Race |
| HP: 64/64 | AC: 20 (13 Tch, 18 Fl) | CMB: +7, CMD: 19 | F: +9, R: +10, W: +8 | Init: +7 | Perc: +12, SM: +6 |
Classes/Levels |
| Speed 20ft | Inspiration: 4/4 | Spells: 1st 5/5 | 2nd 3/3 Active conditions: nones |
Gender |
Male CG Dwarf Ranger 2 | Investigator 5 |
About Karti
NAME Kaulas 'Karti' Conrán
CLASS Ranger 2 / Investigator 5
RACE Dwarf
ALIGNMENT N/CG
DEITY X
STR 14
DEX 14
CON 15
INT 14
WIS 14
CHA 10
HP 64.5 (2D10 + 5D8 + CON + 5 FCB + 7 Toughness)
BAB +5.75
F +9 | R +10 | W+8
(possible bonuses: Spells & Spell-like Abilities (+2 dwarf), Poison (+6 from dwarf & investigator),
AC 20 (7 armor, 2 dex, 1 deflection) | CMD 19 (27 vs trip & bullrush)
(possible AC buffs: Shield (+4), Mutagen (+2 natural armor), Barkskin (+2 NA enhancement), Giants (+4 dodge), Combat Expertise (+2 dodge))
Giant-Sticker +1 | +8 to hit, 2D6+4 damage
(possible attack buffs: Power Attack (-2 to hit, +6 to damage), Mutagen (+4 STR translates to +2 to hit & +3 to damage), Studied Combat (+2 to hit and damage), Studied Strike (+1D6 damage), Enlarge Person (+1 damage and weapon die becomes 3D6))
FEATS
1 Toughness
3 Great Fortitude
5 Extra Investigator Talent
7 Extra Investigator Talent (Extend Potion)
CSF Furious Focus (you do not get the penalty from Power Attack on the first attack you make)
SKILLS (68 ranks total: 12 ranger, 30 investigator, 14 int, 14 background)
(7) Perception +12 (+14 vs traps, +14 vs stonework, +16 vs stone traps)
(7) Disable Device +12 (+14 with tools, +15 vs traps)
(7) Stealth +12
(7) Survival +12 (+13 to follow tracks, +14 to avoid getting lost)
(2) Craft Alchemy +7 (+11 to make alchemical items)
(3) Spellcraft +8
(2) Acrobatics +6
(2) Swim +6
(2) Climb +6
(2) Sense Motive +6
(3) Knowledge Religion +8
(3) Knowledge Nature +8
(3) Knowledge Dungeoneering +8 (+10 to avoid getting lost)
(1) Knowledge Planes +6
(7) Knowledge History* +12
(5) Knowledge Engineering* +10
(1) Knowledge Arcana +6
(1) Knowledge Geography* +6
(2) Knowledge Local +7
(1) Knowledge Nobility* +6
(1) Appraise* +6
(1) Linguistics* +6
Bonuses: -x ACP, +2 Perception & Disable Device vs traps, +2 Perception to notice unusual stonework, +2 Disable Device, +1 Survival to follow tracks, +4 on Craft Alchemy to make Alchemical Items, +1D6 when using Inspiration (free for Knowledge, Linguistic, and Spellcraft checks), +2 Religion to identify undead and their abilities, +2 Stealth vs Undead
Languages: Common, Dwarven, Fiendish, Abyssal, Elven
TRAITS
1 Indomitable Faith (+1 to Will saves)
2 Broken, Not Beaten (once per day, when downed, you can take 1 damage to remain conscious for 1 round, if you do, you are staggered and only get 1 action)
Extracts:
1 (1): Shield, Enlarge Person, Cure Light Wounds, Ant Haul, Heightened Awareness
2 (2): Invisibility, Lesser Restoration, Resist Energy, Alchemical Allocation
Prepared (x indicates prepared, u indicates used):
1 (5): Shield [x][x], Enlarge [x], CLW [x]
2 (3): Resist Energy [x], Invisibility [x], Alchemical Allocation [x]
SPECIAL
DWARF
-Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
-Darkvision: Dwarves can see in the dark up to 60 feet.
-Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
-Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
-Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
-Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
-Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
-Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
RANGER
-1st Favored Enemy (Undead): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against undead. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
-Track: +1 Survival skill checks made to follow tracks.
-Wild Empathy: A ranger can improve the initial attitude of an animal with a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
-Combat Style Feat: Furious Focus
INVESTIGATOR
-Alchemy:
1) Gain a +4 bonus on Craft (alchemy) to create an alchemical item. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
2) An investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
-Inspiration: As a free action, expend one use of inspiration to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Free to use on any Knowledge, Linguistics, or Spellcraft skill checks provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
-Inspiration Pool: 4 (1/2 investigator level + INT mod). Refreshes each day.
-Trapfinding: Add +2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
-Poison Lore: You cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
-Poison Resistance: +4 bonus on all saves versus poison.
-Investigator Talent:
1) Mutagen: can create a STR, DEX or CON mutagen that lasts 10 minutes per level. Grants a +4 alchemical stat bonus, +2 natural armor bonus, and -2 penalty to one mental stat. Takes an hour to brew up.
2) Quick Study: use Studied Combat as a swift action.
3) Extend Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
4) Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
-Keen Recollection: can attempt all Knowledge checks untrained.
-Trap Sense: +1 bonus on Reflex saves and AC vs traps.
-Studied Combat: You can use a move action to study a single enemy that he can see. You gain a +2 insight bonus on melee attack and damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
-Studied Strike: An investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal 1D6 additional damage. This is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
-Swift Alchemy: An investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
GEAR
(15737 used)
Combat: Masterwork Giant-Sticker +1 (12), Masterwork Agile Breastplate +1 (25), Skinning Knife (1, treat as dagger), Worg-Fur Cloak of Resistance +1 (1), Iridium Ring of Protection +1 studded with chrysoberyl stones, Stagger-Proof Boots made from mountain goat leather (1), Cold-Weather Outfit (7, +5 vs cold weather), Javelins (x5, 5)Bandolier - 58 lbs
Other: Minor Bag of Holding made from manticore leather (3, contains up to 50 lbs), Worn Iridium Wayfinder (1, family heirloom), Cracked Amethyst Pyramid (slotted into the Wayfinder), Masterwork Thieves’ Tools (2), Bloodvine Rope (5, 50ft, alchemical, durable), Boro Bead, Enchanted Hooded Lantern (2, Continual Flame), Waterproof Notebook & Pen & Pencil (1), Masterwork Backpack (4, +1 STR) - 18 lbs
Consumables: Wand of Cure Light Wounds (39 charges), Soul Soap (dispel vs mind effect), Potion of Hide From Undead (x2), Oil of Bless Weapon (1), Potion of CLW (x2), Bull’s Strength (1)
Alchemical: Fuel Pellets (33), Sunrods (x3, 3), Alchemist Fire (x2, 2), Bone Burn (x2, 2 ), Holy Water (x2, 2), Air Crystal, Blood-Boiling Pill (x2), Tanglefoot Bag (x2, 8) - 17 lbs
Containers and the items stored within:
Bandolier (8): Alchemist Fire (x2), Bone Burn (x2), Holy Water (x2), Hide from Undead (x1), CLW (x3)
Bag of Minor Holding (50): Campfire Bead, Efficient Tent (15, space for two), Cooking Kit (16), Bedroll (5), Blanket (3), Mess Kit (1), Rations (10)
Total load: 93 lbs
Carrying Capacity - Str15: Light 66 lbs. or less | Medium 67-134 lbs. | Heavy 135-120 lbs.
Kaulas 'Karti' Conrán
Orphaned before he could ever get to know his parents, Kaulas is a snub-nosed dwarf with pronounced cheeks that dart upwards whenever he speaks, laughs, or frowns.
The nickname 'Karti' was given to him by his wife. Kaulas has a habit to chew on alchemically treated Karti roots, a most pungent and bitter habit. It helps keep foul smells at bay and is said to make one unappetizing to wild beasts and the living dead. Secretly, he quite likes the taste.
He is a skeptic who weighs whatever he is told on the scales of his mind and heart. Those who don't know him might feel he's aloof when first meeting him, but this, so Karti himself explains, is a regrettable side-effect of his occupation as a monster hunter.
Regardless of his (seemingly) cold disposition, it's clear that he cares about how is perceived by others, for Karti puts effort in how he dresses, the cleanliness of both his body and his clothes, and in the way he addresses people. He's a serious professional, and when given an important task, Karti can be consumed by it. Given time, this side of him tends to build sturdy bridges between him and those he works with or for.
NPC 1: Rauda (Common Folk)(Lives in Limbyen, is on the road a lot)(Partner)
Rauda is Kaulas' wife. Like him, she too busies herself with alchemy and combating both ailments and monsters with her brews and concoctions. Unlike him, she does not venture forth into the wild for weeks or months to hunt down monsters, seek out rare plants, and explore lost settlements and ruins. Rauda is a blessed cook and a much-welcomed guest by the common folk. Rauda and Karti knew each other growing up, but life took both their own way until they met again at a spring dance. Karti feared it would take him many tankards of ail before he'd find the courage to ask her for a dance, but Rauda wasted no time and simply came forth and asked him to dance with her. Well, ask, it was not a question. She insisted, her eyes made that clear. Karti feels completely at ease with her and the two can spend many a romantic evening together in complete silence. Little needs to be said between the two, and what does need saying, tends to be said when the two spend an afternoon in their garden, taking care of their impressive collection of flowers, herbs, and plants. She can help Karti & Co with potions, poisons, and special food.
NPC 2: Vollí (Sundered Dwarves)(Limbyen)(Friends)
A skilled warrior who lost a hand in a fight with orcs many moons ago, Vollí now busies himself with training young talented dwarves and giving them purpose. The nobleman funds exploration missions and is eager to learn more about his people's history for maybe in their history, an answer can be found for the problem that is Pyrsa Castle and that accursed ritual. Vollí trained Karti. He has also funded some of his ventures into the wilds. Much of their history has been lost to the ravages of time and in their quest for knowledge, Vollí and Karti have found true comradery. He can help Karti & Co with knowledge, (Sundered) contacts, and martial expertise.
NPC 3: Frulli (Sundered Dwarves)(Limbyen)(Frenemy)
The third son of a widely respected warrior, Frulli was mentored by Vollí. It was then that Frulli and Karti met, but where Karti relies on alchemy, knowledge and planning to see him through to tomorrow, Frulli calls upon the divine to shield him and his friends and smite their foes. The two share a common cause, and one they both pour their heart, sweat and blood into, but the fact Karti embraces skepticism and dares to ask any question has led to tension between the two. Frulli hopes to one-up Karti and convince him once and for all that doubts about the Divine and their plan and aspirations for the dwarven people are unfounded. Perhaps both just want to be Vollí's most cherished student and show him that their way is the best. He can help Karti & Co with Divine blessings and aid, (Sundered) contacts, but might ask a steep price. Whether that be in gold, (future) commitments and or favors, depends on what is asked of him. Frulli will not condone the destruction of any and all Divine artifacts, temples, places, or whatever it is that might be linked with the Dwarven faith and their gods.
NPC 4: Greenroot the Traveler
Karti and Rauda are interested in exotic foreign alchemical ingredients and pay Greenroot in coin and valuable local flora and fauna.
Build ideas: