Demon Hunter

Karu the Bold Strider's page

333 posts. Organized Play character for rpblue.


Full Name

Karu the Bold Strider

Race

HP: 127/127 | AC 32 | T 16 | FF 27 | Fort +23 | Ref +16 | Will +23 (+2) | CMD 28 | Initiative +0 | Perception +6 | Sense Motive +20 | Acrobatics +13 | Diplomacy +22 | Kn.(A/L/P) +8 | Knowledge(D/E/G/H/Na/No) +4 | Kn.(R) +13 | UMD +7

Classes/Levels

Resources:
Ki: 6/6 | Lay on Hands: 11/11 | Elemental Fist: 7/7 | Stunning Fist 10/10 | Smite Evil/Chaos: 2/2 | Spells: 5/5 | Wands: Longstrider: 40; CLW: 13 | BoS: 10/10

Gender

Active Buffs:
--

Size

Medium

Alignment

Lawful Good

Deity

Irori

Location

Flaxseed Lodge

Languages

Common

Occupation

Dragonslayer | Leader of the Bold Striders

Strength 22
Dexterity 10
Constitution 18
Intelligence 12
Wisdom 14
Charisma 22

About Karu the Bold Strider

Karu the Bold Strider
PFS # 73433-3
Male Angel-Blooded Aasimar Champion of Irori 13
N Medium Outsider (Native)
Initiative +0;

Defense::

AC 29, touch 16, flat-footed 24 (+7 armor, +6 shield, +5 Cha, +1 insight)
HP 127 (11d8+2d10+55)
Fort +23, Ref +16, Will +23 (+2 Still Mind)
Defensive Abilities
Acid, Cold and Electricity Resistance 7
Acid Resistance 14 (Shaitan Style)

Offense::

Speed 30 ft.
Melee Weapon: Unarmed | 1d10+2d6+15 (12) | x2 | +20/+15/+10 to hit
Power Attack: Unarmed | 1d10+2d6+21 (18) | x2 | +17/+12/+7 to hit
Smite Evil/Chaos: Unarmed | 1d10+2d6+28 (25) | x2 | +26/+21/+16 to hit
Smite/Power Attack: Unarmed | 1d10+2d6+34 (31) | x2 | +23/+18/+13 to hit

Spells::

Oracle - CL 1
0th: [4 Known] Read Magic, Detect Magic, Detect Poison, Stabilize
1st: 5/day [2 Known] Dream Feast, Mighty Fist of the Earth

Statistics::

Str 22, Dex 10, Con 18, Int 12, Wis 14, Cha 22
Base Attack +12; CMB +18; CMD 28
Feats: Fey Foundling, Dragon Style, Improved Unarmed Strike, Stunning Fist, Shaitan Style, Shaitan Skin, Dragon Ferocity, Elemental Fist, Power Attack, Dragon Roar, Combat Style Master
Skills (61 Ranks: 35 Class, 26 Headband)
Acrobatics +12; Climb +6; Diplomacy +22; Knowledge(Arcana/Local/Planes) +8; Knowledge(Dun/Eng/Geo/His/Nat/Nob) +4; Knowledge(Religion) +13; Linguistics +11; Perception +6; Perform(Act[Gunshow]) +22; Profession (Bodybuilder) +6; Sense Motive +20; Use Magic Device +7
Languages Common, Tien, Draconic, Celestial, Azlanti, Terran
Traits Quain Martial Artist - +1 trait bonus to damage rolls with unarmed strikes; Unscathed - +2 to all resistances
Racial Traits +2 to Linguistics and Sense Motive, +2 languages with Linguistics; Darkvision 60’; ACE Resist 5; Alter Self/1 day
Combat Gear Brawling Mithril Breastplate +1, Heavy Steel Shield +4, Belt of Physical Might (Strength/Constitution) +4, Headband of Mental Prowess (Charisma/Intelligence [Sense Motive/Diplomacy) +4, Merciful Limning Amulet of Mighty Fists, Deliquescent Gloves, Ring of Ki Mastery, Dusty Rose Prism Ioun Stone, Cloak of Resistance +2, Bracers of the Avenging Knight
Other Gear Masterwork Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft.

Special Abilities::

Detect Evil/Smite Evil: +6 (Cha) to hit and AC/+13 (Paladin) levels to damage, 2/day
Lay on Hands: 4d6 (1d6/2 levels); 11 (½ level + Cha)/day
Divine Grace: +6 (Cha) to Saves
Revelation – Sidestep Secret: Add +Cha to AC and Reflex Saves instead of Dexterity,
Curse - Tongues: Can only speak/understand in Celestial during combat.
AC Bonus: Wis + 2 to AC and CMD while unarmored
Unarmed Damage: 1d10
Fast Movement: +30 to move speed
Maneuver Training: Monk levels count toward CMB instead of BAB
Still Mind: +2 on saves against enchantments
Detect Chaos/Smite Chaos: +1 Smite/day; Can smite chaos as well as evil
Martial Artist: AC, Flurry, Stunning Fist and Unarmed Damage progresses as if monk levels
Ki Pool: ½ level + Wisdom; Lay on Hands and Smite Evil progresses as if paladin levels; Ki Pool progresses as if monk levels
Ki Smite: Smite Evil or Chaos from ki pool, 2 ki points
Increase Move Speed by 20 ft.: One round, swift action
+4 to AC: One round; swift action
Unarmed Strikes count as Magic, Cold Iron and Silver
Pursuit of Knowledge: Add 3 (½ class level) on all Knowledge checks and can make Knowledge skill checks untrained.
Sweeping Smite: As a standard action, make a single unarmed strike while using his smite evil or smite chaos ability. If the attack hits, he can make another attack at the same bonus against an evil or chaotic creature adjacent to the first and also within reach. He gains the benefits of smite chaos or smite evil(whichever he was already using), except for additional damage for the first attack, against that creature until the beginning of his next turn. This does not require an additional daily use of smite evil or smite chaos.
At 6th level, a Champion of Irori can use this ability to attack any number of opponents, as long as each is within his threatened area and adjacent to the previous target. This ability functions similarly to the Cleave and Great Cleave feats, but does not stack with them and does not result in an AC penalty.
Valiant Stand: Gain a sacred bonus on attack rolls and to AC equal to 1/2 his class level when adjacent to more than one opponent. He does not gain this bonus if he is also adjacent to an ally.
Shield the Weak (Su): At 5th level, as an immediate action once per round, a Champion of Irori can shield a number of adjacent allies equal to his Wisdom modifier from a burst, cone, line, or spread effect that allows a Reflex saving throw and which he and his allies are all affected by. The Champion of Irori must forgo his own saving throw, but adjacent allies gain improved cover against the effect, providing a +4 bonus on Reflex saves and improved evasion against the effect.
Skill Mastery: At 6th level, a Champion of Irori becomes well practiced in a certain number of his skills. This ability functions exactly like the skill mastery advanced rogue talent. The rogue becomes so confident in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. (Acrobatics; Diplomacy; Use Magic Device)
Perfect Opening (Ex): At 7th level, once per round a champion of Irori can make an attack of opportunity against an enemy he threatens when that enemy confirms a critical hit against the champion or an ally. The champion of Irori can make this attack of opportunity even if he would be killed or incapacitated by the critical hit, resolving the attack after the critical hit deals damage but before he falls unconscious or dies. If the champion of Irori’s attack of opportunity hits, it is automatically a critical threat.

Resources:

Ki Pool: 7 points/day [½ Monk level + Wis]
Lay on Hands: 11 attempts/day [½ Paladin level + Cha]
Elemental Fist: 3d6 elemental damage, 10 attempts/day [Monk level] [RDC: ½ level + Wis + 2]
Stunning Fist: 11 attempts/day [Monk level + 1] [FDC: ½ level + Wis]
Smite Evil: 2 attempts/day

Sources:

Race: Aasimar - ARG
Alternate Race: Angel-Blooded - Blood of Angels
Class(es): Oracle - APG; Paladin - CRB; Monk - CRB; Champion of Irori - Paths of Prestige
Archetype(s): Lore - APG; Tongues - APG; Master of Many Styles - UC
Feats: All CRB except Fey Foundling - ISWG; Dragon Style/Ferocity/Roar - UC; Shaitan Style/Skin - UC; Elemental Fist - APG
Traits: Quain Martial Artist - Dragon Empires Primer; Unscathed - UCampaign
Weapons and Armor: All CRB except Limning Weapon Enchantment - UE; Deliquescent Gloves - UE; Ring of Ki Mastery - UE; Bracers of the Avenging Knight - UE
Gear: All CRB
0th-Level Spells: All CRB
1st-Level Spells: Dream Feast - Inner Sea Gods

Current Resources:

GP: 209
PP: 40
Fame: 60
Diamond Dust: 750 GP worth

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Intended Purchases:
Wings of Flying - 54,000 GP

Background:

Society Profile of Recruit - Venture Captain Karu, Commander of the Bold Striders

History: An angelkin aasimar from Minkai. Relatively unremarkable upbringing. At the age of 67, Karu joined up with the Merchant’s Guild as a caravan bodyguard. Frequently deployed to Absalom, Karu spent most of his time in transit, utilizing his training with the nodachi to defend the caravans.

Around the age of 93, he sired a daughter who remained in Minkai to train at a local monastery. This daughter is Karina, a lieutenant in the Bold Strider company.

At the age of 157, Karu was travelling through the Verduran Forest, specifically Belhaim, when his caravan leader was arrested by the local authorities. Due to this coincidence, he was in Belhaim during the attack of Aeteperaxx the Second. Utilizing the weapons of the deceased Tula Belhaim, leader of the now-defunct Slayers of Nazilli, Karu was part of a four man squad that severely injured Aeteperaxx and caused him to flee the region.

While investigating the surrounding region, Karu found an ancient monastery of Irori. It was in this monastery that Karu claims to have been visited by Irori, which led to his training towards becoming a Champion of Irori. His nodachi, no longer needed, was presented to Karina upon her promotion to lieutenant. This monastery is now the headquarters of the Bold Striders, however most of the members of the dragon-hunting company reside at the Flaxseed Lodge in Cassomir.

At the age of 163, Karu was promoted to Venture Captain after he successfully stopped the attacks of Ex-Venture Captain Adril Hestram which halted his coup-d’etat.

Personality: Karu is brash and bold. He has little regard for subtlety and frequently speaks his mind on a matter regardless of circumstance. Generally light-hearted, the man is hard to anger. As a devout follower of Irori, the man prides himself on the truth, but also feels the need to test himself against strong opponents. While on a mission in Nagajor, he challenged an ogre mage oni monk to a duel.

Tactics: Karu’s primary tactic is embodied by the name Bold Strider. He will recklessly charge into danger to deal with any threat presented before him. Due to his high mental and physical fortitude as well as the magically enhanced dragonscale armor and shield, Karu is nigh-untouchable by spell and blade alike. He has few options for ranged attacks, but will frequently make use of magical enhancements in order to reach far off targets.