Half-Fiend Minotaur

Karkoran the Butcher's page

258 posts. Alias of Karkoran.


Full Name

Karkoran

Race

Minotaur

Classes/Levels

Hunter 5/Alchemist 5/Warder 5/Warlord 1: HP: 100/100 AC: 17(32) T:14(19) FF: 17(32) CMD:25/29 (26) F:+9 R:+7 W:+8 Init: +15 Per: +12

Gender

Male

Temp:
Mage Armor, Shield of Faith, Shield, Long Arm, Jump, Expeditious Retreat, Mutagen, Battle Dragons Stance, Aegis, Lead Blades, Resist Energy Fire, Eagle Eye, Hunters Eye, barkskin, ironskin, primal trans, touch of glory

Size

Large (10' 1000lbs)

Age

20

Alignment

Chaotic Neutral

Languages

Common, Giant, Draconic, Abyssal, Infernal, Celestial

Strength 22
Dexterity 16
Constitution 20
Intelligence 18
Wisdom 14
Charisma 14

About Karkoran the Butcher

Inspirational Art:
Minotaur 1
Minotaur 2

Class:
Hunter 5 (Divine Hunter/Primal Companion Hunter) - Favored Class
Alchemist 5 (Beastmorph/Vivisectionist)
Warder 5 (Dervish Defender)
Warlord 1
Theme: Bestial/Nightmares/Terror
Race: Minotaur
Alignment: Chaotic Neutral
Size: Large
Reach: 10'

Stats and Combat:

Initiative +11/+15 (3 dex, 4 feat, 4 familiar, 4 stance)
Senses: Perception +12, Darkvision 60'
Move Speed: 30'

Strength 22 (+6)
Dexterity 16(+3)
Constitution 20(+5)
Inteligence 18(+4)
Wisdom 14(+2)
Charisma 14(+2)

Defense
AC 17, touch 14, flat-footed 17* (+3 dex, -1 size, +3 natural, +4 TWD**, -2 Stance )
* Cannot be caught flat footed
** Two Weapon Defense: Int bonus to AC if dual wielding, applies for Touch and Flat Footed AC
CMD 29/33* (+5 BAB, +6 str ,+3 dex ,+1 siz, +4 int)
* +4 vs enemies trying to use Acrobatics to move within threatened area while in Defensive Focus mode.
hp 100 (5d12(60) +25 CON +5 FCB +5 Toughness +5 Trait)
Fort +9 (base 4, stat 5)
Ref +7 (base 4, stat 3)
Will +8 (base 4, stat 4)

Offense
BAB +5
CMB +12 (BAB +5, STR +6, size +1)

Attacks:
*All attacks do +1d6 while in Stance of Aggression or Outer Sphere Stance (only dual/multi wielding) or 1d6+INT in Battle Dragons Stance

Standard:
+1 Huge Aklys +1 +12 ( BAB +5, STR +6, SIZE -1, Weapon Focus +1, +1 Enchantment ) 3d6+9

Full Attack: (6 limbs, 6 wield Aklys)
Multi Wield (limbs 1-6) +1 Huge Aklys +12 ( BAB +5, STR +6, Ench +1, multi-wield light weapons -2(0*), SIZE -1, Weapon Focus +1)
*Battle dragons stance reduces TWF penalties by 2
(primary Aklys damage) 3d6+9 (3d6 base, +6 STR, +1 ench, +2 DF)
(offhand Aklys damage) 3d6+6 (3d6 base, +3 STR, +1 ench, +2 DF)
Natural Attacks:
Gore +10/+8 ( BAB +5, STR +6, -2 if secondary, SIZE -1 ) 1d8+6/+3
Bite +10/+8 ( BAB +5, STR +6, -2 if secondary, SIZE -1 ) 1d6+6/+3
Hoof +8 ( BAB +5, STR +6, -2 Secondary Attack, SIZE -1 ) 1d6+3

Feats:

Armor Proficiency-light (free - alch/hunter/warder(dervish defender))
Armor Proficiency-medium (free - hunter)
Shield Proficiency (free - hunter)
Simple Weapons (free - alch/hunter/warder )
Martial Weapons (free - hunter)
Bombs (free - alchemist)
Exotic Weapon Proficiency (free - from Item)
Two Weapon Fighting (free - dervish defender)
Brew Potion (free - alchemist)
Throw Anything (free - alchemist)
Combat Reflexes (free - warder)
Toughness (free - campaign)
Enforcer (1st (1))
Bludgeoner (1st (2))
Multiattack (1st (3))
Prodigious Two Weapon Fighting (1st (4))
Quickdraw (1st (5))
Intimidating Prowess (2nd)
Improved Initiative (Weapon: 2nd)
Outflank (Hunter)
Multiweapon Fighting (Warder)
Extra Traits (3rd) [Chawful, Practiced Initiator]
Weapon Focus (Weapon: 3rd)
Sap Adept (4th)
Discipline Focus (Weapon: 4th) - Thrashing Dragon
Weapon Group Adapation (Warlord Bonus: 1st) - Add Hammers to Thrashing Dragon
Extra Discovery (5th) - Vestigial Arm

Skills:

(6 base +4 int +1 bonus +1 trait/level=12)
Trained:
Acrobatics: +11 (rank 5, class skill 3, dex 3)
Climb: +10 (rank 1, class skill 3, str 6)
Craft (Alchemy): +17 (rank 5, class skill 3, int 4, class 5)
Craft (Weapons): +11 (rank 5, class skill 3, int 4)
Craft (Armor): +10 (rank 4, class skill 3, int 4)
Handle Animal: +9/+13* (rank 4, class skill 3, cha 2, companion 4*)
* bonus for handling companion
Heal: +8 (uses Knowledge Nature bonus)
Intimidate: +16/20*/22** (rank 5, class skill 3, cha 2, size 4*, str 6, trait 2**)
* If larger
** to demoralize
Knowledge Arcana: +9 (rank 2, class skill 3, int 4)
Knowledge Martial: +11 (rank 5 class skill 3, int 4)
Knowledge Nature: +8 (rank 1, class skill 3, int 4)
Knowledge Religion: +8 (rank 1, class skill 3, int 4)
Perception: +12 (rank 5, class skill 3, wis 2, race 2)
Spellcraft: +12 (rank 5, class skill 3, int 4)
Stealth: +7 ( rank 5, class skill 3, dex 3, size -4)
Survival: +12/+14* (rank 5, class skill 3, wis 2, race 2, track 2*)
Swim: +10 (rank 1, class skill 3, str 6)
Use Magic Device +6 ( rank 1, class skill 3, cha 2)

Untrained:
Appraise: +4 (int 4)
Bluff: +2 (cha 2)
Diplomacy: +2 (cha 2)
Disguise: +2 (cha 2)
Escape Artist: +3 (dex 3)
Perform: +2 (cha 2)
Sense Motive: +4 (wis 2)

Special Abilities:

ALCHEMIST
Alchemy(Su): When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check. Extracts and Mutagens.

Brew Potion(Ex): At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.

Mutagen(Su): When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

Throw Anything: All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Sneak Attack: At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level (3rd level: 3d6)

Discovery - Tumor Familiar (Ex): The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells.

Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.

Beastform Mutagen: At 3rd level, a beastmorph’s mutagen causes him to take on animalistic features—whether those of an animal, a magical beast, an animal-like humanoid (such as a lizardfolk), or a monstrous humanoid. For example, when the beastmorph uses his mutagen, he may gain a furry muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or sahuagin, or compound eyes and mandibles like a giant insect. The beastmorph also gains his choice of one of the abilities listed in the alter self spell, which persists as long as the mutagen. He may select a different ability each time he creates a mutagen. This ability replaces swift alchemy. (Alter Self abilities: darkvision 60 feet, low-light vision, scent, and swim 30 feet)

Discovery - Vestigial Arm (x2) (Ex): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).

WARDER
Defensive Focus: The warder gains the Combat Reflexes feat as a bonus feat, using her Intelligence modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering maneuvers as a full round action, the warder sets up a defensive perimeter around himself to defend her allies, increasing her threatened area by 5 ft. for every 5 initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

Aegis(Ex): Allies who are within 10 ft. of the warder's position gain a +2 morale bonus to Armor Class and to Will saves under the warder's defensive aegis, her presence bolstering and shepherding the defenses of her allies.

Maneuvers and Stances(Ex): Disciplines Available: Broken Blade, Golden Lion, Thrashing Dragon, and Primal Fury, Riven Hourglass.

Bonus Feat: The dervish defender gains Two-Weapon Fighting as a bonus feat at 1st level.

Two-Weapon Defense (Ex): While not all dervish defenders fight in the same manner, most do and all are extensively trained in these fighting philosophies. While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her Intelligence bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.

Armiger's Mark (Ex): Whenever the warder attacks a foe in combat and inflict at least 1 point of damage, as a free action she may mark them as her foe (he may even mark a foe during an attack of opportunity and may make the free action to do so, even though it is not her turn) and attempt to continue to force them to engage the warder only. The target is aware of being marked, and the mark remains for a number of rounds equal to the warder’s Intelligence modifier (minimum of 1). Marked targets suffer a -4 penalty to attack rolls against foes that are not the warder, and arcane spellcasters suffer an increase in arcane spell failure of 10% + 1% per two warder levels until the mark expires. The warder may only maintain a number of marks equal to 3 + her Intelligence modifier at a time, and she may make a number of marks per day equal to ½ warder level + Intelligence modifier

Dervish Defense (Ex): A dervish defender is capable of an aggressive defense, attacking even as they defend. At 4th level, the dervish defender may use a counter against an enemy’s attack and if she successfully counters it, she may make an immediate attack of opportunity against that foe. This replaces the tactical acumen class feature.

Extended Defense (Ex): Upon reaching 5th level, the warder becomes ever more skilled at adapting to the flow of combat. Once per day, the warder may activate Extended Defense as an immediate action. When she does, the character chooses a counter she has readied; she may initiate that counter as a free action (even on another’s turn) at will until the beginning of her next turn. At the beginning of her next turn, the chosen counter is expended. Every three levels beyond this (8th, 11th, 14th, and 17th levels), she may use this ability an additional time per day.

HUNTER
Spellcasting: A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Class Skills: A divine hunter gains Knowledge (religion) as a class skill, but she does not gain Knowledge (dungeoneering) as a class skill.

Primal Transformation (Su): At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion's type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter's animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter's maximum daily duration of evolution use.

This ability replaces animal focus.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Precise Companion (Ex):At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Domain: At 3rd level, a divine hunter learns to call upon the power of her deity. The divine hunter must select one domain from those available to her deity. She gains the granted powers of this domain, using her hunter level – 2 as her cleric level for determining when the powers are gained and what effects they have. Once she chooses this domain, it cannot be changed. In addition, the divine hunter adds the 1st-level domain spell from her domain to her list of spells known. She adds the 2nd-level domain spell at 6th level, the 3rd-level domain spell at 9th level, the 4th-level domain spell at 12th level, the 5th-level domain spell at 15th level, and the 6th-level domain spell at 18th level. This ability replaces teamwork feats.

Heroism Domain: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Otherworldly Companion (Su): At 3rd level, a hunter's companion takes on otherworldly features. If the divine hunter is good (or worships a good deity), the animal companion gains the celestial template. If the hunter is evil (or worships an evil deity), the animal companion gains the fiendish template. If the hunter is neutral and worships a neutral deity, she must choose either the celestial or fiendish template; once this choice is made, it cannot be changed. The companion's CR is considered to be equal to its Hit Dice for the purpose of the celestial or fiendish template. This ability replaces hunter tactics.

Woodland Stride (Ex): At 5th level, a hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

WARLORD
Maneuvers and Stances: Disciplines Available: Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, Piercing Thunder

Warlord's Gambit: +2 luck bonus, swift action to complete gambit. Failure (rake): -2 to all d20 rolls for 1 round, recover one maneuver.

Acrobatic Gambit
Risk: The warlord attempts an Acrobatics check to move through an opponent’s threatened area. Reward: The warlord’s brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

Flanker’s Gambit
Risk: The warlord successfully attacks a flanked enemy engaged in melee combat with one of his allies. Reward: The warlord and his flanking ally are considered to be flanking the target until the end of their next turn, even if the they would not normally be in a position to flank the target.

RACIAL
Darkvision 60’ (Ex)
Natural armor (Ex): +3 (paid 2 RP to upgrade)
Gore Attack (Ex): This is a primary natural attack that does 1d8 damage.
Reach (Ex): Minotaurs have 10’ reach.
Powerful charge (Ex): Whenever a minotaur charges, it deals twice the number of damage dice with its gore attack plus 1-1/2 times its Strength bonus.
Skill bonus: +2 racial bonus to Survival.
Skill bonus: +2 racial bonus to Perception.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.
Minotaurs are proficient in the Double Crossbow.
Added:
Bite(2 RP): This is a primary natural attack that does 1d6 damage (upgraded).
Hoof(1 RP): This is a secondary natural attack the does 1d6 damage.

Traits:

Accelerated Drinker (combat) (combat) - Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Dominator (regional) (regional) - Benefit: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
Finding your Kin (campaign) - The chosen class (Hunter) is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by the chosen NPC (Archmage Goodwin).
Practiced Initiator (combat)*- Pick an initiating class-- your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice. (Warlord)
Chawful - Ignore the law/chaos aspect of one class (TBD)
*Extra Traits feat allows duplication (per DM house rule)

Languages:
Common, Giant, Draconic, Abyssal, Infernal, Celestial

Equipment:

Huge Aklys +1 (x6) (72 lbs)
alchemist crafting kit (5 lbs)
spell component pouch (2 lbs)
medium tent (30 lbs)
10 medium sacks (5 lbs)
flint and steel -
ink -
inkpen -
iron pot (4 lbs)
mess kit (1 lb)
animal call kit -
200' hemp rope (40 lbs)
piton(15) (7.5 lbs)
250' twine (2.5 lbs)
5 bear traps (50 lbs) - sled
5 candles -
2 block and tackles (20 lbs)
grappling hook (4 lbs)
5 days trail rations for large person (10 lbs)
lamp (1 lb)
6 lamp oils (6 lbs)
large cold weather clothes (14lbs)
large waterskin (8 lbs full)
large belt pouch (1 lb)
large backpack (4 lbs)
large blanket (6 lbs)
large bedroll (10 lbs)
heatstone (1 lb)
camouflage nets (2) (10 lbs)
alchemists lab 200gp (75 lbs) - sled
masterwork artisan tools for weapon craft (5 lbs)
artisan tools for leather craft (5 lbs)
formulae book (3 lbs)
(16) potions: [All Caster level 1] (cure light wounds x2, shield of faith x3, ant haul, jump x3, indentify, mage armor x2, keep watch x4 )

weight total= 277 lbs (125 lbs in sled)
Capacity ( 22 Str, Large Creature (x2) )
Light Load: 346 lbs
Medium Load: 357 - 692 lbs
Heavy Load: 693 - 1040 lbs
Staggered Lift: 2040 lbs
Drag: 5200 lbs ( 10400 under favorable conditions )

Appearance:

Karkoran is very large, even for a minotaur, having long shaggy black fur, and long thick wide black horns. His maw is filled with sharp canine fangs, and he is thick and muscular. His eyes are deep and dark. Within them lurks a cunning and intelligence belied by his bestial nature. There is also a yearning and warmth within.

Background, History, Goals:

Karkoran was born as a minotaur prince, groomed to join the priesthood of Baphomet. Trained early on in survival and battlefield tactics, as well as torture and butchery, Karkoran was taken by the good wizard on the eve of his ordainment into the priesthood of Baphomet. Angered and seething with uncontrollable rage initially, Karkoran eventually came to respect Goodwin, and renounced his oaths to Baphomet. Baphomet has not forgotten Karkoran though. He haunts Karkoran with frequent nightmares, and sometimes even visions or voices, trying to lure him back. Karkoran relies heavily on the wizard and his fellow outcasts to keep him on right path. Karkoran knows he is a force on the battlefield and can be an intimidating foe. He is trained in weaponry as well as natural attacks. He is a skilled hunter, and has trained extensively in alchemy, his vast knowledge of anatomy being a boon. Karkoran sees himself as a protector of his fellow monstrous companions, but also values freedom and expression over all. The wizard was able to get him to renounce his allegiance to Baphomet, but Karkoran can still be violent and brutal at times. His heart still contains a great amount of darkness from past deeds. He slowly is trying to follow the path to redemption. Karkoran will take some time to adjust to life outside the wizard's realm, but is committed to rescuing him.

Typical Prepared Spells/Extracts:

DC = 14 + spell level
Alchemist: (Can prepare extract in 1 minute)
Level 1 (5/day): Shield, Expeditious Retreat, Long Arm, Jump
Level 2 (3/day): Blood Transcription (x2), Ironskin
Hunter: (Do not need to prepare spells)
Level 1 (5/day)
Level 2 (3/day)

Spells & Extracts Known:

Alchemist:
1st: Adjuring Step, Ant Haul*, Cure Light Wounds*, Line Breaker, Shield, Long Arm, Crafter's Fortune*, Death Watch*, Expeditious Retreat, Enlarge Person*, Firebelly, True Strike, Comprehend Languages, Bombers Eye, Bouncy Body, Endure Elements*, Heightened Awareness, Jump*, Identify*, Detect Undead *, Obscure Poison*
2nd: Alchemical Allocation, Bull's Strength*, Cat's Grace*, Owl's Wisdom*, Vine Strike, Ironskin, Blood Transcription*, Invisibility
Hunter:
0th(6): Create Water, Detect Magic, Mending, Guidance, Resistance, Enhanced Diplomacy
1st(5): Lead Blades, Cheetah's Sprint, Summon Nature's Ally I*, Keep Watch*, Savage Maw, Shield of Faith*, Resist Energy*
2nd(3): Eagle Eye*, Hunter's Eye*, Barkskin*
* Denotes this spell can be made into a potion

Other Daily Expendables:

Armigers Mark: 6/day, can maintain 7 at once, 20% ACF
Touch of Glory: 5/day (+3 bonus)
Primal Transformation: 5 minutes/day (1 minute increments)

Maneuvers & Stances:

Warder Initiator Level: 5
Disciplines: Broken Blade, Golden Lion, Thrashing Dragon, and Primal Fury, Riven Hourglass
Maneuvers Known (8)
1st: Panthera on the Hunt(PF), Swift Claws(TD), Brawlers Attitude(BB), Leaping Dragon(TD), Offensive Roll(TD)
2nd: Raging Hunter Pounce(PF), Sun Dips Low (TD)
3rd: Frenzy Strike (PF)

Stances Known (3)
1st: Stance of Aggression (PF), Outer Sphere Stance(TD), Battle Dragon's Stance(TD)

Readied Maneuvers (5): Swift Claws, Leaping Dragon, Sun Dips Low, Raging Hunter Pounce, Frenzy Strike

Warlord Initiator Level: 3 (Practiced Initiator)
Disciplines: Golden Lion, Primal Fury, Scarlet Throne, Solar Wind, Thrashing Dragon, Piercing Thunder
Maneuvers Known (6)
1st: Steady Hand (SW)
2nd: Defending the Pride (GL), Bloody Riposte (PF), Devastating Rush (PF), Intercepting Shade (SW), Reflexive Twist (TD)

Stances Known (1)
1st: Phantom Sun Stance (SW)

Readied Maneuvers (4):
Intercepting Shade, Reflexive Twist, Bloody Riposte, Steady Hand

Maneuver/Stance Info:

Panthera on the Hunt (PF):
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
With a deep breath and the tightening of honed
muscles, the Primal Fury disciple may launch off into
a lightning-fast charge. The initiator initiating this
maneuver gains +2 circumstance bonus to attack and
damage rolls on his charge attack, and ignores attacks of
opportunity from moving through threatened squares.

Swift Claws (TD):
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
The Thrashing Dragon disciple’s skill with his dual
weapons allows him to strike with practiced speed
and alacrity, allowing him to make an attack with
two wielded weapons (or unarmed strikes), using the
same attack action. Creatures with more than two
arms may still only strike with two wielded weapons.

Brawlers Attitude(BB):
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
By using the skill of the empty-handed warriors
that came before him, the disciple focuses his will to
using his body in less conventional ways in combat.
When initiating this boost, the initiator gains a +4
competence bonus to his next CMB check when using
his unarmed strike or discipline weapon to perform
the following combat maneuvers: dirty trick, disarm,
grapple, or trip.

Leaping Dragon(TD):
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
As a dragon takes wing, his powerful legs thrust
him skyward as his wings spread out to clutch the
air. The disciple of the Thrashing Dragon uses this
technique to suddenly launch himself into the air as
if he were attempting flight. The initiator may make
an Acrobatics check to jump as a swift action, and he
gains a +10 competence bonus to his Acrobatics check
and is treated as if he had a running start.

Offensive Roll(TD):
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
As the disciple moves by his opponent, he may
drop into a tumbling roll and strike at it from a
surprising angle. The initiator must move at least 10
ft. alongside an enemy (which provokes attacks of
opportunity unless the initiator is using Acrobatics
to tumble) and make a Acrobatics check with a DC
equal to the target’s Armor Class. If successful, the
target is considered flat-footed and the strike inflicts
an additional 1d6 points of damage. The character
initiating this maneuver may move up to his full
base speed, making the attack along any point of the
moment.

Raging Hunter Pounce (PF):
Initiation Action: 1 full round action
Range: Melee attack
Target: One creature
Duration: Instant
With the ferocity of a raging great cat, the disciple of
Primal Fury provides the very real fear that users of
this discipline are known to inspire with their reckless
assault techniques of offense over all. The initiator
makes a charge attack and makes a full attack at the
end of the charge against the target creature. He must
focus all of these attacks against a single target, and if
the target is brought to 0 or fewer hit points, then any
remaining attacks are lost as the initiator savages

Sun Dips Low (TD):
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant
With a sudden, darting movement the Thrashing
Dragon disciple may dodge an attack and protect
himself from harm, if perfectly timed. The disciple
opposes an enemy’s attack roll by making an
Acrobatics check. If successful then he successfully
evades the attack. If not, he is struck by the blow as
normal.

Defending the Pride:
Initiation Action: 1 swift action
Range: 60-ft.
Target: Allies
Duration: One round
With a cry to defend themselves from incoming
attacks, the inspirational words of the disciple aid his
allies in their defense. As a swift action, the initiator
grants all allies within 60-ft. a +4 morale bonus to
their AC for one round.

Bloody Riposte:
Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant
Stoking the furnace of rage within him upon
receiving injury, the disciple uses the momentary
lapse in his attacker’s defenses when struck in
combat to make a vicious riposte. Upon being struck
in combat by an enemy, the initiator may make an
immediate counter attack at his full base attack bonus
that inflicts an additional 2d6 points of damage.

Devastating Rush:
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: Instant
The disciple performing this attack executes a
powerful attack that rushes in past a foe’s defenses
to shatter them completely. The initiator inflicts an
additional 2d6 points of damage upon a successful
attack and his strike ignores the damage reduction of
a subject or the hardness of an object he is attacking.

Phantom Sun Stance
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Using the principles of shadow and light, the Solar
Wind disciple is capable of making phantom copies
of his ammunition for use in combat. While in this
stance, the initiator may make semi-real copies
of arrows, bolts, bullets, or throwing weapons by
willing them into existing as a free action while
possessing at least one of the above on his person.
Weapons that need reloading, such as crossbows and
firearms, are fully reloaded as a move action (and
if the character possesses the Rapid Reload feat, he
may reload as a swift action). Magical properties,
alchemical properties, or special materials of the
ammunition are not copied, only the base properties
of the ammunition (as if they were made of mundane
steel with no special abilities or properties). Once the
ammunition has been used, it disappears immediately
after the attack. If the bow, firearm, sling, or cross
bow making the attack has magical properties
these are bestowed upon the ammunition. Thrown
weapons copied by this stance are duplicates of the
original, but do not manifest the material portion of
the weapon, only it’s magical enhancements. Once
these weapons are used, they fade away immediately
after use. This is a supernatural ability.

Steady Hand:
Discipline: Solar Wind (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
The disciple’s limbs and muscles are strong and
wise with the knowledge of weapons in flight. As a
swift action, the initiator may increase the range of
his ranged attacks by an additional 30-ft. for the first
range increment (first increment only) for one round.

Intercepting Shade:
Initiation Action: 1 immediate action
Range: Personal, or weapon’s first range increment
Target: You or ally
Duration: Instant
Sometimes a good offense can be used as a good
defense, so the Solar Wind discipline learns, as he
uses his range to dissuade attacks by his sheer skill
and exceptional aim. The initiator makes an opposed
attack roll against his foe’s attack roll on an incoming
attack (such as an arrow or thrown weapon, a
charging barbarian, or a skillful slash from a sword,
but not a spell or similar attack) targeting himself
or an ally he can see within his weapon’s first range
increment; if successful then the attack is negated.

Reflexive Twist:
Initiation Action: 1 immediate action
Range: One melee attack
Target: Personal
Duration: Instant
With his athletic abilities and reflexes honed to
a razor’s edge, the Thrashing Dragon disciple may
incorporate reflexive evasions into his fighting
dance at a moment’s notice to defend himself from
danger. When making a Reflex save, the initiator
may instead make an Acrobatics check in place
of his Reflex saving throw bonus to determine
his success.

Frenzy Strike:
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant
By emulating the ferocious assault of a raging great
cat, the disciple’s knowledge of the natural world and
the way its predators operate assists him in combat
with a furious set of attacks. The initiator makes one
attack with each weapon he has wielded (or with
both heads of a double weapon; this includes natural
attacks and armor or shield spikes) at his full base
attack bonus. Upon a each successful attack, the

Battle Dragons' Stance:
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
The Battle Dragon’s Stance shows the disciple
how to balance his fighting style and through this
centering of being, he may find speed, finesse, and
power. While in the Battle Dragon’s Stance, the
disciple reduces his two-weapon fighting penalties
by 2, and gains a +4 bonus to Initiative checks and
adds 1d6 + initiation modifier to melee damage while
fighting with two weapons.

Evolutions (Pool:2+2 TIP):

Extra Limbs (4)

Animal Companion: :

None/Dead

Tumor Familiar:

Protector Archetype
Compsagnathus Mode

Speed 40 ft., Swim 20 ft
Senses: low-light vision, scent
Size: Tiny, Space 2 1/2 feet, Reach 0

Defense:
AC: 18 (+4 natural, +2 dex, +2 size) T: 14 (+2 dex, +2 size) FF: 16 (+4 natural, +2 size)
HP: 50 (Half of Master)
Fort: +6 (base +4 Con +2)
Reflex: +6 (base +4 Dex +2)
Will: +4 (base +4 Wis 0)
Uses Master's base saves
CMD: 14 (+5 BAB -1 Str +2 Dex, -2 size)

Offense:
Initiative: +6
BAB +5 (Uses Master's)
CMB: +5 (+5 BAB +2 Dex -2 size) - Tiny creatures use Dex for CMB
Attack bite +9 (1d3-1) + poison

Ability Scores Str 8 (-1), Dex 15 (+2), Con 14 (+2), Int 8 (-1), Wis 11 (0), Cha 5 (-3)

Skills (2):
* Tiny creatures use dex for swim and climb
skills from master:
Acrobatics +10 (rank 5, class skill 3, dex 2)
Climb +6 (rank 1, class skill 3, dex 2)*
Craft (Alchemy): +4 (rank 5, int -1)
Craft (Weapons): +4 (rank 5, int -1)
Craft (Armor): +3 ( (rank 4, int -1)
Handle Animal: +1 (rank 4, cha -3)
Intimidate: -2 (rank 5, cha -3, size -4*)
* If smaller
Knowledge Arcana +1 (rank 2, int -1)
Knowledge Martial +4 (rank 5, int -1)
Knowledge Nature 0 (rank 1, int -1)
Perception: +8 ( rank 5, class skill 3, wis 0)
Spellcraft +4 (rank 5, int -1)
Stealth: +18 ( rank 5, class skill 3, dex 2, size +8)
Survival: +8 ( rank 5, class skill 3, wis 0)
Swim +14 (rank 1, class skill 3, dex 2, swim speed 8)*
Use Magic Device -2 ( rank 1, cha -3)

Feats:
Improved Initiative
Combat Reflexes (bonus)
Bodyguard (bonus)

Special Abilities:
Poison (Ex): Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Familiar Abilities:
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is occupying its master's square, it can use Bodyguard to aid another to improve its master's AC even if it doesn't threaten the attacking foe.
Share Spells: The alchemist may cast an extract/mutagen spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can choose to split the damage evenly between them as if using shield other. This ability replaces deliver touch spells and speak with animals of its kind.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Special Item:

Item: Masterwork Aklys (Total: 6)
Description: Each Aklys is a darkened steel with dark stained wood and a wicked serrated hook.
Feats:
1. Free Feat: Exotic Weapon Proficiency (Aklys)
2. 2nd level Combat feat: Improved Initiative
3. Free 3rd level: Weapon Focus (Aklys)
4. 4th level Combat feat: Discipline Focus (Thrashing Dragon)
Magic Creation Pool:
Pool Budget: 10500 ( WBL for level 5 character)
Spent:
Aklys #1 (Primary):
+1 Enchantment Cost: 2000
Aklys #2 (Secondary):
+1 Enchantment Cost: 1000 (acts as 2000)
Aklys #3 (Tertiary+):
+1 Enchantment Cost: 500 (acts as 2000)
Aklys #4 (Tertiary+):
+1 Enchantment Cost: 500 (acts as 2000)
Aklys #5 (Tertiary+):
+1 Enchantment Cost: 500 (acts as 2000)
Aklys #6 (Tertiary+):
+1 Enchantment Cost: 500 (acts as 2000)
Total Spent: 5000/10500
Flexible Power Pool:
Aklys #1 (Primary): 1 [sqrt(2000/1000)]
Tap Inner Power: 1 extra evolution point
Aklys #2 (Secondary): 1 [sqrt(2000/1000)]
Tap Inner Power: 1 extra evolution point
Aklys #3 (Tertiary+): 1 [sqrt(2000/1000)]
Unspent
Aklys #4 (Tertiary+): 1 [sqrt(2000/1000)]
Unspent
Aklys #5 (Tertiary+): 1 [sqrt(2000/1000)]
Unspent
Aklys #6 (Tertiary+): 1 [sqrt(2000/1000)]
Unspent

Monetary Budget:

Outgoing
large cold weather clothes 16gp
large waterskin 2gp
large belt pouch 2gp
large backpack 4gp
large blanket 2sp
large bedroll 10sp
heatstone 20gp
camouflage nets (2) 20gp ea
easily worked wood/metal for 4 new huge aklyses - @42gp ea (168gp total)

alchemists lab 200gp
masterwork artisan tools for weapon craft 55gp
artisan tools for leather craft 5gp
raw ingredients for potion making 100gp (to make 8 level 1 potions @ 12.5gp ea)
masterwork transformation x4 (aklyses) = 1200gp
6 level 1 scrolls (bombers eye, bouncy body, endure elements, heightened awareness, jump, identify)
Commune Spells: 600 gp

Total=2565gp

Incoming
3000gp (share of hill giant treasure)

Remaining
435 gp

Temporary Effects:

Mage Armor +4 armor bonus - 1 hour (potion)
Shield of Faith +2 deflection bonus - 1 minute (potion)
Shield +4 shield bonus - 5 minutes
Long Arm +5' reach - 5 minutes
Jump +20 acrobatics check for jumping - 5 minutes
Expeditious Retreat - +30' move - 5 minutes
Mutagen +4 Str, +2 Natural Armor, -2 INT - 50 minutes
Battle Dragons Stance - +4 Init checks, +1d6+INT damage, reduced twf penalties by 2
Lead Blades - increase weapon size category (effectively adds 1d6) - 5 minutes
Resist energy (fire) - 10 DR vs fire - 50 minutes
Eagle Eye - puts a sensor up in the air to see 360 degrees - 5 minutes
Hunters Eye - sense invisible and ethereal creatures easier
Primal Transformation - Add 4 limbs - 1 minute increments up to 5 minutes
Touch of Glory - +3 to next CHA roll/check - 1 hour
Ironskin +4 natural armor, dismiss to ignore crit or sneak attack
Protection from Fire - 60 points protection from Ash