Nighttail the Glib

Karu the Kobold Strider's page

187 posts. Alias of rpblue.

Full Name

Karu the Kobold Strider


The koboldest of all the Bold Striders. | Also, Wayfinder GM for GM Bold Strider

About Karu the Kobold Strider


Under Construction

Plot Hooks:

Under Construction

Mythic Path:

Champion or Marshal

10th Level Vision:

Karu the Kobold Strider
Class Progression 1: Sensei (Monk) 10
Class Progression 2: Paladin 2 / Lore Oracle 1 / Ninja 5 / Champion of Irori 2
Venerable Kobold – Level 10 – Lawful Good – Follower of Irori

Str: 12 [18-2-6+2] (+1)
Dex: 10 [12+2-6+2] (+0)
Con: 12 [16-6+2] (+1)
Int: 12 [8+4] (+1)
Wis: 30 [16+4+4+2+4] (+10)
Cha: 26 [18+4+4] (+8)
Ability Points: 28/28
Venerable: -6 to all physical stats / +4 to all mental stats

HP: 80 (4x10 + 6x5 + 10x1[Con])
BAB: +9/+4
Favored Class: Add +1/3 to Monk’s AC Bonus; +3.3 to AC

AC: 35
Touch: 32
Flat-footed: 27
(Charisma: 8; Wisdom: 10+3; Natural Armor: 3; Size: 1)

Fort: 16 ---- 7 + 8 + 1[Con]
Ref: 23 ---- 7 + 8 + 8[Dex]
Will: 25 ---- 7 + 8 + 10[Wis] (+2 Still Mind)

Racial Traits: Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks; Armor: +1 to Natural Armor; Day Raider: Low-Light Vision; Shoulder-to-Shoulder: You can occupy the same space as one other Small ally without penalty. If you share a space with another kobold who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls.

1st: Noble Scion of War: +Charisma to Initiative instead of Dexterity
1st:-M: Improved Unarmed Strike:
1st:-M: Stunning Fist: Can stun an opponent with next attack; 1/level
1st:-M: Mantis Style: You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.
3rd: Lingering Performance:
5th: Mantis Wisdom: Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk class feature. You can also use a standard action and a successful melee touch attack to remove any Stunning Fist effect you have applied to a target. While using Mantis Style, you gain a +2 bonus on unarmed attack rolls with which you are using Stunning Fist attempts.
7th: Flagbearer: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
10th-M: Improved Critical(Naginata)

Traits: Golden Scales: +2 to Diplomacy and Bluff with non-kobolds. -1 to Diplomacy and Bluff with kobolds; Trained Sensei: +3 rounds of Advice per day (modelled after Maestro of the Society)

Languages: Common, Draconic, Infernal, Celestial

Skills (5/level [M]; 9/level [N]):
Diplomacy*: +21; Heal; +21; Kn. (Arc.)*: +8; Kn. (Dun.)*: +8; Kn. (Loc.)*: +8; Kn. (Nat.)*: +8; Kn. (Pla.)*: +8; Kn. (Rel.)*: +12; Linguistics*: +9; Perception*: +22; Perform(Oratory)*: +16; Stealth*: +17; UMD*: +21
Skill Points: 58/58

Initiative: 8

Melee Weapon: Naginata +3 | 1d6+3 | x4 | +23/+18 to hit 18,000GP

Other: Belt of Physical Perfection +2 16,000GP
Headband of Mental Prowess (Charisma/Wisdom) +4 40,000GP
Banner of the Ancient Kings: If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability. 18,000GP
Ring of Ki Mastery 10,000GP
Bracers of the Avenging Knight 11,500GP

Paladin Abilities:
Detect Evil/Smite Evil: +8 (Cha) to hit and AC/+8 (Paladin) levels to damage, 1/day
Lay on Hands: 2d6 (1d6/2 levels); 10 (½ level + Cha)/day
Divine Grace: +8 (Cha) to Saves

Sensei Abilities:
AC Bonus: Wis + 5 to AC and CMD while unarmored
Unarmed Damage: 1d10
Stunning Fist: At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
· At 4th level, he can choose to make the target fatigued.
· At 8th level, he can make the target sickened for 1 minute.
Advice (Ex): A sensei’s advice is identical to bardic performance (using oratory), allowing him to inspire courage at 1st level, inspire competence at 3rd level, and inspire greatness at 9th level, as a bard of the sensei’s level, usable a total number of rounds per day equal to his level + his Wisdom modifier (minimum 1).
Insightful Strike (Ex): At 2nd level, a sensei may use his Wisdom bonus in lieu of his Strength or Dexterity on attack rolls and combat maneuver checks with unarmed strikes or monk weapons.
Mystic Wisdom (Su): At 6th level, a sensei may use his advice ability when spending points from his ki pool to activate a class ability (using the normal actions required for each) in order to have that ability affect one ally within 30 feet rather than the sensei himself. At 12th level, a sensei may affect all allies within 30 feet rather than himself (spending points from his ki pool only once, not once for each target).
At 12th level, a sensei may instead spend 1 point from his ki pool (as a swift action) while using advice to provide a single ally within 30 feet with evasion, fast movement, high jump, purity of body, or slow fall. At 18th level, a sensei may spend 2 points to grant one of the abilities listed above to all allies within 30 feet, or diamond body, diamond soul, or improved evasion to a single ally within 30 feet. These abilities function at the sensei’s level and last 1 round.
Maneuver Training: Monk levels count toward CMB instead of BAB
Still Mind: +2 on saves against enchantments
Slow Fall (Ex): At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
Barkskin (Ex): ***
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Ninja Abilities:
Sneak Attack: 3d6
Poison Use: Trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
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.
Uncanny Dodge (Ex): Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Ninja Tricks:
Vanishing Trick: 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: 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.

Oracle Abilities:
Mystery: Lore
Revelation: Sidestep Secret - Add +Cha to AC and Reflex Saves instead of Dexterity
Curse: Tongues - Can only speak in Celestial during combat
0th – (--/day)
Read Magic, Detect Magic, Detect Poison, Stabilize

1st – (5/day)
Mighty Fist of the Earth – Make an unarmed strike attack roll against a target at distance. [30 ft.]
Dream Feast - Can satisfy all hunger through a dream feast

Champion of Irori Abilities:
Detect Chaos/Smite Chaos: 1/day
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
Extra Attack: Add another attack at your highest BAB, swift action
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, Silver, and Lawful

Advice: 19 rounds/day ---- [Monk Level + Wis]
Ki Pool: 18 points/day ---- [Monk Level - 1 + Wis]
Lay on Hands: 10 attempts/day; 2d6 healing ---- [½ Paladin level + Cha]
Stunning Fist: 10 attempts/day; Fortitude DC 24 ---- [Monk level] [FDC: ½ level + Wis]
Smite Evil: 2 attempts/day