Mametquil

Kloss's page

208 posts. Alias of Kludde.


Classes/Levels

Stats, Offense:
SPD 30 ft (20 ML). Greataxe +4 (1d12+2, x3) Longbow +6 (1d8, 20/x3, 100ft) | Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10

Gender

Male TfL Ranger 2 | HP 22/22 | AC 16 (15 Med. L), T 14 (13), FF 12 | F+5 R+7 W+1 | Init +4; Perc +6; Darkvis 60ft

About Kloss

Kloss
Male Tiefling
Ranger 2
CN Medium Outsider (Native)
Init: +4, Senses: Darkvision (60 ft.), Perception: +6
Languages: Abyssal, Common
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DEFENSE
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AC 15, Touch 13, Flat-footed 12, CMD 17
HP 22 (2HD)
Fort: +5, Ref: +7, Will: +1

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OFFENSE
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Speed: 20 ft. (4 Squares)
Melee Greataxe (cold Iron) (2H) +4 ((2H) 1d12+3/x3)
Ranged Longbow +6 (1d8/x3)
Melee Dagger +6 (1d4+2/19-20)
Ranged Dagger (thrown) +6 (1d4+2/19-20)
Face: 5 ft. Reach: 5 ft.
Base Atk: +2, CMB: +4
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STATISTICS
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Abilities: Str 14, Dex 18, Con 14, Int 9, Wis 12, Cha 10
Feats: Rapid Shot, Weapon Finesse
Skills: Acrobatics +1, Acrobatics (Jump) -3, Appraise -1, Bluff +5, Climb +3, Craft (Untrained) -1, Escape Artist +1, Fly +1, Heal +5, Intimidate +4, Perception +6, Ride +1, Sense Motive +1, Stealth +6, Survival +6, Survival (Follow or identify tracks) +7,
Possessions: Greataxe (Cold Iron)(30 hp/inch, hardness 10)(), Outfit (Traveler's)()(), Leather()(), Arrows (20/Cold Iron)(30 hp/inch, hardness 10)(), Backpack, Common()(), Bedroll()(), Elven Trail Rations()(), Flint and Steel()(), Mess Kit()(), Parchment (Sheet)()(), Belt Pouch()(), Scrivener's Kit()(), Scroll Case(A leather or wooden scroll case easily holds four scrolls; you can cram more inside, but retrieving any of them becomes a full-round action rather than a move action.)(), Torch()(), Waterskin (Filled)()(), Longbow()(), Dagger()(),
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SPECIAL ABILITIES
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Abyssal
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Favored Enemy (Outsider (Evil)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Hunter's Tricks At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects.
No Spellcasting
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Researching the Blot You may or may not be seeking membership into Riddleport's most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Tiefling
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+2 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

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Backstory:

You don’t have to stare that long into the Abyss to have it stare back at you.

A child, carrying a different name now forgotten. Life was carefree. Born the elder of two siblings in a lineage of high hopes for nobility, this young man wiled away his time with hunting and sports, a debating with his peers.

That bliss would come to an end, as some day an old man appeared. Claiming to be a mentor sent by his father, and flanked by an elven aide, he took the boy to a remote site in a forest. A ritual followed, one of the darkest and vilest nameless horrors unleashed upon the boy. For a brief moment, his mind and soul were in direct contact with that of the vilest of demons. The blackness would have consumed the boy if not for the interference of the elven aide, who managed to thwart the demon before the ritual was complete.

All that followed is darkness - the vilest, deepest evil darkness that withers all hope and corrupts the soul. His twisted, corrupted body was nurtured back to health by a couple of charitable farmers, who dubbed him ‘Kloss’. His soul, however, would take far longer to heal.

Coming of age was especially hard on the young man, as the innate fire that accompanies the age was joined by severe spells of darkness and bitterness. Finding little room for charitable acts in his heart, he turned a loner and eventually wandered off in the wilderness. The fate of his adoptive parents is another lapse in his mind - he does not speak of it.

Over the years, Kloss has slowly come to terms with the transformation the ritual has caused in him. Having spent many a night under the stars, he has turned to Desna, goddess of dreams, luck, stars and travellers, his goal to find a path back into the light and into social acceptance - he feels it's his own struggle, and has been reluctant to accept outside help, save for the guidance of Desna.

Turning his taint to an advantage, he has sworn to battle the demon menace, but on his own terms, battling demons with their own tricks. Having been at the edge, and having taken a good look down, he is now devoted to be the kind of warrior that refuses to blink.

Journal:

Look at them. Men, women. Boys. Some of them barely know hold to hold their weapons. Hell, some of them barely know how to wipe their own buttocks. Ready to fight evil. The evil.

Yeah, they've seen evil. The burglar in the alley, assault, battery, robbery. Rape, murder, they might've seen that. So they think they know evil. Pfah. Not this evil. Not the kind that corrupts for corruption sake, burns not for the beauty of the flame, but the eventual reduction of all to ashes. Pure, unconditional blackness. They have no clue.

Would that I could feel sorry for them. I know I should. Maybe I will someday. My name is Kloss. I have seen evil, looked it straight in the eye. When they subjected me to the ritual I briefly became one with evil. I still carry a part of it with me. That is why i look like this. That is why I am like this. This is my burden. I have the taint of blackness in my heart. I carry a mighty inner voice that shouts intruder and rip its heart out to everyone I meet.

But I have found a way to silence the voice now. The guidance of Desna thought me the right thing is not to resist, as resistance makes it stronger, but to listen to it. Hear it out, have it rant and shout, and leave it crying like the madman in the wilderness. And then nothing remains, nothing but blissful silence.