Klo Thunderstep's page

146 posts. Organized Play character for Eben al'Jol.


Human | HP 20/20 | AC 18 | T 12 | FF 16 | CMD 17 | F +5 R +2 W +5 | Init +2 | Perc +7 | Sense Motive +4

About Klo Thunderstep

Effects/Conditions: none
ACP: -3 (dragonhide breastplate [-3]; shield stowed; light encumbrance)

Storm Burst 1d6 nonlethal :: 6/6 remaining
SPELLS (CL 1st; concentration +4; DC = 13 + spell level)
Orisons :: Create Water, Light, Stabilize
Lvl 1 :: **Obscuring Mist, Cure Light Wounds, Shillelagh

Klodax "Klo" Thunderstep
Male human (Shoanti) druid 1 / barbarian 1
CN Medium humanoid (human)
Favored: Druid (+1 hp)

Str 18, Dex 14, Con 13, Int 7, Wis 16, Cha 7

Init +2; Senses Perception +7
Speed 40 ft. (30 ft. in armor)


hp 20 (1d12 [12] + 1d8 [5] + 2 con + 1 fav)
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
CMD 17 (1 bab, 4 str, 2 dex)
Fort +5, Ref +2, Will +5
—> +2 trait bonus vs. charm and compulsion


Base Atk +1; CMB +5
Melee +5
. . mwk spear +6 (1d8+6; ×3; P)
. . fish-cutter (cold iron scimitar) +5 (1d6+4; 18/x2; S)
. . club +5 (1d6+4; x2; B)
. . shortspear +5 (1d6+4; x2; P)
. . dagger +5 (1d4+4; 19/x2; S/P)
. . net +1 (entangle)

Ranged +3
. . shortspear +3 (1d6+4; x2; P; 20ft)
. . spear +4 (1d8+4; ×3; P)
. . dagger +3 (1d4+4; 19/x2; S/P; 10ft)
. . sling +3 (1d4+4)
. . net -1 (ranged touch; entangle; 10ft)


Special Abilities:
Bonus feat: Extra Rage

Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.

Nature Bond (Ex): Weather Domain

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy -1 (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Feats Power Attack, Extra Rage
Traits birthmark, suspicious

Skills (6 total)
Acrobatics +6* (1)
Knowledge: Nature +4 (1; +2 class)
Perception +7 (1)
Profession: fisherman +9 (1; +2 equipment)
Sense Motive +6 (0; +1 trait; +2 Alertness)
Survival +9 (1; +2 class)
Swim +8* (1)

Languages Common, Druidic, Shoanti


Worn: Shoanti leathers (Explorer’s outfit), bronze dragonhide breastplate (0 resell value), masterwork spear, fish-cutter (cold iron scimitar), 3 shortspears, club, sling, dagger, net, heavy wooden shield

Bandolier/Consumables: Oil of Magic Weapon, Oil of Bless Weapon, Acid, holy water, alchemist’s fire (2)
Scroll of Lesser Restoration (5 charges)

Beltpouch: 5 fish hooks, flint and steel, monies (1091.7g)

Backpack: cold weather outfit, masterwork fishing tools, grappling hook, hemp rope (50 ft.), 3 empty sacks, 2 days trail rations, waterskin, winter blanket

About Klo:
About Klo
Klo is tall and massively built, with seemingly inexorable strength and inexhaustible stamina. He’s also incredibly simple-minded, but with an intuitive grasp of many of the things around him, including the whisperings of the spirits of the wind, waves, and weather. His size makes his movements seem oafish, but he’s surprisingly athletic. With his ruddy complexion and crooked, mismatched features, Klo would be considered ugly in any culture. The massive birthmark covering his head and face don’t help, either. He wears the rugged, natural clothes of his people, augmented with thick hides for protection. The tools of his primary trade—nets, fish hooks, a heavy fish cleaver, and fishing line—round out his gear, and he always smells of sea salt and fish.

Klo is awkward around other people. And between that, his size, appearance, and his obviously simple mind, he often makes people uncomfortable. But he has a surprisingly advanced intuition and grasp of body language. Because of his simple mind and difficulty with speech, Klo is a creature of action, communicating only through nonverbals when possible. And given his intellectual disposition, he’s … not one to overthink. That’s not to say he’s reckless, because he’s developed a strong sense of caution, but his plans tend to run towards the startlingly simple.

Klo doesn’t fully share the insular nature of his people. Being an outsider among your own people tends to change how you define “outsider”, and Klo has a soft spot for people he perceives that way. Plus, some of his favorite memories growing up are when he got to go with the tribal guides to help elves cross the mountains and waters of their home. It made him curious about the people and places outside of his tribe.

Klodax was born into a small village on the coastal edge of the southeastern ranges of the Calphiak Mountains, within a week’s walk of the mouth of the Velashu River. He was a child of the Shadde-Quah; sea-farers, fishermen, and survivalists.And despite their nature as a people also known for an insular nature, many in his village were often hired by the elves of the northwest as guides, both through the difficult terrain of the Calphiak peaks as well as the difficult waters of the northern Varisian Gulf. This simple life—as fishermen, divers, hunters, and guides along the cliffs, beaches, and shoals of the coast—was Klodax’s upbringing.

But Klo was born … different. While he quickly grew into an immense size physically, he had a simple mind, never able to grasp the even the simple ideas those of his age learned so easily.

Constantly bullied and harassed, leading to an ability to read people as well as a readiness to defend himself.

On many of these treks, he listened with fascination to stories from a few of the elves who were also Pathfinders. Their amazing stories of far-off places

The original writeup for the group discussion:
Klodax, aka Klo, was born and raised among the Shadde-Quah people, but he was different from day one. He was born with an auspicious birthmark on his head and face; it whispered of great things to come. But from a very young age, the people of his small village began to realize he was incredibly simple-minded and socially awkward, as well. The signs had been wrong. Praise and excitement gave way to ridicule and cruelty. Klo became an outsider in his own village.

Luckily, he was also massive for his size, even from a young age. He began working the waters at a younger age than most of his peers, and he was a natural fisherman. His already-big frame gained incredible strength and stamina, and he began to learn the ways of reading waves and weather. This is when he learned that he heard more than others, too. In addition to being able to predict weather, he could hear the whispers on the wind. Usually this gift would be a cause for celebration, but it went overlooked in the simple-minded, uncommunicative Klo. Because of his size and stamina, a 11-winters-old Klo also became a regular pack-mule for another of the village’s ways of making money—as guides for people crossing over or around the Calphiac Mountains. Mostly this consisted of people traveling to or from the Mieri forest, and one such traveler was an elven Pathfinder who took notice of Klo. The mysterious elf saw something unique in the Shoanti boy and cultivated a relationship, telling him of the wonderful, exotic ways, places, and people beyond his homeland.

Wanderlust set in, and an outsider boy who grows to become a man tends to seek something more in life. As much as he loved the waters and waves of his youth, the wind whispered that there was more out there for Klo. When the day of becoming a Shoanti man came and went with no invitation to gain his tattoos, Klo had had enough. He gathered what few belongings he had and set out to find Absolom … the home of the Pathfinders. He would find his own waters in life; he would find his own path.

Society Stuff:
PFS #: 121383-14
XP: 3
Fame: 6 Prestige 2
— Prestige Spends: Scroll of Lesser Restoration (2 prestige), bronze dragonhide breastplate (-2 prestige)

Chronicle & Tracking Sheets


Chronicle 01 :: Wounded Wisp (PbP)

Chronicle 02 :: Rise of the Goblin Guild (PbP)

Chronicle 03 :: The Infernal Vault (PbP)

Planned Level & Gear Progression:

1 — Brb1 — Power Attack, *Extra Rage [13 hp / 15 raging]
2 — Drd1 — [20 hp / 24 raging]
3 — Drd2 — Toughness [30 hp / 36 raging]
4 — Drd3 — +1 Con [42 hp / 50 raging]
5 — Drd4 — Natural Spell (Wildshape) [51 hp / 61 raging]
6 — Drd5 — [60 hp / 72 raging]
7 — Drd6 — Endurance; Wildshape 2 [69 hp / 83 raging]
8 — Drd7 — +1 Str [78 hp / 94 raging]
9 — Drd8 — Diehard [87 hp / 105 raging]
10 — Drd9 — [96 hp / 116 raging]
11 — Drd10 — Extend Spell [105 hp / 127 raging]
12 — Drd11 — +1 Str [114 hp / 138 raging]

optional feats:
Vital Strike and similar?

Druid’s Vestments - 3,750 (18 fame / 9 scenarios / Lvl 5)
+1 Amulet of Might Fists 4,000 (18 fame / 9 scenarios / Lvl 5)