Kellid

K'leckemaki's page

85 posts. Alias of Anon A Mouse.


Full Name

K'leckemaki Mauna'kiola'ho'okuku'meakua

Race

Human (Shoanti) 8/8 rage

Classes/Levels

Barbarian (Brutal Pugilist, Hurler) 2 (HP 14/22 | AC18 T 12 FF 16 | F 5 R 2 W -1 | Percp 4 | Init 4)

Gender

Male

Size

Medium

Strength 20
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 9
Charisma 13

About K'leckemaki

13th Level version:
K'leck
Human (Shoanti) barbarian (brutal pugilist, hurler) 13 (Pathfinder RPG Advanced Player's Guide 78, 78)
CG Medium humanoid (human)
Init +2; Senses Perception +16
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Defense
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AC 26, touch 15, flat-footed 24 (+9 armor, +2 deflection, +2 Dex, +1 insight, +2 natural)
hp 149 (13d12+52)
Fort +12, Ref +7, Will +7
Defensive Abilities ferocity, improved savage grapple; DR 3/—
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Offense
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Speed 30 ft.
Melee +1 armor spikes +20/+15/+10 (1d6+6) or
unarmed strike +21/+16/+11 (1d3+8)
Special Attacks greater rage (31 rounds/day), rage powers (body bludgeon, hurling, hurling, lesser, hurling, greater, increase damage reduction +1, raging grappler)
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Statistics
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Str 22, Dex 15, Con 16, Int 9, Wis 10, Cha 12
Base Atk +13; CMB +19 (+20 drag, +27 grapple, +20 reposition); CMD 38 (40 vs. grapple)
Feats Catch Off-guard, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Improvised Weapon Mastery, Power Attack, Rapid Grappler[UC], Throw Anything
Traits auspicious tattoo (shoanti), strong arm, supple wrist
Skills Acrobatics +11, Climb +9, Escape Artist +14 (+15 competence to break a grapple), Handle Animal +5, Intimidate +17, Knowledge (nature) +3, Perception +16, Ride +5, Survival +4, Swim +9
Languages Common, Shoanti
SQ pit fighter, pit fighter, pit fighter, pit fighter, skilled thrower
Combat Gear juggernaut's pauldrons; Other Gear +3 armor spikes brawling mithral breastplate, dusty rose prism ioun stone, amulet of natural armor +2, armbands of the brawler, belt of mighty hurling, greater, cracked amber spindle ioun stone (will), cracked pale green prism ioun stone (saves), ioun torch ioun stone, ring of protection +2, 6,475 gp
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Special Abilities
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Armbands of the brawler +1 to Escape Artist to break a grapple.
Belt of mighty hurling, greater Thrown weapon gains returning quality unless splash/improvised/non-proficient.
Body Bludgeon (Ex) Use pinned foe as improvised weapon while raging.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Hurling, Greater (Ex) Throw large objects while raging.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Savage Grapple (Ex) Grapples always provoke AoO from you, no grapple penalties, grapple at +1 size.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improvised Weapon Mastery Proficient with all improvised weapons, increase their damage category 1 step, and grant them a threat range of 19-20.
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Juggernaut's pauldrons (3/day) When kill foe, gain deadly juggernaut effect for 1 min.
Pit Fighter +1 (Drag) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Grapple) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Pit Fighter +1 (Reposition) Selected combat maneuver gains +1 CMB or +1 CMB (+2 if not wearing armor)
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (31 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Raging Grappler (Ex) Raging: Grapple check inflicts damage as if maintained. Maintain: free action prone.
Rapid Grappler Spend a swift action to make a combat maneuver check to grapple while using Greater Grapple
Skilled Thrower (Ex) +10' thrown range increments
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Updated Fluff:
K'leck, short for K'leckemaki, is a Shoanti warrior from one of the mountain clans. He stands over 6' tall with dark skin and long, coppery hair. As the 4th child in his family, it's his job to be the warrior. It's a job he does reasonably well, and one that he enjoys. So long as it's all in good fun anyway. He would much rather get into a drinking contest with you than have to fight. But if need be, he's ready to bash some heads together to knock some sense into the "airsick lowlanders."

He thinks most of those around him are tiny (a fact that is underscored by the fact that he now spends most of his time as a large creature), and as such believes that he can grab and hold on to anybody until they cool down.

Before leaving his tribe, he was a rather naive person, believing that no one would truly wish to harm him. He's since become a bit more wary of the evils of man, but since most of the evil he's encountered has been of the sterotypical demon/monster/undead variety, he maintains a positive outlook on the world. The few occasions that brought this into question have been mostly repressed partially thanks to copious amounts of alcohol.

While he's generally a friendly and good-natured guy, he does rather enjoy fighting. Especially in the form of bar fights. As such, most of the adventures he's gone on have been because he thought they sounded fun (or he had nothing better to do) rather than out of a desire to help people. He also has a rather black and white view of morality; shades of grey tend to confuse him.

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K'leckemaki
Male Human (Shoanti) Barbarian (Brutal Pugilist, Hurler) 1
CN Medium humanoid (human)
Init +4; Senses Perception +4
Languages Common, Shoanti
SQ skilled thrower

Defense:

AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 22 (2d12+4+2)
Fort +5, Ref +2, Will -1

Offense:

Speed 20 ft.
Melee
- Gauntlet (B) +7 (1d3+5) 20/x2
- Shortspear (P) +7 (1d6+5) 20/x2
- Spear (P) +7 (1d8+7) 20/x3
- Unarmed Strike (B) +7 (1d3+5) 20/x2
- Armor Spikes (P) +7 (1d6+5) 20/x2

Special Attacks rage (8 rounds/day)

Statistics:

Str 20, Dex 14, Con 15, Int 10, Wis 9, Cha 13
Base Atk +2; CMB +8 (+10 grapple); CMD 19/17 (21 vs. grapple)

Feats and Traits:

Traits
- Bred for War (shoanti) (Race): +1 Intimidate, +1 CMB
- Reactionary (Combat): +2 Init

Feats
- Improved Unarmed Strike: Don't provoke AoO for unarmed attacks. Can deal lethal or nonlethal damage.
- Improved Grapple: Don't provoke AoO when initiate grapple. +2 CMB and CMD for grappling

Skills:

Acrobatics +2 [2 Dex + 2 ranks + 3 class -5 ACP]
Appraise +0
Bluff +1
Climb +4 [5 Str + 1 rank + 3 class - 5 ACP]
Diplomacy +1
Disguise +1
Escape Artist -3
Fly -3
Heal -1
Intimidate +7 [1 Cha + 2 ranks + 3 class + 1 trait]
Knowledge (nature) +4 [1 rank + 3 class]
Perception +4 [-1 Wis + 2 rank + 3 class]
Ride -3
Sense Motive -1
Stealth -3
Survival +4 (-1 Wis + 2 rank + 3 class]
Swim +0

Gear:

- four-mirror armor
- armor spikes
- shortspear x2
- spear x2

- candle x2
- chalk x2
- charcoal stick
- flint and steel
- rope
- string/twine
- torch x2
- waterskin

Wishlist
- 4k Belt of Giant Str +2
- 16k Belt of Giant Str +4
- 14k Belt of Mighty Hurling Lesser
- 42k Belt of Might Hurling Greater

- 1k Muleback Cords
- 14.35k Demonspike Paudrons
- 40k Juggernaut's Pauldrons

- 500 Armbands of the Brawler (+1 grapple)

- 4k Gauntlets of the Skilled Maneuver (+2 grapple)

- Body Wrap of Mighty Strikes
- Amulet of Might Fists

Special Abilities:

Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Skilled Thrower (Ex) +10' thrown range increments

Rage Powers
- Hurling Lesser

Future Plans:

3: Throw Anything
4: Raging Grappler
5: Power Attack
6: Celestial Totem
7: Greater Grapple
8: Hurling
9: Catch Off Guard
10: Body Bludgeon
11: Improvised Weapon Master
12: Hurling Greater

Rage Powers:
- Hurling, Lesser: Full round action, lift and hurl 1 size smaller creature with two hands or 2 size smaller with one "as an improvised weapon with range increment of 10 ft". This inflicts damage as a falling object + Str. This is 1/2 if not made of stone, metal, or similar. Ranged touch attack with reflex (DC10 + 1/2 level + Str) for 1/2 damage. May apply Power Attack
- Hurling (8): 20ft or same size with 2 hands, 1 size smaller with 1
- Hurling, Greater (12): 30 ft or 1 size larger with 2 hands, same size with 1
- Body Bludgeon (10): If pin opponent smaller than you, use as "two-handed improvised weapon" for 1d8 bludgeoning for small (modify damage based on size appropriately; 1d6 tiny, 1d10 medium). Can make single attack as part of action used to maintain the grapple using highest attack bonus. If hit, both target and weapon get hurt. If don't need a grapple check, don't need a grapple check and can use until reduced to 0 or fewer HP.
- Raging Grappler: When raging, if you succeed at a check to start a grapple, you can deal damage as if you had also maintained the grapple. While raging, when succeed check to maintain grapple, can choose to give yourself, target of grapple, or both the prone condition as a free action while continuing to maintain grapple.

- Brawler
- Greater Brawler
- Increase DR (8): Increase DR by 1
- Renewed Vigor
- Regerative Vigor
- Strength Surge
- Celestial Totem Lesser: Heal 1 extra HP/CL

Feats:
- Throw Anything: No penalty for improvised ranged weapon. +1 to hit with splash weapon
- Catch Off Guard: No penalty for improvised melee weapon. Unarmed opponents are flat-footed vs attacks with such weapons
- Power Attack
- Quick Draw
- Point Blank Shot
- Precise Shot
- Chokehold (BAB +6): If grappling something up to 1 size larger than you, attempt grapple with -5 to pin and put person in chokehold. They cannot breath or speak.
- Improvised Weapon Master (Catch Off Guard, Throw Anyway, BAB +8): Increase damage dealt by improvised weapon 1 step to a max of 1d8 (2d6 if two-handed). Crit range of 19-20/x2
- Greater Grapple (BAB +6): +2 to grapple. Maintaining grapple is move action. Allows you to make 2 grapple checks each round, but not required. Only need to succeed on to maintain grapple.

Fluff:
K'leck, short for K'leckemaki, is a Shoanti warrior from one of the mountain clans. He stands over 6' tall with dark skin and long, coppery hair. As the 4th child in his family, it's his job to be the warrior. It's a job he does reasonably well, and one that he enjoys. So long as it's all in good fun anyway. He would much rather get into a drinking contest with you than have to fight. But if need be, he's ready to bash some heads together to knock some sense into the "airsick lowlanders."

He thinks most of those around him are tiny, and as such is under the somewhat misguided impression that he can grab and hold on to anybody until they cool down. He's led a rather sheltered life, and as such would be surprised to discover that someone might wish him serious harm. I mean, he knows there's evil out there. He just expects it to take the form of an undead horde or summoned aberrations. He doesn't really expect it to come in the human-shaped variety. It's largely for this reason that his tribe has sent him out into the world. They know that the best way to rid him of his naivete is through first hand experience. They also hope that he'll bring back new knowledge to share with the rest of the tribe.