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About Kalla KullQuick View Stats for Combat:
Initiative: + 0 (-1 Dex, +1 trait)
Kalla's Tale:
Sweet with a quick tongue - survival is her middle name.
"Not strong. Nor hardy. Nor particularly agile. What to do with Kalla?" "She is strong where it counts uncle. In here." "What good her heart and spirit if her frame lies listless on the ground?" "Well, then, she gave her all for the Crone." "And yet still a Maiden be. Too sharp tongued for a man, and ill-fit for motherhood. "Send her out then. As I say, her spirit is strong. Let her train. And she will decide.[/b]" The ways of the Linnormers (as she calls them) raised her, and she left them as soon as she could freely do so - the clan ties, and social strictures of the cold and grim north left her....cold. Kalla loves her mother, and her distant father, a staunch mercantile traveller and one-time raider/mercenary - her brothers, a pack of six all but one older, she has mixed feelings for. Not sickly like Whel the youngest brother, but neither strong and strapping like her elder brothers, Kalla early on possessed a keen eye and a intuition unlike many others of her folk. But, a quick wit and a wise way combined to make her a powerful personality - she found that people were drawn to her insights, respected her understanding, and, more often than not, benefited from her advice. Kalla is a likeable person - it is in her power to make others be, and do more than they ever thought they could. This power, verging on the exceptional, or, it was whispered before she left, eldritch, had led her to lead a somewhat typical adventurer's life. Itinerancy suits her, adventure holds her interest, and the constant surprise of new lodgings and wrongs to right appeals to her mercurial nature. The ways of the Linnormers? Too many too count. The ways of adventuring? Even more, but none of them codified, or rigorous or strenuous. Kalla struggles, bustles and sweats in her beloved scale armor, and lunges with passion with her longspear. She is not well-suited to combat, but she has trained to within an inch of her life. And her partners willing, she will live! STATS:
Ability Scores Score (modifier) (rolled - 9,13,17,8,7,16) (racial bonus) (level up) Str : 9 (-1) (7, +2 human) Dex: 9 (-1) (8, +1 4th level) Con: 9 (-1) Int: 13 (+1) (x) Wis: 16 (+3) (x) Cha: 17 (+3) (x) DEFENSE:
AC: 19, touch 13, flat-footed 16 (+5 armor, + 3 Cha, +1 shield, +0 size) HP: 33 (Full first lvl = 8, avg 2nd, 3rd, 4th, 5th = 20, -5 Con, +5 Favored Class, +5 toughness) Fort +3 (4 - 1 ), Ref +0 (1 - 1), Will +7 (4 + 3) OFFENSE:
Initiative: +0 (+0 Dex) Speed 30 ft. Base Atk: +3 CMB: +2 (+3 BAB, -1 str) CMD: 11 (10, +3 BAB, -1 str, -1 dex) Melee: Longspear + 2, 1d8 - 1 Ranged:
Favored Class Bonus Synergist: Hit points TRAITS:
[4 - 2 + 2 from feat]
Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act. Magical Talent: Choose a 0-level spell (mending). You may cast that spell once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based. Survivalist: You gain a +1 trait bonus on saving throws against natural environmental hazards. Double Speak: You gain a +2 trait bonus on Bluff checks to pass along secret messages.
FEATS:
[6 = 1 1st level, 1 Human, 1 3rd level, 1 5th level, 2 Teamwork]
Additional Traits:You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example. Careful Speaker: You gain a +2 bonus on all Bluff checks made to fool someone or pass secret messages (but not to feint in combat), and a +2 bonus on all Will saves against attempts to scry upon you or read your mind. Combat Expertise: 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. Duck and Cover: Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield. Paired Opportunists: Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action. Toughness +3 hp at 1st level, +1 at every level after 3rd.
SKILLS:
Class Skills: The synergist’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str). Skills: (25 = 4 ranks x Synergist 5, +0 int, +5 human) 10
Languages: Common, Undercommon CLASS ABILITIES Weapon and Armor Proficiency: All synergists are proficient with all simple weapons. Synergist are also proficient with light and medium armor, and with shields (except tower shields). Coherence (Ex):
At 1st level, once per day as a full- round action, a synergist designates a number of allies into what she refers to as her cast. The number of cast members may not exceed her Charisma modifier, and she must include herself when designating her cast. After being selected, all cast members must remain within 30 feet of the synergist in order to gain the benefits granted by her other class abilities, as detailed below.
* For each member of her cast that is adjacent to the synergist, she gains a cumulative +1 shield bonus to her AC. If the synergist is using a shield, this additional bonus stacks with the bonus given from her shield. * As a swift action, any cast member may warn another member that they are making a ranged attack. A cast member that is within 10 feet of a synergist that has given the warning and is firing into a melee combat that has a cast member as a participant, is treated as though they possessed the Precise Shot feat. * At 2nd level, members of the synergist’s cast are treated as if they possessed the same teamwork feats as the synergist for the purpose of determining whether the synergist receives a bonus from her teamwork feats. Cast members do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet all of the prerequisites listed in the teamwork feat for the synergist to receive the listed bonus. * At 5th level, a synergist can grant a teamwork feat from those gained with her teamwork feat ability to members of her cast that remain within 30 feet and can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels that the synergist possesses. Cast members do not need to meet the prerequisites of these teamwork feats. The synergist can grant a teamwork feat as a standard action once per day at 5th level, and one additional time per day every four levels thereafter, for a total of 4 times per day at 17th level. Enable (Ex):
At 1st level, when a synergist successfully uses the Aid Another action to help a member of her cast with either an attack action or a skill check, she grants them a more favorable bonus. The bonus given from her aid another action is equal to half her synergist level (minimum 1) to a maximum bonus of +5. This ability only grants this bonus to that member’s attack roll or skill check and is not applicable to other aid another checks. The synergist can use this ability a number of times per day equal to her Charisma modifier. Synergy (Ex):
Starting at 1st level, the synergist taps into the natural energies of camaraderie among her cast. In game terms, synergy is a measure of a synergist’s cult of personality that allows her to channel combat success to increase the effectiveness of all actions of her allies. A synergist can create synergy a number of times per day equal to 1+ her Charisma modifier. For every three levels she possesses of her synergist class, she receives one additional use of synergy.
When she expends a use of synergy as an immediate action, the synergist can feed off the momentum of her cast during a combat round and store it as synergy counters. For each successful attack action, saving throw or skill check made in the round by a member of her cast, the synergist gains a +1 bonus synergy counter. On a confirmed critical hit or a result of a natural 20 on a roll, she instead gains two +1 bonus counters. A synergist can store a maximum number of synergy counters equal to her synergist level + plus Charisma modifier. As a move action, the synergist can bestow her absorbed synergy counters to members of her cast. The synergy benefits bestowed in this manner remain for a number of rounds equal to her Charisma modifier + 1⁄4 her synergist level (minimum 1). These counters can be distributed to a single member or among any number of members of her cast as she sees fit. Any member of the cast that moves beyond 30 feet from the synergist immediately loses any benefits granted by synergy and the duration of the benefit granted ends.
When distributing her stored synergy counters, the synergist may choose from the following list of synergies to bestow to the member of her cast. These benefits need not be the same for each cast member: Aptitude: Counters given to a cast member grant a competence bonus to skill checks equal +2 for every counter bestowed.
Technique (Ex)::
At 1st level, a synergist can choose to learn one technique. Some techniques function only when assigning herself synergy, while others are considered automatically in effect. Unless otherwise noted, when the synergist distributes synergy to herself and she possesses multiple techniques that rely on her receiving synergy, all of the effects come into play for the normal duration.
The synergist selects a new technique at 3rd level and every 3 levels thereafter. At 1st level, the synergist can select from the following techniques: Mettle: The synergist chooses one type of save, until the duration of her synergy ends, when using the chosen save, if she is successful using it from an attack or effect that deals half damage on a successful save, she instead takes no damage. If she selects her Reflex save, she can only use this ability if she is wearing light or no armor. Studied Strike: While synergy is in effect and when a synergist confirms a critical hit against an enemy, it then becomes flat-footed to the other members of her cast for the duration of the effect. [Chosen] Tutelage: The synergist gains proficiency with any martial weapon used by a member of her cast during combat. For each new martial weapon used by her cast, she gains proficiency. This technique does not require the use of synergy to function. At 3rd level, a synergist adds the following techniques to her list of those that can be selected: Agile Warrior: While under the effects of synergy, she can move through 5 feet of difficult terrain each round as if it were normal terrain. This allows for the synergist to take a 5 foot step into difficult terrain. Amelioration: When a cast member rolls a natural 20 on an ability check, skill check, saving throw, or confirms a critical hit, the synergist can take an immediate action, and spend 1 synergy counter to allow a single member of the cast to remove one of the following conditions completely: fatigued or shaken; or suppress the sickened condition for a number of rounds equal to the synergist’s Charisma modifier. Combat Team: The synergist selects 1 of the following combat maneuvers: bull rush, dirty trick, disarm, drag, grapple, overrun, reposition, sunder, or trip. While within 10 feet of any cast member that is under an effect of synergy, she gains a +2 competence bonus to her CMB and CMD when making or defending against this chosen maneuver. This technique can be selected multiple times and each time it is chosen, it must apply to a different combat maneuver. [Chosen] Increasing Defense: While under the effects of synergy, the synergist gains a +1 circumstance bonus to AC against one opponent. If all of the selected opponent’s attacks that are against the synergist miss in a given combat round, this bonus increases to +2. Increasing Precision: For the duration of a synergy, against any opponent that she has been with in combat for more than one round, the synergist gains a +1 circumstance bonus to all attack rolls and deals an additional 1d3 points of precision damage on a successful strike. Tactical Retreat: While the bestowed synergy remains, the synergist can use the withdraw action as a standard action, instead of a full-round action. If the synergist can only take a move action each round, she can withdraw as a move action, but she can only move at her normal speed. Teamwork Feat: At 2nd level, and every three levels thereafter, the synergist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The synergist must meet the prerequisites of the selected bonus feat. Complementary Skill Set (Ex): At 3rd level, the synergist chooses one of the following skill sets: Animal Affinity (Handle Animal, Ride), chosen Cunning (Bluff, Diplomacy), Discerning (Bluff, Sense Motive), Domineering (Handle Animal, Intimidate), Friendly (Diplomacy, Handle Animal), Perceptive (Perception, Sense Motive), Per- suasive (Diplomacy, Intimidate), Subtle (Diplomacy, Sense Motive), Vigorous (Climb, Swim) or Willful (Bluff, Intimidate).
Critical Catalyst (Ex): At 3rd level, the synergist’s cast begins to function as a team, acquiring greater inspiration from each other. As long as the synergist has at least one use of synergy (not counters) remaining, whenever a cast member confirms a critical hit, all members of the cast receive a +2 morale bonus to rolls to confirm critical hits for a number of rounds equal to the synergist’s Charisma modifier. Confirmed critical hits during this duration cause the morale bonus to accumulate and increase by +2 per success and extend the duration for one round. Charismatic Defiance (Ex): At 4th level, as long as the synergist has uses of her synergy ability remaining, she may add her Charisma modifier to her Armor Class instead of Dexterity if it is higher. Should the synergist’s be wearing armor, it's maximum Dexterity bonus applies to her Charisma instead. Close Cell (Ex): At 4th level, a synergist bestows the benefits of the Lunge feat to all cast members that are within 10 feet of the synergist. Lock (Ex):
: At 5th level, the synergist gains the ability to draw upon the various strengths of her cast to assist them in their endeavors. This ability may be used once per day and one additional time at time per day at 10th and 15th level. When she uses this ability, the synergist can choose one of the following abilities to bestow:
Boost: As a move action, the synergist can cause all members of the cast that remain within 30 feet of the synergist, to gain a +1 morale bonus on all attack and damage rolls for a number of rounds equal to the total number of members in the cast. This bonus improves by +1 at 10th, 15th and 20th level.
GEAR:
Weapons: Longspear, 1d8, 9 lbs, 5 gp Spiked Gauntlet, 1d4, 1 lb., 5 gp Javelin (x3), 1d6, 3 gp, 6 lbs, 30 ft. Armor:
Skill Equipment: Magic Miscellaneous: Mundane Miscellaneous
Fishhook, 1 sp Beast whistle (canine) 5 gp
Rations 5 days, 2 gp, 5 sp, 5 lbs. (xx lbs., xx gp., xx sp.) Total equipment cost: 77 gp, 2 sp. spent. (of 280 starting funds)
Remaining Gold
Capacity: light: xx lbs. or less Medium: 31-60 lbs. Heavy: xx-xx lbs.
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