dan Bong

Backpack (2 gp, 2 lbs.)
[
*Sword, short (10 gp, 2 lbs.)
* Bedroll (1 sp, 5 lbs.)
* Blanket (5 sp, 3 lbs.)
*Chain, 10 ft (30 gp, 2 lbs.)
*Compass (10 gp, 1/2 lbs.)
*Torches, 10 (1 sp, 10 lbs)
*Flint and Steel (1 gp), - )
*Hip Flask (1 gp, 1/2 lbs.)
*Ink, 2 1-ounce bottles (16 gp, - )
*Inkpen (1 sp, - )
*Lamp (1 sp, 1 lbs.)
*Manacles (15 gp, 1 lbs.)
*Oil, 10 1-pint flasks (5 sp, 5 lbs.)
*Parchment(sheet), 5 (1 gp, - )
*Silk Rope (10 gp, 5 lbs.)
*Alchemist's Kindness, (4 gp, - )
*Alchemical Glue (20 gp, 1/2 lbs.)
* 443 gp, 6 sp

]

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Special Abilities
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Tiefling

Ability Score Racial Traits: Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Type: Tieflings are outsiders with the native subtype.
Size: Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Tieflings have a base speed of 30 feet.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Brawler 1

Weapon and Armor Proficiency

A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler's Cunning (Ex)

If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)

A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex)

At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike

At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Brawler's Flurry (Ex)
Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.

Bonus Combat Feats
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Maneuver Training (Ex)
At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver.

At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each. (For example, if a brawler chooses grapple at 3rd level and sunder at 7th level, her bonuses to grapple are +2 and bonuses to sunder are +1. If she then chooses bull rush upon reaching 11th level, her bonuses to grapple are +3, to sunder are +2, and to bull rush are +1.)
Level 3: Trip

AC Bonus (Ex)
At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout (Ex)
At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler's level + the higher of the brawler's Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

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Backstory
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Age: 62 (equivalent to young adult)
Skin: Vivid Red
Hair: Black
Eyes: Blue
Height: 5' 10"
Weight: 120 lbs.

Backstory: Kalem had never like his red skin. It was the curse of his mother had given him, and he himself was an unexpected gift from his father after one night of romping in the seedier districts of Kintargo.
Raised alone in the Old Kintargo district, he began work early at the docks in Old Harbor, but was met with ire by the human workers who once served as soldiers. “Lessons” they called it, but any onlooker that walked on could tell they were beatings. If he tried to fight back, they beat him harder, tripping him, knocking him to the ground, or choking him till he passed out. There were only so many times he could claim to have been out drinking, to stop his poor mother from worrying.
Maybe she knew what was going on, maybe not. But eventually Kalem’s mother joined the Church of Asmodeus. They were both given wide berth after that, and life seemed bright for the first time in years. However, Kalem found himself again in hardship when he learned his mother was imprisoned by the city after being condemned by the Church itself. His sadness turned to rage when he learned the truth from an overheard conversation, that Kalem’s mother was framed when she refused to fulfill the desires of a potential ally of the Church.
With his mother locked away, his father unknown, and the Church barring him from their halls, Kalem did the only thing he could to earn a living, call on all the beatings and fights he had gotten into in the past and hire himself out as a mercenary. Having no taste for blood, he is satisfied leaving his opponents with bumps and bruises.
But there’s a rebellion brewing in Kintargo, and Kalem has decided that if there was a best time to try and get mother out of prison, it would be now.

Personality: Kalem is still young in Tiefling years, but has been hardened by his experiences. He was raised to be polite by his courtesan of a mother, and is even eloquent to a point though his appearance will sometimes work against him. During a fight, Kalem uses both his strength and speed to attack his opponents and render them at a disadvantage. With companions, his primary objective is to prevent more vital members from being suppressed, or to isolate and keep the biggest threat busy.

As an officer, Kalem will help out where needed as a Sentinel.