Demogorgon

Karnicore's page

43 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


About Karnicore

Concept: A large carnivorous predator, inspired by this image. The MK I is more bipedal and upright than the image, with longer digits and an opposable thumb. Mk II fits the image much better. Either way the idea is you never see it coming until its ripping you to shreds.

Karnicore Mk II

Racial Dossier: Karnicore Mk II:

Type: Aberration 3 RP (darkvision, eats, sleeps)
Size: Medium 0 RP
Base Speed: Normal 0 RP (30')
Ability Scores: Flexible 2 RP (+2 con, +2 cha)
Language: Standard 0RP
Racial Traits
Greater Defensive Training 4 RP (+2 dodge to AC)
Spell Resistance Greater 3 RP (11+level SR)
Lucky Greater 4 RP (+2 to all saves)
Moon Touched Damage Resistance 3 RP (DR 5/silver)
Fast Healing 6 RP (Fast Healing 1)
Armless -3 RP (no arms)
Spell-Like Ability, At Will (mage armor, magic fang) 6RP
Terrifying Croak 2 RP
Total RP:30

Advancement Choices:

1st: Summoner (Synthesist); Cantrips, Fused Eidolon, Fused Link, Summon Monster 1, Extra Evolution, Eidolon (Darkvision)
2nd: Summoner (Synthesist); Eidolon (Evasion)
3rd: Summoner (Synthesist); Summon Monster II, Power Attack
4th: Summoner (Synthesist; Shielded Meld
5th: Summoner (Synthesist); Summon Monster III, Extra Evolution, Eidolon (Con +1)

Karnicore MK II

Male Karnicore Summoner (Synthesist) 5 Age 0

N Medium Aberration

Init +2/+5; Senses Low-Light Vision, Darkvision 60'; Perception +5

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DEFENSE

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AC 16/31, touch 12/15, flat-footed 14/26 (+4 armor (mage armor),+0/+3 dex, +0/+10 NA, +2 dodge, +0/+2 shield)

DR 5/Silver

THP 30 (4d10+8)

HP 41 (5d8+15) (all favored class boni here)
Fast Healing 1

Fort +7, Ref +8, Will +8 SR 16

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OFFENSE

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Speed 40 ft.

Melee (Power Attack, Magic Fang) Bite +7 (1d6+9), Gore +7 (1d6+9), Claws +7/+7 (1d4+9)+Rend (1d4+12), (on charge/grapple) Rake +7/+7 (1d4+9) all are 19-20x2 crit (see amulet).

Ranged

Space 5 ft., Reach 5 ft.

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SPELL-LIKE ABILITIES (CL 5)

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At Will - grease (DC 16), mage armor, magic fang

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SPELLS (CL 5)

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0 - daze, detect magic, mage hand, light, mending, message

1st (6/Day) - endure elements, expeditious retreat, infernal healing, rejuvenate eidolon (lesser)

2nd (3/Day) - evolution surge (lesser), glitterdust, haste

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SPECIAL ABILITIES

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Fused Eidolon:
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.


Fused Link (Su):Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.
This ability replaces life link.

Shielded Meld (Ex):At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.
This ability replaces shield ally.

Terrifying Croak (Su): Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user's terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.

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EVOLUTIONS (10 points)

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bite (free), limbs legs (free), claws (1 pt), improved NA II (2 pts), pounce (1 pt), rake (2 pts), Rend (2 pts), Gore (2 pts)

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STATISTICS

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Str 10/18 Dex 10/16, Con 14/14, Int 12 Wis 10, Cha 20

Base Atk +3/+4; CMB +3/+8; CMD 14/21

Traits: Reactionary, Highlander

Feats: Extra Evolution x2, Power Attack

Skills:
Acrobatics +5/+8 (5 ranks, 0/3 dex)
Perception +5 (5 ranks)

Languages: Common

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GEAR/POSSESSIONS

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Location: On Persons

Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.

GP:0 GP

Belt of Strength +2 0 lbs. - 4000 GP
Amulet of Mighty Fists (Keen) 0 lbs. - 4000 GP
Ring of Sustenance 0 lbs. - 2500 GP

Total Weight:0 lbs.

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Karnicore Mk I

Racial Dossier: Karnicore MK I:

Type: Outsider (Native) 3 RP (Darkvision 60', eats, sleeps)
Size: Large 7 RP (+2 str, -2 dex, -1 AC, atk, +1 CMD, -4 stealth, 10x10, 5' reach)
Base Speed: Normal 0 RP (30')
Ability Scores: Advanced 4RP (+2 str/dex/con, -2 wis,+4 cha)
Language: Standard 0RP
Racial Traits
Advanced Str 4RP (+2 str)
Moon-Touched DR 3RP (DR 5/Silver)
Bite 2RP (1d8)
Claws 2RP (1d6)
Blindsense 30' 4RP
Reach 1RP (10' reach)
Total RP:30
Total Ability Modifiers: +6 Str, +2 con, -2 wis, +4 cha

Advancement Choices:

1st: Rogue (Scout); Sneak Attack +1d6, poison use, iron will
2nd: Rogue (Scout); Ki Pool, Ninja Trick (Vanishing Trick)
3rd: Rogue (Scout); Sneak Attack +2d6, No Trace +1
4th: Rogue (Scout); Ninja Trick (Shadow Clone), scout's charge
5th: Rogue (Scout); Sneak Attack +3d6, Extra Ki

Karnicore MK I

Male Karnicore Rogue (Scout) 5 Age 0

N Large Outsider (Native)

Init +4; Senses Darkvision 60', Blindsense 30'; Perception +8

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DEFENSE

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AC 18, touch 12, flat-footed 15 (+4 armor (mage armor),+2 dex, +1 NA, +1 deflection, -1 size)

DR 5/Silver

HP 44 (5d8+20) (all favored class boni here)

Fort +5, Ref +7, Will +4

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OFFENSE

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Speed 30 ft.

Melee Bite +9 (1d8+6) Claws +9/+9 (1d6+6) or +8 (1d8+8) and +8/+8 (1d6+8)

Ranged

Space 10 ft., Reach 10 ft.

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SPECIAL ABILITIES

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Sneak Attack +3d6 (Ex):
If 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 (called "precision 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

Poison Use (Ex):At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Ki Pool (Su) (7 points):
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

No Trace (Ex):At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

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.

Vanishing Trick (Su):As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
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STATISTICS

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Str 22, Dex 14, Con 16, Int 10, Wis 11, Cha 16

Base Atk +3; CMB +9; CMD 21

Traits: Reactionary, Highlander

Feats: Iron Will, Power Attack, Extra Ki

Skills:
Acrobatics +10 (5 ranks, 2 dex, 3 class)
Disable Device +12 (5 ranks, 2 dex, 3 class, 2 tools)
Perception +8 (5 ranks, 3 class)
Sense Motive +8 (5 ranks, 3 class)
Stealth +7 (5 ranks, 2 dex, 3 class, 1 trait, -4 size)
Swim +14 (5 ranks, 6 str, 3 class)
Survival +8 (5 ranks, 3 class)
Use Magic Device +11 (5 ranks, 3 cha, 3 class)

Languages: Common

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GEAR/POSSESSIONS

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Location: On Persons

Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.

GP:149 GP 5 SP

Wand of Mage Armor 0 lbs. - 750 GP (49 charges)
Ring of Protection +1 0 lbs. - 2000 GP
Amulet of Natural Armor +1 0 lbs. - 2000 GP
Cloak of Resistance +1 5 lbs. - 1000 GP
Potion of Cure Light Wounds x4 4 lbs. - 200 GP
Masterwork Thieve's Tools 2 lbs. - 100 GP
Bandolier 0 lbs. - 5 SP
Total Weight:9 lbs.