Feral Hunter

Kargath Curse-Blood's page

34 posts. Organized Play character for Sethran.


Full Name

Kargath

Race

| HP: 12/12 | AC:17 (14 Tch,13 Fl) | CMB: +2, CMD: 16 | F: +3, R: +1, W: +1 | Init: +1 | Perc: +5 , SM: +3

Classes/Levels

| Speed 30ft | Re-roll (+2) 1/1 | Active Conditions: None.

Gender

Male Suli-Jann (Mammoth Lords/) Fighter 1 (Unarmed FIghter)

Size

Medium

Age

26

Alignment

Neutral

Deity

Gorum

About Kargath Curse-Blood

Character Sheet:

Kargath Curse-Blood
Suli-Jann / Fighter 1
LG Medium Humanoid (Human/Orc)
Init + ; Senses: Perception +2 ; Sense Motive +2

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Defense
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AC 15, touch 11, flat-footed 14 (+4 Armour, +1 Dex)

HP 11

Fort +3, Ref +1, Will +1

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Offense
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Speed 30ft.

Melee: M/W Cold Iron Seven branched Sword + 5 ; D10 + 4 ; x3 or

Ranged: Longbow (100’) +2 ; D8 x3 110’ P

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Statistics
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Str 17, Dex 12, Con 12, Int 10, Wis 12, Cha 16

Base Atk +1 ; CMB +4 ; CMD 15

Feats: (Bonus) Blind-Fight, (Bonus Style) Blinded Blade Style, (Bonus) Unarmed Strike, (1st) Improved Blind-Fight

Traits: Blind Zeal, Unscathed

Skills (AC -1) Acrrobatics [1] +3, Diplomacy [1] +6, Perception [1] + 5

Languages Common, Ignan

SQ :

Combat Gear:M/W Cold Iron Seven Branched Sword, M/W Chain Shirt, Longbow,

Ammunition: Cold Iron Arrow Quiver 2gp

Kit (10gp) : Back Pack (1gp), Bedroll (1sp), Winter Blanket (5sp), Caltrops (1gp), Crowbar (2gp), Flint and Steel (1gp), Grappling Hook (1gp), Hammer (5sp), Pitons x8 (8sp), Belt Pouch (1gp), Torches x10 (1sp), Waterskin (1gp),

Other: Cold Weather Outfit (Free), Hot Weather Outfit

Alchemical (40gp): Alchemist Fire x1 (20gp), Acid Flask x2 (20gp)

Wands:

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Special Abilities
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Spells:

Energy Resistance: Sulis have resistance to acid 7, cold 7, electricity 7, and fire 7.

Low-Light Vision: Sulis can see twice as far as humans in dim light.

Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.

Feats:

Blind-Fight In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Blinded=Blade Style While you are using this style, you gain a number of benefits whenever you are blinded or unable to see (including when you wear a blindfold or close your eyes). Under such circumstances, you do not take any penalties on Strength– or Dexterity-based skill checks due to blindness.

In addition, you gain a +4 bonus on hearing- and smell-based Perception checks and gain the scent special ability with a range of 10 feet; if you already have scent, the range of your scent ability increases by 10 feet instead. Having this feat counts as having 10 ranks in Perception for the purpose of satisfying the prerequisites of the Improved Blind-Fight feat, as well as any feat that lists Improved Blind-Fight as a prerequisite.

Improved Blind-Fight: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.

Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Class:

Unarmed Style: At 1st level, a unarmed fighter gains the Improved Unarmed Strike feat and any single style feat (see Chapter 3) as a bonus feat. The unarmed fighter need not meet all the prerequisites of the style feat he chooses, but style feats that grant additional uses of the Elemental Fist feat cannot be taken until the unarmed fighter has that feat. This ability replaces the bonus feat at 1st level.

Traits:

Blind Zeal:You are blind but trained by followers of Vildeis to sense your surroundings by sound and touch. You need not attempt a skill check to move at full speed. You take a –4 penalty from blindness on only Acrobatics, Ride, Sleight of Hand, and Stealth checks. You gain Blind-Fight as a bonus feat. You lose the benefits of this trait whenever you can see, but regain them if you once again become blind.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.