The Cinderlander

Karl Darkhunter's page

38 posts. Alias of chillblame.


Full Name

Karl Arkhunter

Race

Human, Male,

Classes/Levels

Inquisitor (sacred hunter) 7 HP49/49 AC 20 TAC 17 FFAC 16 Fort +7 Ref +8 Will +9

Gender

Initiative +6 Perception +12

Strength 14
Dexterity 21
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Karl Darkhunter

Offense:

Initiative +6
Hp 49
BA +5
CMB +6
Longbow +11 1d8+3
Pt blank shot, precise shot
Morning star +8 1d8+2
Dagger +7 1d4+2

Defence:

AC 20 TAC 17 FFAC 16
CMD 15
Fort +7 Ref +8 Will +9
+1 will vs evil spellcasters

feats:

Point blank shot
Precise shot
Deadly aim
WF longbow
Rapid shot
Distracting charge
Coordinated shot

Traits:

Armour expert: -1 to armour check penalty
Schooled inquisitor: +2 to know planes and know religion to ID creatures

Skills:

+5 Bluff 1+1+3
+5 Climb 1+1+3
+10 Craft (bower/fletcher) 7+1+3 (background)
+5 Diplomacy 1+1+3
+8 Heal 3+2+3
+14 Intimidate 7+1+3+3
+7 Know arcana 1+1+3+2
+9 Know dungeoneering 3+1+3+2
+ 8 Know history 7+1 (background)
+7 Know nature 1+1+3+2
+13 Know planes 7+1+3+2 (+2 to id)
+13 Know religion 7+1+3+2 (+2 to id)
+12 Perception 7+2+3
+8 Ride 1+4+3
+12 Sense motive 4+2+3+3
+2 Spellcraft 0+1+1
+11 Stealth 4+4+3
+12 Survival 7+2+3 (+3 on track)
+2 Swim 1+1

Class abilities:

Domain (good)
Monster lore
Orisons
Stern gaze: +3 intimidate
Hunters tactics: teamwork feats automatically apply to companion
Animal focus: aspect of animal as a swift action inquisitor only
Detect alignment: 60’ range
Cunning initiative: add wis bonus to initiative
Track: +1/2 level to track rolls (+3)
Teamwork feat x2
Bane: +2 attack/damage +2d6
Discern lies
Animal companion
Tiny
Str 24 Dex 12 Con 20 Int 2, Wis 13, Cha 3
Fort +10 Ref +6 will +2 (+4 vs enchantment)
Mv 30 feet
Initiative +1
HD 6 (HP 66)
Gore +12 2d8+7
AC 25
Evasion
Devotion
Link
Share spells
+5 natural armour
Skills survival +7
Feats Toughness, WF gore, natural armour
Low light vision, scent, powerful charge (2d8), trample
Tricks track, guard, attack
Studded leather

Spells:
6/5/4/2
Lv 0 detect magic, light, guidance, resistance, disrupt undead, read magic
Lv1 (5/day) deadeyes lore, true strike, cure ligh wounds, sanctuary, bless
Lv2 (4/day) Weapon of awe, bloodhound, consecrate, sacred bond
Lv3 (2/day) prayer, magic vestment

Equipment:

+2 circlet of wisdom 4000
+2 belt of Physical might Strength and Dex 10000
Handy haversack 2000

Longbow str 14 +1 2500
Ring of protection +1 2000
Wand of cure light wounds x50 750
30 arrows and quiver 1.5
10 cold iron arrows 1
Mithril Chain shirt +1 2000
Cloak of resistance +1 500
Bandolier
Cold iron morning star 16
Dagger 2
Inquisitors kit 30
Artisans tools 5
Travellers outfit x2 1
Reversible cloak 1
Scarf 1
Candle rod x3 3
Acid x5 50
Golden bracelet 100
102gp, 5sp (1gp in boot, the rest in pouch)


Background:

Karl has lived in Keoland for most of his life, his father bringing him there when he was young. His father told him when he was old enough that his mother had been a witch, and she had fled another more dangerous witch. His father hid Karl and himself to avoid the clash.
As a boy, Karl was involved in the community and became a follower of Ehlonna, the huntsman of the gods. Protector of woodland communities. At first, he thought to become a cleric, but Ehlonna had a different purpose for the young man. When he discovered a young Arsinoitherium, and hand-raised it, naming the beast Tiny, they became close companions. Ehlonna gifted a bond to Karl. So, he became a Huntsman of Ehlonna, a defender and hunter of monsters. Well eventually. He still has much to go. But with his friend Tiny, he is on his way.