Radi Hamdi

Kasit's page

250 posts. Alias of Grumbaki.


Race

Wounds (0) HP (31) AC (18/15/13) Saves (3*/7/5) Init (+4) CMD (18)

Classes/Levels

HK (20/20) Resolve (3/3) Charmed Life (3/3) Panache (2/2)

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 (WF) -2 (PA) = +7
Damage: 1d4 (base) + 4 (Dex) + 4 (PA) + 4 (Style) +3 (Precision) = 1d4+15

[dice=Hit]1d20+7[/dice]
[dice=Damage]1d4+15[/dice]

Defenses:
AC: 10 (Base) + 4 (Dex) +2 (Armor) + 1 (Shield) +1 (Nimble) = 18/15/13
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
* DC 20: 8hp
* DC 25: 11hp
* DC 30: 14hp (take 20 +1d4)

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 Survival (+10)
* 2SP Diplomacy (+7)
* 1SP Bluff (+5)
* 1SP Knowledge nature (+6)
* 4 SP Perception (+10)
* Stealth (+12 / +10 armored)

Background Skills (8)
* 1SP Linguistics (+2)
* 1SP Craft Stillsuit (+5)
* 4 SP Profession Doctor (+10)
* 2SP 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
* Village Still suit Cost 50L Armor/Shield Bonus +2 Maximum Dex Bonus +4 Armor Check Penalty -1 water loss day 2% Speed 20' Weight 20lbs
* 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.)
* 1/4 L of water (250 gold value)

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.
* Deeds: Vengeful Heart, Precise Strike, Hilt Hammer as well as subtle throw, disrupting counter, precise throw