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Korvalis Kembai's page

112 posts. Organized Play character for caps.


Full Name

Korvalis Kembai

Race

N Nagaji Bloodrager/1 -

Bloodrage:
AC 15; T 10; FF 13 | HP 7/14 | Fort +6; Ref +2; Will +5; +2 vs. mind-affecting effects and poisons

Classes/Levels

Normal:
AC 17; T 12; FF 15 | HP 5/12 | Fort +4; Ref +2; Will +3; +2 vs. mind-affecting effects and poisons | CMB +4; CMD 16
+4 Initiative | +6 Perception

Gender

Male

Size

Medium

Special Abilities

Low-Light Vision, Armored Scales, Resistant, Serpent's Sense, Draconic Bloodline, Bloodrage 6 rounds/day, Fast Movement

Alignment

N

Homepage URL

http://www.myth-weavers.com/sheet.html#id=168886

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 15

About Korvalis Kembai

Korvalis Kembai
1xp
Male Nagaji Bloodrager (Primalist) 1
Soverign Court
N Medium reptilian
Init +4; Senses Perception +6

STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 15
Base Atk +1

BARBED VEST:
... any creature that injures you with a natural or unarmed attack must make a DC 15 Reflex save or take 1 point of damage. If a creature swallows you, it takes 1 point of damage each round until it either spits you up, you escape, or you die.
Note that Korvalis is not wearing his Barbed Vest, because it does not fit over the layers of furs he is wearing for this mission

RAGE:
DEFENSE
AC 15; Touch 10; Flat-footed 13; (+4 armor, +2 Dex. +1 natural, -2 Rage)
HP 14 (1d10 base + 2 con + 2 bonus con)
Fort +6; Ref +2; Will +5; +2 vs. mind-affecting effects and poisons
CMB +6; CMD 18

OFFENSE
Speed 40 ft.

MELEE
Cold Iron Lucerne Hammer +6 (1d12+7, x2) (Brace, Reach, +2 Sunder vs. Med./Hvy. Armor)
Claws +6/+6 (1d6+5/1d6+5, x2)

RANGED
Sling +3 (1d4+5/x2/50ft., Cold Iron Bullets)

NORMAL:
DEFENSE
AC 17; Touch 12; Flat-footed 15; (+4 armor, +2 Dex. +1 natural)
HP 12 (1d10 base + 2 con)
Fort +4; Ref +2; Will +3; +2 vs. mind-affecting effects and poisons
CMB +4; CMD 16

OFFENSE
Speed 40 ft.

MELEE
Cold Iron Lucerne Hammer +4 (1d12+4, x2) (Brace, Reach, +2 Sunder vs. Med./Hvy. Armor)
Claws +4/+4 (1d6+3/1d6+3, x2)

RANGED
Sling +3 (1d4+3/x2/50ft.) (Cold Iron Bullets)

Space 5 ft.; Reach 5 ft.

FEATS
Iron Will

TRAITS
Reactionary (+2 initiative)
Indomitable Faith (+1 Will)

FAVORED CLASS BONUS
+1 Skill Point

SKILLS
+6 Acrobatics*, +7 Climb*, +6 Perception, +4 Survival, +7 Swim*
*add -1 Armor Check Penalty

COLD WEATHER GEAR
Cold Weather Gear: "This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather."
Furs: "Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit."

Altogether, +7 to Fortitude saves vs. Cold Weather. Alternatively, if stationary, may make DC15 Survival check to get +9 vs. Fortitude saves.
If DC15 Survival check exceeded by at least one point, give +2 (or +4 if stationary) bonus to Fortitude saves to one companion for each point the check exceeds DC15.

LANGUAGES
Common, Draconic

SQ
Low-Light Vision, Armored Scales, Resistant, Serpent's Sense, Draconic Bloodline, Bloodrage 6 rounds/day, Fast Movement

COMBAT GEAR
MWK Chain Mail, MWK Lucerne Hammer, Sling, 10 Cold Iron Bullets, Barbed Vest

OTHER GEAR
MWK backpack, belt pouch, blanket, flint and steel, silk rope, soap, trail rations (3 days), waterskin, everburning torch, cold weather outfit, furs

MISC.
6'0" tall
200 lbs.

15.9 gp
86 lbs. EQ weight (right at capacity w/MWK backpack)