Agathion, Leonal

Kenrar Tane's page

4 posts. Alias of Peet.


Full Name

Kenrar Tane

Race

Ashlar (Lionfolk)

Classes/Levels

Gunslinger 1/Slayer 1

Gender

Male

Size

Medium

Age

29

Special Abilities

Roar!!!

Alignment

CG

Deity

none in particular

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

About Kenrar Tane

Vital Statistics
HP: 21 (2d10+2) (Raw rolls; 9)
AC: 19 Touch AC: 16 Flat-Footed AC: 13 (+3 armor, +4 Dex, +2 Dodge)
Saves: Fort +4, Ref +7, Will +2
Initiative: +6 (+4 DEX, +2 trait)
BAB: +2 CMB: +2 CMD: 16
Melee: Rapier +2, 1d6 (18-20)
Ranged: Pistol +6, 1d8+4 (x4)
Movement: 30 feet (40 for charge, run, withdraw, or jump)

Ashlar Racial Abilities:
+2 Dexterity, +2 Charisma: (2 RP) Ashlar are sociable and agile. Charisma isn't especially important to my class build but I want Kenrar to be charming. Also this is based off Catfolk, who get a CHA bonus.

Medium: Ashlar are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Ashlar have a base speed of 30 feet.

Nimble Hunter: (6 RP) Ashlar receive a +2 racial bonus on Perception, Stealth, and Acrobatics checks. The Ashlar race qualifies for the Keen Scent feat as if they are orcs. Their bonus to Stealth increases to +4 if they are in tall grasses (tall enough to give them concealment). I figure the tall grass thing will never come up and is for flavour mainly. Likewise for the scent thing - Animal-themed races should qualify for that as much as orcs do.

Sprinter: (1 RP) Ashlar gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions, and are considered to have this speed when making a running jump.

Vestigial Claws: (1 RP) Ashlar possess claws on their hands and feet, though Ashlar do not use them instinctively as natural weapons. The Ashlar gains the Improved Unarmed Strike feat, only his unarmed attacks do slashing damage, and are treated as if the Ashlar is one size category smaller than normal. If the Ashlar attacks a target with metal armor or 5 or more points of natural armor, his unarmed strikes against such creatures do half damage. The Ashlar may still take the Improved Unarmed Strike feat in order to remove these restrictions; if so the Ashlar gets the normal benefit of the feat and can choose to do either full slashing or bludgeoning damage when using it. I costed this as a bonus feat but as only 1 RP because of limitations.

Roar: (2 RP) Ashlar can emit a loud roar. If used in combat this counts as a Dazzling Display, and they are considered to have the Dazzling Display feat for the purpose of feat prerequisites. Cost for this is as Bonus Feat. My intimidate won't be especially good but he is a lion-guy so I want a mechanical benefit to roaring.

Defensive Training, Greater (4 RP): Ashlar gain a +2 dodge bonus to Armor Class.

Catlike Foibles (-1 RP): Ashlar do not like water and swim is never a class skill for them. They cannot benefit from any morale bonuses if they are soaking wet. Also, they are shaken for one round whenever they experience any unexpected large sound, and may be required (at GM's discretion) to make a will save; failure indicates they can do nothing except dodge, hide, or otherwise try to get to safety for 1 round. Note the cowardly lion references here. :)

Languages: Ashlar begin play speaking Common and Ashlar.

RP Summary
02 RP Flexible
06 RP Nimble Hunter
01 RP Sprinter
01 RP Vestigial Claws
02 RP Roar
04 RP Defensive Training, Greater
-1 RP Catlike Foibles
--
15 RP

Traits:
2 traits
Natural Reflexes: (Race) As a child, you had to live by your wits, and only survived because you were able to react quickly to danger.
Benefit(s): You gain a +2 trait bonus on initiative checks. Re-themed from "Warrior of Old" (Race: Elf). I could have taken this as Adopted but I wanted one that fits the race.

Scarred by Space Pirates: (Combat) You were attacked by space pirates in your youth, inspiring you to find ways to deal with the alien interlopers should they return.
Benefit(s): You gain a +1 trait bonus on attack rolls against humanoids.

Feats:

Bonus Feat: Point-Blank Shot
1st Level: Deadly Aim

Feat Plan:
3rd Level: Two Weapon Fighting, Ranger Combat Style (crossbow): Precise Shot
5th Level: Dodge, Combat Trick: Crane Style
7th Level: Improved TWF, Ranger Combat Style (crossbow): Improved Precise Shot
9th Level: Improved Initiative, Weapon Training (Pistol)

Class Features:

Gunslinger (1 level)
Archetypes used: Pistolero.

Class Skills
The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Gunslingers (Pistoleros) are proficient with all simple and martial weapons, and with one-handed firearms. They are proficient with all light armor.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This deed replaces the deadeye deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Pistol Training (Ex): Starting at 1st level (due to firearm availability), a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (5th, 9th, 13th, and 17th), the bonus on damage rolls increases by +1. This ability replaces gun training 1 to 4.

Slayer (1 level)
Archetypes used: Outlaw (custom archetype, see below).

Class Skills
The slayer's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack rolls and weapon damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can maintain these bonuses against only one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to the DCs of slayer abilities against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival checks made to follow tracks.

Custom Archetype - Outlaw:
This archetype was made up by me but hopefully will meet your approval.

Outlaw (Archetype)
The outlaw isn't interested in the wilds, but he is quick with a gun and knows how to stay out of harm's way in a shootout.

Gun Tricks (Ex): An outlaw adds 1/2 his level (minimum 1) to Sleight of hand checks made to conceal or otherwise manipulate a pistol. This ability replaces track.

Nimble (Ex): Starting at 3rd level, an outlaw gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the outlaw to lose her Dexterity bonus to AC also causes the outlaw to lose this dodge bonus. This bonus increases by +1 for every three levels beyond 2nd level (to a maximum of +6 at 18th level). This ability replaces sneak attack.

Skills:
(ranks listed first)
Adventuring Skills
Total Ranks = 12 (-2 ranks sent to background skills)

STR (+0)
0 Climb 0
0 Swim 0

DEX (+4)
2 Acrobatics +11 (+15 for jump checks)
0 Escape Artist +4
0 Fly +4
0 Ride +4
2 Stealth +11 (+13 in tall grass)

INT (+1)
1 Knowledge (Local) +5

WIS (+2)
0 Heal +2
2 Perception +9
1 Sense Motive +6
0 Survival +2

CHA (+3)
1 Bluff +7
0 Diplomacy +3
0 Disguise +3
1 Intimidate +7

Background Skills
Total Ranks = 4 (+2 transferred from adventuring skills)

DEX (+4)
2 Sleight of Hand +9 (+10 with Pistols)

INT (+1)
0 Appraise 0
0 Artistry 0
0 Craft 0
1 Knowledge: Astrography +5

WIS (+2)
2 Profession (Pilot) +7
1 Profession (Gambler) +6

CHA (+3)
0 Handle Animal +3
0 Perform +3

Gear by Value:
Starting gold 600 gp

300 gp Revolver
_80 gp 64 metal cartridges Note: Guns are 10% x 75% normal price, so one metal cartridge is 1.125 which equals 8 rounds for 10 gp.
175 gp Masterwork Studded Leather Armor
_20 gp Rapier
__2 gp Dagger
__2 gp Punching Dagger
__1 gp flint & steel
__2 gp Backpack
__5 gp Spare Pickpocket's outfit

__5 sp Bedroll
_15 sp 3 x Bandolier
_16 sp 1 gallon whiskey
__1 sp Marbles
__1 sp Sack (duffel bag)

__3 cp Clay jug
__2 cp 100' Twine
__3 cp Flask
__1 cp Chalk
__1 cp Soap

_free: Pickpocket's outfit

9.1 gp left over

Gear by Weight:

Carried:
20.0 lbs Studded Leather Armor
_4.0 lbs Revolver
_2.0 lbs 2 daggers
_2.0 lbs Rapier
_2.0 lbs Marbles
_1.5 lbs Flask
_0.0 lbs Bandolier
_0.0 lbs Chalk
_2.0 lbs Backpack
_0.0 lbs flint & steel
_0.5 lbs 100' Twine

Total: 34
Carrying Capacity (light load): 38 lbs.

In duffel bag (which weighs 0.5 lbs.):
_5.0 lbs Bedroll
_9.0 lbs Clay Jug (with whiskey)
_0.5 lbs Soap
_3.0 lbs Spare Pickpocket's outfit

Total: 18 lbs.

About the Ashlar Race:
About the Ashlar:

Biology
The Ashlar evolved on a warm medium-sized planet with relatively little free water, called Ashlako. The land is dominated by savannahs, deserts, and scrublands, with some lush fertile areas around the two modest-sized seas, and tundras at the poles.

The Ashlar evolved from a race of carnivore pouncers native to the savannahs. They were pack hunters and were one of the dominant carnivores in the area.

Approximately two million years ago, the vegetation on Ashlar became much more lush; the seas widened and forests expanded. Ashlar scientists believe that Ashlako must have been struck by several comets to trigger this change; the additional moisture necessary was not likely to have come from Ashlako itself. The Ashlar range was impinged by this more dense vegetation, and the Ashlar adapted by becoming smaller and gaining the ability to climb. This created a species with opposable thumbs.

Gradually the "moist" regions of Ashlako receded, and the plains expanded, and many of these proto-Ashlar returned to the savannahs. They learned to walk upright as a means of seeing above the tall grasses of the prairie and learned to use tools to deal with the other animals on the savannah who were now larger than they.

In many places around Ashlako, ancient ruins exist that seem to date to the period when Ashlako was just becoming "moist." That these ruins are still recognizable as such after two million years is a testament to the engineering skill of the builders. Many Ashlar believe that these ruins are the remains of an alien society that deliberately tampered with the world in order to create the modern Ashlar.

History
About one thousand years ago, the Ashlar were still mainly hunter-gatherers and primitive herdsmen. A few of the more advanced Ashlar cultures had learned to work bronze, but modern technology was far beyond them. It was at this point that the star-spanning Ixithactl Empire conquered the world.

The Ashlar resisted fiercely but had little chance to oppose the Advanced Ixithactl. Many Ashlar became slaves to the Ixithactl, who settled the more fertile areas of Ashlako and established a colony. They built factories and mines and plantations, and got the Ashlar to work them. However, conquering the wild Ashlar of the plains and deserts seemed to be a lot of work for little gain, so many of the primitive nomadic Ashlar remained free.

This caused two separate cultures to form; the nomadic and primitive Ashlar saw themseves as "true" Ashlar and the fact that the Ixithactl did not pursue them onto the plains allowed them to feel that they had "defeated" the Ixithactl. The slave culture became used to obedience to powerful masters but also gained education and understanding in modern technology, as they had to work in factories and other adavnced environments. Many Ashlar slaves were exported to other Ixithactl worlds or served on Ixithactl ships.

About six hundred years after the conquest, the Ixithactl mysteriously disappeared, abandoning their cities and starships and worlds. The Ashlar never understood what happened to them. But suddenly they found they had inherited the relics of a space Empire that they never earned.

A number of Ashlar Empires rose and fell in the subsequent years; the Ashlar took naturally to space travel, though their technical knowledge was rarely up to the level of other races that had achieved their technology more naturally. Ashlar located in Ixithactl colonies elsewhere integrated themselves into other societies that filled those gaps.

Society
Modern Ashlar society is divided into three distinct groups:

* "True" Ashlar are the Ashlar who continue to practice the traditional nomadic ways of their pre-conquest ancestors. Since most of the wild savannahs were not conquered by the Ixithactl, the True Ashlar consider that they successfully resisted the Ixithactl (even though it is more likely that the Ixithactl simply were uninterested in their territory), and even that they "defeated" the Ixithactl and were responsiblle for their disappearance (even though they disappeared from worlds ellsewhere as well as Ashlako). The True Ashlar tend to be arrogant and proud, and train exhaustively in combat, often achieving a mystical grace few races can match.

* "Imperial" Ashlar are descended from the Ashlar that lived within the Ixithactl colony on Ashlako. Though they were originally the slaves of the Ixithactl, once the Ixithactl disappeared they quickly assumed the mantle of rulership and developed an industrial society. They have often expanded the Ashlar Empire beyond Ashlako, at first using the ships of the Ixithactl and later with ships of their own make (though usually derivative of Ixithactl designs). However, the Ashlar Empire is rather unstable and civil wars, political coups, and factionalism are quite common.

* "Free" Ashlar are descended from the Ashlar that lived in Ixithactl colonies on worlds other than Ashlako. Unlike the Imperial Ashlar, the Free Ashlar were forced to integrate with the societies of other alien species. These Ashlar are the most comfortable around aliens and are known for their canny commercial sense and their fast reflexes. They often find themselves in jobs that utilize their agility and dexterity, and are known for being great vehicle drivers and traders.

Description:

Personality:

Background:

Journal:
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