White Grotto Student

Kohl Shadd's page

399 posts. Alias of RobL8675309.


Full Name

Kohl Shadd

Race

Half-Elf

Classes/Levels

Warsighted(Oracle)-8 | HP 40/64 | AC20 T11 FF19 CMD22 | F+4 R+4 W+7 (+2 vs enchant)| Init+2 Percept+4 low-light vision | Current effects:-2CON

Gender

M

Size

M

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Kohl Shadd

Kohl Shadd
Male Warsighted(Oracle)-8
NG Med Humanoid (human/elf)
Init+2; Perception+4, low-light vision
--------------------------------------------------------------
DEFENSE
AC 20, touch 11, flat-footed 19 (+9armor,+1Dex)
HP 64 (1d8+2)*8
Fort +4, Ref +4, Will +7 | +2 vs. enchantment
--------------------------------------------------------------
OFFENSE
Speed 40' (30' in armor)

--------Melee----------
Melee:+10/+5 attack, +4 damage (+power attack -2/+4)
-+1 Keen Greatsword+12/+7 (2d6+7), 17-20/x2, S (2d6+13PA)
-MW Morningstar+11/+6 (1d8+4), x2, B/P
-Dagger+10/+5 (1d4+4), 19-20/x2, P/S
-MW Longspear+11/+6 (1d8+6), x3, reach, P
-Bite +10/+5 (1d4+4), x2; DC15 Fort save vs poison,1d2con dam, 1/rnd, 6 rnds) (considered magic)

-----Ranged----------
Ranged:+8/+3 attack (+deadly aim -2/+4)
-Sling+8 (1d4+3), x2, 50'
-Dagger+8 (1d4+3), 19-20/x2, 10'
-Composite Longbow+8/+3 (1d8+2), x3, 110'
-+1 Longbow+9/+4 (1d8+1), x3, 100'

-------------------------------------------------------------
STATISTICS
Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 16(18)
BAB +6/+1, CMB +10, CMD 22

---------------Traits---------------
-Giantslayer Scion(campaign)-no penalty to Intim for giants larger than you, +1 to fear-based DCs vs. giants
-Shoanti Tattoo(race)-Hawk tattoo, +1 Will saves

----------------Feats-----------------
(no feat taxes)
B) Skill focus-Diplomacy
1) Extra Revelation
3) Eldritch Heritage: Serpentine (Serpent's Fang)
5) Extra Revelation
7) Weapon Focus(Large Blades)

----------------Abilities--------------
---Racial---
+2 Stat(STR)
Counts as both human and elf
Elven Immunities-Immune to sleep, +2 v. enchantment
Adaptability- free Skill Focus
Keen Senses-+2 Perception
Low-light vison
Multitalented-2 favored class, Oracle and Barbarian

---Class----
Proficiency: Lt+Med+Hvy Armor, Shields, Simple+Martial Weapons

Oracle Mystery: Metal
--Revelations--
1) Martial Flexibility (see below) 7/7/day (1 as swift, 2 as move)
B) Dance of Blades-increase base speed 10', +1 to attack if move more than 10'
3) Armor Mastery (see below)
5) Skill at Arms-prof. w/ hvy armor and martial weapons

Oracle Curse: Tongues- Lvl 8- Aklo, Terran

Ability Descriptions:

-Martial Flexibility-At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.
The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action. At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action. At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.
This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

-Dance of Blades-Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

-Armor Mastery-You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

-Tongues Curse-Whenever you are in combat, you can only speak and understand the selected language(Aklo). This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat (Terran) and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

-Serpent’s Fang (Ex): At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite—injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.


---------------Magic------------------

Spells Known:
0-level (at will) - Create Water, Detect Magic, Enhanced Diplomacy/Intim, Guidance, Light, Mending, Read Magic, Purify Food/Drink, Stabilize,
1st-level (4/7/day) - CLW, *Lead Blades, Barbed Chains, Bless, Protection from Evil, Divine Favor(+2 att/dam), Shield of Faith(+3AC), Sun Metal
2nd-level (6/7/day) - CMW, *Heat Metal, Bull Strength, Lesser Restoration, Grace, Ironskin(+5AC), Weapon of Awe
3rd-level (4/6/day)- CSW, *Keen Edge, Chain of Perdition, Deadly Juggernaut, Prayer
4th-level (3/4/day)-CCW, *Versatile Weapon, Restoration
* denotes bonus spell

---------------Skills-----------------
Adventuring Skills 4+INT=/lvl +3FCB
-*Bluff+13 (6rank, +4CHA, +3class)
-Climb+4^
-*Diplomacy+18 (8rank, +4CHA, +3class, +3feat)
-*Disable Device+13/+15 (8rank, +2DEX, +3class) (+2 w/mw tools)
-*Heal+4 (1rank, +3class)
-*Intimidate+15 (8rank, +4CHA, +3class)
-*Kn:History+4 (1rank, +3class)
-*Kn:Religion+4 (1rank, +3class)
-Perception+4 (2rank, +2race)
-*Sense motive+4 (1rank, +3class)
-Stealth+2^
-Swim+4^

*=in-class, ^=affected by ACP

ACP:-5
Languages: Common, Elven, Shoanti, Aklo, Terran
Favored Class: Oracle & Barbarian
FCB:1)+1 skill; 2)+1 skill; 3)+1 skill; 4)+1 skill; 5)+1 spell; 6)+1 spell; 7)+1 spell; 8)+1 spell
Stat: 4)+1 Str, 8)+1 Str

---------------Equipment---------------
Combat Gear: Uskgroth's armor (+1 half-plate, 1/day righteous might), Gorum's Thorn (+1 keen greatsword), dagger, +1 buckler, mw morningstar, longspear, quiver-{4 +1 human bane arrows, 1 orc slayer arrow, 15 normal arrows}, quiver{10 ghost blanch arrows, 10 +1orc-bane arrows}, composite longbow(14), +1 longbow, headband of Charisma+2
Other Gear: heavyload belt (x3 carrying cap), bandolier, spell component pouch, belt pouch, backpack{mw breastplate, blanket, flint/steel, canteen, mess kit, 10 candles, 10 pieces of chalk, fishing kit, silk rope 50', 5 tindertwigs, torch}, explorer's outfit, mw thieves tools, healer kit(10/10), scrolls (summon monster I, grease, cause fear), antitoxin, potion of CMW, alchemist's fireX4, potion of darkvision, holy water vial, vermin repellent, smog pellet, spring loaded wrist sheath, ear plugs, wand of inflict moderate wounds-7

Carrying Capacity: Lt 0-228, Med 229-459, Hvy 460-690
Current Load: 75.5 Lt (56.5 w/o pack)
GP: 5635.09

--==Background==--
Shadd. The name may not sound like much to most of Avistan, but it still has a certain gravitas among the Shoanti and giant-kind. Shadd the Destroyer was a fierce giant-slayer. In the days of old, he led a group of Shoanti across the lands of the Storvahl Plateau. Where there were giants, he and his warriors slew them or drove them out, allowing the Shoanti to claim such land for their own. They still occupy much of that land today.

Kohl may not have his ancestors flair, but he certainly is a capable man. His father, Orrin Feris, was a half-elf accepted among the Shoanti's Hawk Clan. A Pathfinder, he was interested in the oral history of the Shoanti. He eventually "went native" and decided to live among them. He even managed to woo a Shoanti woman of a distinguished line (the Shadd line), a significant feat for an outsider. Unfortunately she died during child birth. Kohl's father felt constantly reminded of his love among the Hawk Clan and so returned to his home of Kaer Maga. Despite his grief, he did his best to raise the young Kohl.

Kohl's elf blood was noticeable even early on. But as he grew, his size and girth clearly reflected his human heritage. Even that paled next to his magical abilities. As a young man, Kohl fell through an ice-frozen tributary of the Yondabakari and was washed down stream. He was pulled out unconscious and unresponsive. After 3 days, he awoke and found that his experience had left him changed. He seemed to have awakened some sort of connection to the spirit world that would come out during stress. It was always accompanied by his loss of the common tongues. Over time he learned to control this ability.

In his dreams, the spirits spoke to him. It was his destiny they said to follow in his ancestor's foot steps. There was a place, where feral orcs and giants were causing problems. He must find this place and restore the balance. Much to his father's chagrin, he set forth to do just that. And that's how he came to Trunau.