Cirieo Thessaddin

Khamul Froghoth's page

883 posts. Alias of pad300.


Full Name

Khamul Froghoth 3d6

Race

Halfling

Classes/Levels

Medium (Fiendkeeper) 5

Gender

M

Size

S, 3'4", 41 lbs

Age

28

Special Abilities

See text

Alignment

NG

Deity

Cayden Cailen

Location

Sandpoint

Languages

Common, Halfling, Varisian, Grippli, Goblin, Giant, Shoanti

Occupation

Wandering Humanoid Hunter

Strength 12
Dexterity 18
Constitution 13
Intelligence 12
Wisdom 11
Charisma 15

About Khamul Froghoth

Background:
It was at least 400 years ago, when K’zokhl’s tribe was exterminated. This is not his story. K’zokhl wandered for many years, holding to his oath as a fiendkeeper, and ended up in Absalom. There, ancient, he despaired of finding a young grippli to take up his burden. The fiend had to be kept, so he taught a young halfling his arts. This is not that halfling’s story. When it was time, the halfling taught his eldest son, and so on – the burden was passed and the fiend was contained. A generation ago, the family moved to Varisia. The eldest son is Khamul Froghoth. This is his story.

Khamul’s family moved to backwoods Varisia when he was a babe. He grew up in a little town near Ravenmoor. He learned his father’s ritual for containing the fiend, some very disreputable “urban” skills from his mother’s mis-spent youth, Erastil’s creed and goat herding… When he was 14, the town burned – raided by giants from the Storval Plateau. His father died fighting giants, and he inherited the responsibility for the keeping of the fiend: K’Tok’Tath.

Not willing to stay on the frontier after the tragedy, the family returned south to Magnimar. Khamul though has some wanderlust. Also, he wants blood for blood; his father’s ghost needs to be avenged. After getting helping Mom (Gildais Froghoth) and his 2 sisters (Andylia (older) and Torbria (younger)) settled in Magnimar, he’s started wandering the backlands. He’s killed many goblins, and figures he’ll work his way up to handling giants.

He’s literally just arrived in Sandpoint. He rushed there from Galduria (Where he was staying for a bit; he’s got a contact or two in the Twilight Academy.), upon hearing the rumours of the great goblin raid. He figured there might be the kind of action he’s looking for in Sandpoint…

Description:
A big halfling, he’s all of 3’4, 41 lbs. He’s blocky for his height, but still quick. He has dark brown hair, a trimmed beard and mustache. His skin is the weathered bronze of an outdoorsman. He’s 28 years old.

Demeanour:
Definitely a hick from the sticks, but he's not foolish nor naive. He has a hair trigger alertness, honed by years in the wilds of varisia. He a generally a pretty nice guy. Noncivilized humanoids (goblins, giants, ogres and such) though, bring out a streak of cold, vicious hatred.

Mechanical:

NG Male Halfling, Favored Class : Medium
Medium 5 (Fiendkeeper)

Init +4 = +4 (Dex)
Speed 20 ft

Defense
AC: 23 =10+ 4 (Dex) +6 (Armor) +1 enhancement (armor)+1 (Shield)+1 (Size)
HP: 33 = 8 +4d8 = 20 + 5
Fort +4 = +1 (Medium 5) + 1 Con + 1 Racial +1 resistance
Ref + 7 = +1 (Medium 5) + 4 Dex + 1 Racial +1 resistance
Will + 6 = +4 (Medium 5) +1 Racial +1 resistance
CMD :16 = 10 + 3 (bab)+ 4 (dex)-1 (size)
Offense
Melee: ***
Ranged: ***
BAB : +3 (Medium 5)
CMB : +3 = +3 (BAB) +1 (Str) -1 (Size)
Psychic Spells
Knacks (L0, DC 11, */day, 5 Known): Guidance, Message, Read Magic, Stabilize, Detect Magic
L1 (DC 12, 1+1/day, 3 Known): Longarm, Hermean Potential, Calm Spirit
Stats

Str 12 = 14 -2 racial
Dex 18 = 15 +2 (racial)+1 (lvl 4)
Con 13 = 13
Int 12 = 12
Wis 11 = 11
Cha 15 = 11 + 2 racial +2 enhancement

Feats : Spirit Focus : Champion (1st), Point Blank Shot (3ed), Precise Shot (5th)

Traits: Giant Slayer (Campaign), Highlander (Region), Trap Finder (Campaign), Occult Bargain (Drawback)
Skills (20 = 5*4+5 * 1(int)) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (5 ranks +3 trained+1 Trait+4 Racial to detect danger)
Use Magic Device (5 ranks +3 trained+2 cha)
Sense Motive (3 ranks +3 trained +1 Trait)
Stealth (3 ranks +3 trained + 4 Dex+4 Small+1 Trait)
Bluff (2 ranks +3 trained +2 Cha+1 Trait)
Ride (2 ranks +3 trained +4 dex +1 Trait)
Disable Device (5 ranks +3 trained +4 Dex+1 Trait)

Background Skills : (8= 5*2) (NOT INCLUDING ACP)
Handle Animal (5 ranks + 2 cha)
Linguistics (4ranks +3 trained +1 int)
Sleight of Hand (1 rank +3 trained +4 Dex)
Languages : Common, Halfling, Varisian, Grippli, Goblin, Giant, Shoanti
FCB : +1/3*5=+1 to the bonus the medium gains from its seance boon

Class Abilities:

Spirit (Su): A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.
A medium can invite his allies to participate in his seance—shared seance (see page 31) and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.
In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.
When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.
If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.
During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.
Evil Spirit (Su): A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).
This ability modifies spirit.

Spirit Bonus +2 (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge 1d6 (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

Shared Seance (Su): At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.

Taboo (Ex): At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.

Dark Communion (Su): At 3rd level, a fiend keeper can entice the evil spirit to lend him its knowledge or its power as a full-round action a number of times per day equal to his class level. If the fiend keeper seeks knowledge, this behaves as contact other plane using his medium level as his caster level, but if he fails the Intelligence or Charisma check, his spirit gains 1 point of inf luence over him instead of reducing his ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level.
If the fiend keeper requests power, he must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or his spirit gains 1 point of inf luence over him. Regardless of the outcome, he gains one of the following powers for 1 minute. At 5th level, he also gains a number of temporary hit points equal to his medium level for 1 minute. At 7th level, he selects two powers.
Dark Power: The fiend keeper gains a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2.
Fiendish Form: The fiend keeper gains darkvision 60 feet. At 7th level, he grows fiendish wings and gains a fly speed equal to his base speed (average maneuverability). At 13th level, his fly speed instead equals double his base speed (good maneuverability).
Natural Attacks: The fiend keeper gains two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage (1d6 if the fiend keeper is Medium). At 13th level, the damage increases to 1d6 (1d8 if Medium).
Spirit Power: The fiend keeper’s spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.
Unholy Resilience: The fiend keeper gains resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.
This ability replaces haunt channeler, location channel, connection channel, and ask the spirits.

Racial Abilities:

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fey Thoughts : The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A halfling can take it in place of fearless.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Danger Detection: Halflings with this racial trait gain a +4 racial bonus on Perception checks to notice a creature using Stealth, as well as Perception checks to notice a weapon being drawn or a hidden trap (or similar signs of danger, subject to the GM’s discretion).
Warslinger : Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Equipment:

Magic: Slingstaff +1 (2370 gp), Sleeves of Many Garments (200 gp), Handy Haversack (2000 gp), Headband of Alluring Charisma +2 (4000 gp), chain of resistance +1 (1500 gp)

Weapons: Sling (0gp), Spiked Gauntlet (5 gp), Dagger (2 gp), 10 Sling Bullets (1 sp), 10 Halfling Sharpstones (1 gp), Estoc (50 gp), Alchemist Fire x4 (80 gp), Holy Weapon Balm, Shard Gel, Silver Weapon Blanch X2 (10 gp), Cold Iron Weapon Blanch X2 (40 gp)

Armor : +1 Mithral Breasplate (5200 gp), Masterwork Buckler (155 gp)

Equipment
String 50 ft (1 sp) , trail rations 1 day (0.5 gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp) , waterskin (1 gp),) 50 ft hemp rope (1gp), Inkpen (1 sp), Formula Book (10 gp, for taking notes), Ink (8 gp), Masterwork Thieves Tools (100 gp), Antitoxin (50 gp), Antiplage (50 gp), Portable Practice Yard (5) gp,
In Sleeves: Explorer’s outfit, Swarmsuit (20 gp), Cold weather Outfit (8gp), Shinobi Shozoku (50 gp)
Mule (8 gp), Pack saddle (5 gp). 10 days Mule feed (1 gp), Trail Rations 8 days (4 gp), waterskin (1 gp), 100 Sling Bullets ( 2 gp), 50 ft of hemp rope (1 gp), bedroll (1sp), blanket (5sp), hammock (1sp), mess kit (2 sp), 10 Halfling Little Startstones (1 sp), 10 Halfling Softstones (2 sp), 30 Halfling Sharpstones (3 gp), Longspear (5 gp), Morningstar (8 gp), 9 days dog food (5 sp)
Combat Trained Riding Dog (150 gp), Military Saddle (30 gp), Leather Barding (20 gp), Saddlebags (4 gp), Lance (10 gp), 20 sling Bullets (2 sp), 20 Halfling Sharpstones (2gp), 10 Halfling Little Startstones, 10 Halfling Softstones, 1 day of dog food (), 1 day of trail rations (0.5 gp)
556.75 gp
-37 gp

Combat, Assuming Champion Spirit:

BAB +3, Spirit Bonus +3, Str +1, Séance Bonus +3
Ranged: Slingstaff: +11/1d6+8 + PBS (if applicable)
Melee: Slingstaff: +8/1d3+8 or Estoc +7/2d3/+7 or Spiked Gauntlet +7/1d3+7
CMD 19
CMB +7