Radi Hamdi

Kasit's page

291 posts. Alias of Grumbaki.


Race

Wounds (0) HP (44) AC (21/15/16) Saves (3*/7/5) Init (+4) CMD (19)

Classes/Levels

Heal (4/4) Resolve (3/3) Charmed Life (3/3) Panache (2/2) Mythic (2/2) Heirloom (2/2)

Gender

Swashbuckler (4)

Alignment

LE

Languages

Galach, Fremen, Battle Tongue Fremen

Strength 11
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 16
Charisma 15

About Kasit

Combat
* To Hit: +4 (BaB) + 4 (Dex) + 1 (Enchantment) +1 (WF) -2 (PA/DA) = +8
* Damage: 1d4 (base) + 4 (Dex) + 4 (PA) + 6 (Style) +4 (Precision) +1 (Enchantment) +2 (WS) = 1d4+21

60ft range
[dice=Hit]1d20+8[/dice]
[dice=Damage]1d4+21[/dice]

Defenses:
AC: 10 (Base) + 4 (Dex) +4 (Armor) + 2 (Shield) +1 (Nimble) = 21/15/16
Fort: +1 (Base) + 2 (Con) = +3
- +4 Fort bonus vs hot climate +2 Fort bonus vs swarms' poison and distraction, +4 vs poison
Ref: +3 (Base) + 4 (Dex) = +7
Will: +1 (Base) +3 (Wis) +1 (Trait) = +5

Healing
With +2 from trait
* DC 20: 10HP
* DC 25: 13 HP (adds wisdom)
* DC 30: 17 HP take 20 +1d4 (adds ranks K Planes)

Human
* Bonus Feat
* Heart of the Sun: Humans born in tropical climates Arrakis treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.

Traits:
* Muscle of the Society (You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.)
* Frontier Healer (You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.)
* Silent Hunter (+1 stealth and class skill)
* Friendless (You have grown used to looking after yourself without help. You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.)
* Nomadic: You gain a +1 trait bonus on Knowledge (geography) and Survival checks and survival is a class skill
* Devoted Healer (Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.)
* Drawback: Burned - (You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)
(As a child, he witnessed House Jarrlo enforcers use flame-based weapons to make an example out of water thieves. He has had an aversion, bordering on full blown fear, of fire ever since. Dreams of the burning men and women periodically haunt him, and the idea of facing such a fate fills him with dread.)
- Drawback: Spice Addiction: resistance to poisons +4, dies without spice

Feats:
* EitR: Weapon Finesse, Deadly Aim, Power Attack
* Human Lvl 1: Weapon Focus Daggers
* Bonus Lvl 1: Skill Focus (Heal)
* Lvl 1: Slashing Grace
* Bonus Lvl 2: Startoss Style
* Bonus 3: Startoss Comet
* Lvl 3: Healer's Hand Conduit (You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy. You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).)
* Lvl 4: Weapon Specialization, Startoss Shower
Lvl 5: Skill unlock Heal, Incredible Healer
Lvl 6: Furious Focus, Improved Critical

Skills: (20)
* 4 SP Heal (+14/+17 with kit)
* 4 SP K Planes (+5)
* 1 SP Survival (+7)
* 1 SP Diplomacy (+6)
* 1SP Bluff (+5)
* 1SP Knowledge nature (+6)
* 4 SP Perception (+10)
* 4 SP Stealth (+12 / +10 armored)

Background Skills (8)
* 1SP Linguistics (+2)
* 1SP Craft Stillsuit (+5)
* 4 SP Profession Doctor (+10)
* 2 SP Ride Sand Worm (+9)

Equipment:
Light Load: 66 lbs. or less
Medium Load: 67–133 lbs.
Heavy Load: 134–200 lbs.
* MW Backpack
* Desert Kit: This kit contains tools necessary for staying cool and hydrated in hot, dry terrain. It includes a 10-foot-by-10-foot piece of canvas, 3 doses of blain bane (Applying it takes 5 minutes; once applied, it reduces any nonlethal damage taken from cold or hot environments by 1 point for 6 hours), a hot weather outfit, a signal whistle, a scarf, and four waterskins.
* 8x Daggers on 2x bandoliers
* Wild Freman Still: Armor/Shield Bonus +4 Maximum Dex Bonus +6 Armor Check Penalty 0 water loss day 0.5% Speed 30' Weight 10lbs
* Buckler
* Filter Scarf (Made of heavy material, this scarf filters out dust, sand, smoke, and other airborne contaminants. When worn over your nose and mouth, this scarf grants you a +1 resistance bonus on saving throws against inhaled poisons and other airborne effects that require breathing.)
* 3x Healer's Kits (+2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses)
* Surgeon's Kit (When used in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.)
* 2.75L of water (2750 gold value)
* Heirloom Dagger +1
- Distance (This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind.)
- Returning = A field projector on your wrist, linked to the blade. Pulls it back to you for you to catch.

Flying Blade Swashbuckler
* Panache: At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways: Critical Hit and Killing Blow.
* Nimble (Ex) At 3rd level, a swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
* Deeds: Vengeful Heart, Precise Strike, Hilt Hammer as well as subtle throw, disrupting counter, precise throw

Mythic Gifted
* Mythic Sphere Mastery: Equipment
- You gain two Equipment talents you do not already have. Once per day, as a full-round action, you may spend one mythic power to lose one (discipline) talent you know and replace it with another (discipline) talent.
- Balanced Defense: While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, making more than one natural attack on your turn, or using abilities such as a monk’s flurry of blows or a magus’ spell combat suppresses this bonus until the start of your next turn.
- Dagger Bravo: Whenever you wield a dagger properly sized for you, its critical range is changed to 18-20/x3 (although its critical multiplier cannot be increased) and its range increases to 30 feet. At +10 base attack bonus, its range increases to 50 feet. Associated Feat: Weapon Focus (dagger)

* Hard to Kill (Ex)
- Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

* Mythic Power (Su)
- Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

* Surge (Su)
- You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

* Tier 1:
- Ghir’s Crysknife: Heirloom Upgradeable Dagger: +1, Returning, Distance
- Feat: Extra Ability Unwavering Skill (Ex) You can always take 10 or 20 on checks using class skills, even if threatened or in a hazardous situation. You cannot use this ability with skill checks that do not normally allow you to take 10 or take 20.