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About Kohl ShaddKohl Shadd
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Oracle Mystery: Metal
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.
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*=in-class, ^=affected by ACP ACP:-5
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Carrying Capacity: Lt 0-228, Med 229-459, Hvy 460-690
--==Background==--
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. |