Gavirk

Karan of the Tiger Lords's page

1 post. Alias of thegreenteagamer.


Classes/Levels

Unchained Rogue (Scout) | HP: 38/38 | AC: 20, T: 16, FF: 15 | Fort: 3, Reflex: 10, Will: 4 | CMB: +3, CMD: 18 | Init: +9 | Perception: +14

About Karan of the Tiger Lords

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Karan's Older Brother (Karan is a cohort)
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Background:
Perun was destined for greatness. Karan knew this, and loved his brother, and Karan was pleased simply to be a part of it. Karan was a scout for the tribe, and one of the best - he even occasionally lead patrols of his own, but he had no desire for leadership himself. Karan knew his place, and when the whispers began that Armag was not even true blood for the throne, it was from Karan's lips that they originated. That is why when Perun was sent away, Karan was sent with him, for Armag knew if he stayed around, he would only encourage dissent among the other scouts and ultimately even the warriors and shamans of the tribe, because everyone listens to the scout, lest you step into a trap unawares.

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Appearance:
Karan stands short at a mere 5'9, but he is lean, taut, and has the body of a marathon runner as one of the chief scouts of his people. His hair is lighter than his brother's, but their eyes and facial structures are similar enough to give away their common heritage.

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Perun of the Tiger Lords
Male Human (Kellid)
Unchained Rogue (Scout) 1

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Stats
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Size / Type: Medium Human
Alignment: NG
Deity: Gozreh
Age: 18
Speed: 30 Ft.
Initiative: +9
Senses: Perception +14
Passive Perception: 24
Languages: Common

Attributes
STR 10 (+0)
DEX 20 (+5)
CON 12 (+2)
INT 10 (+0)
WIS 14 (+2)
CHA 10 (+0)

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Offense
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BAB: +3

Masterwork Cold Iron Light Mace
Attack: 1d20+10 (3 BAB +6 Dex +1 MW)
Damage: 1d8+6 (+6 Dex)
Crit: x2
Range: Melee

Composite (0) Masterwork Shortbow
Attack: 1d20+9 (3 BAB +6 Dex +1 MW)
Damage: 1d6 (+0 Str)
Crit: x3
Range: 60ft

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Defense
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HP: 38 (5d8 +1 Con per Level +1 Favored Class)
AC: 20 (10 Base +5 Dex +5 Armor +1 Dodge)
Touch: 16 / Flat-Footed: 15
CMB: +3 (+8 with Disarm/Sunder/Trip due to Weapon Finesse (3 BAB +0 Str/3 BAB +5 Dex)
CMD: 18 (10 Base +3 BAB +0 Str +5 Dex)

Fort: +3 (+1 Base +1 Con +1 Magic)
Refl: +10 (+4 Base +5 Dex +1 Magic)
Will: +4 (+1 Base +2 Wis +1 Magic)

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Skills
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Per Level: 9 8 Base +0 Int +1 Skilled

Skills List:
*Acrobatics: 13 (+5 Ranks +5 Dex +3 Class Skill)
*[b]Appraise: +0
(+0 Ranks +0 Int)
*Bluff: +8 (+5 Ranks +0 Cha +3 Class Skill)
*Climb: +4 (+1 Ranks +3 Class Skill +0 Str)
*Craft (any): +0 (+0 Ranks +0 Int)
*Diplomacy: +0 (+0 Ranks +0 Cha)
*Disable Device: +13 (+5 Ranks +5 Dex +3 Class Skill)
*Disguise: +0 (+0 Ranks +0 Cha)
*Escape Artist: +13 (+5 Ranks +5 Dex +3 Class Skill)
Fly: +5 (+0 Ranks +5 Dex)
Handle Animal: +0 (+0 Ranks +0 Cha)
Heal: +2 (+0 Ranks +2 Wis)
*Intimidate: +0 (+0 Ranks +0 Cha)
Knowledge (arcana): +0 (+0 Ranks +0 Int)
Knowledge (dungeoneering): +0 (+0 Ranks +0 Int)
Knowledge (engineering): +0 (+0 Ranks +0 Int)
Knowledge (geography): +0 (+0 Ranks +0 Int)
Knowledge (history): +0 (+0 Ranks +0 Int)
*Knowledge (local): +4 (+1 Ranks +0 Int +3 Class Skill)
Knowledge (nature): +0 (+0 Ranks +0 Int)
Knowledge (nobility): +0 (+0 Ranks +0 Int)
Knowledge (planes): +0 (+0 Ranks +0 Int)
Knowledge (religion): +11 (+0 Ranks +0 Int)
*Linguistics: +0 (+0 Ranks +0 Int)
*Perception: +14 (+5 Ranks +3 Class Skill +2 Wis +4 Rogue Talent)
*Perform (any): -0 (+0 Rank +0 Cha)
*Profession (any): +2 (+0 Rank +2 Wis)
Ride: +5 (+0 Ranks +5 Dex)
*Sense Motive: +6 (+1 Ranks +2 Wis +3 Class Skill)
*Sleight of Hand: +9 (+1 Ranks +5 Dex +3 Class Skill)
Spellcraft: +0 (+0 Ranks +0 Int)
*Stealth: +13 (+5 Ranks +5 Dex +3 Class Skill)
*Survival: +11 (+5 Ranks +3 Class Skill +2 Wis +2 Trait)
*Swim: +4 (+1 Ranks +3 Class Skill +0 Str)
*Use Magic Device: +8 (+5 Rank +0 Cha +3 Class Skill)

Notes:
Skills are listed without Armor Check penalty - AC penalty may apply.

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Traits
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Child of Nature:
Child of Nature (Religion) - The wild places are your home, and provide everything you need to be happy. Benefit: You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.

Bastard:
Bastard (Campaign) - One of your parents was a member of a great family. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition, hoping to make a name all your own. Benefit: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

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Feats
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Nemesis:
Nemesis: A past enemy seeks your ruin. Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating. Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available. Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count. Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat. Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down. (Bonus Story Feat)

Dodge:
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. 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. (Human Bonus Feat)

Weapon Finesse:
Weapon Finesse: FLAVOR TEXT. Benefit: FLAVOR TEXT. (Rogue 1 Feat)

Mobility:
Mobility:
You can easily move through a dangerous melee.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. (Level 1 Feat)

Improved Initiative:
Improved Initiative: Your quick reflexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. (Level 3 Feat)

Combat Reflexes:
Combat Reflexes: You can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. (Level 5 Feat)

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Special Abilities
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Proficiencies:
Proficiencies - Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Skilled:
Skilled: COPY AND PASTE.

Sneak Attack:
Sneak Attack: The speed of any mount the barbarian rides is increased by 10 feetIf a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training:
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers) (light mace). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents:
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty. (2nd level Rogue Talent)

Canny Observer: When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus. (4th level Rogue Talent)

Danger Sense:
Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury:
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Scout's Charge:
Uncanny Dodge Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.

Rogue's Edge:
Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Skill Unlock Perception 5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet

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Equipment
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Gold: 4417.64

Equipment:

+1 Mithral Chain Shirt
Light Armor, 10lbs
+4 AC, +7 Max Dex, 0 Check Penalty

Cold Weather Outfit
4lbs
+2 Fort to resist effects of cold weather; does not stack with bonus from survival checks.

Cloak of Resistance +1
+1 all saves

Quick Runner's Shirt
1 extra move action 1/day

Wand of Cure Light Wounds
50 charges

Masterwork Backpack
4lbs
Strength score counts as 1 higher for carrying capacity.

Waterskina
4lbs

Rations, Trail (x2)

Rations, Wandermeal (x14)

Bedroll