Panther

Koshukhep's page

417 posts. Alias of Krisam.


Classes/Levels

catfolk monk 1 ranger 3 HPs:28/32 - AC: 16|15|13 - For:+6 | Ref:+8 | Wil:+2 - Per:+7 (+2 fe, +8 scent, +2 desert) Init:+3 (+2 desert)

About Koshukhep

Fluff:

Koshukhep of the Kanaan
male catfolk unchained monk 1 ranger 3 CG (house rule: no lawful requirement)
hgt: 6’8 wgt: 250 lbs
eyes: golden
hair: black
age: 20

Concept:
A proud nomad wants to raise catfolk to a position of honor with the Pharaoh once again.

Appearance:
Koshu

Black-furred and black-maned, Koshu has the powerful build of a lion, hulking head and shoulders above most people. His golden eyes are inquisitive, and he moves without haste, confident in himself. He has the scars of a brawler, displayed proudly when out of his armor. While his clothes are poor and his steel-studded armor is apparently cobbled together from disparate parts, they are immaculately clean and well-kept.

Brass bands ride high on his thick biceps and a brass torque hangs from around his neck on his chest, and he carries a backpack, a shortbow and a quiver slung over his shoulders.

Background:
The time of the ancient gods is long past, but there are those who remember it yet. The catfolk of Osirion remember a time of ease and plenty unheard of today, a paradise granted them by the ancient goddess Bastet. Once they were honored advisors to the Pharaohs; their young grow up in the knowledge of glories long past.

Such was the childhood of Koshu. The largest of his litter, black as night and always hungry, he was named for the huge black crocodiles of the Sphinx River, the hetkoshu. Heir to the great history of his people, told to him by the elder priest of his tribe, he savored such stories long after his siblings had grown bored with them. While they drifted towards more modern beliefs, he kept the faith of Bastet and Sekhmet alive in his heart. He felt that someday, they would lead his people back to glory.

When it came time to walk the desert alone, as all young males of his tribe must do, he was not sorry to leave. Perhaps the glory of the past could be unearthed in the restless sands of Osirion.

Seeking some sign or portent, he earned his living as a desert guide, a caravan guard, a bounty hunter, anything that let him roam - four years he searched the sands, but he did not find what he was looking for until the fateful day he was hired by Djehuti, an elf he had worked with before, to go in search of a trapped djinn. When he met Suri Kanjariya, he thought perhaps he had found his sign. When their party unearthed Ahmed Kharim, a djinn trapped in human form, Koshu was sure of it.

Ahmed could speak of the time when catfolk had held an honored place in society as one who had been there, and Koshu was sure he was the key to regaining that status. He would go where Ahmed led them, hungry to find the secrets of the past that would lead to a bright future for his people.

Languages:
Common (modern Osiriani?), Catfolk, Ancient Osiriani

Crunch:

CLASS: Unchained monk 1 /Ranger 3
Str 16
Dex 16
Con 12
Int 10
Wis 13
Cha 10

SENSES Perception +7 (+2 FE), scent

DEFENSE
AC 16 Touch 15 FF 13 (+3 Dex, +1 bracers of armor, +1 Dodge, +1 Wis)

CMD 20 (+1 (Wis) when unarmored)

HP: 32 (4d10+1)

SAVES
Fort: +6
Ref: +8
Will: +2
Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Desert Nomad :+4 trait bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 trait bonus on all saving throws against fire effects.
Devotee of the Old Gods: +1 trait bonus on saving throws against divine magic.
hot weather outfit: (+2 bonus on Fortitude saves to resist warm or hot weather)

OFFENSE
Init: +3 (+2 desert)
Speed: 30'
Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Melee
2x claws +7 (1d8+3, x2) S
UAS +7 (1d10+3, x2) S houserule: natural weapon feats applied
Flurry +7/+7 (1d10+3, x2) S
Stunning fist: 1/day, 10 + 2 lvl +1 Wis = Fort DC13
adamantine flail +7 (1d8+3, x2) B disarm, trip, bypass DR

Ranged
shortbow +7 (1d6, x3) 60' P

Favored enemy: +2 att/dmg vs. undead
Nimble striker: You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.

BAB: +4 CMB: +7

Racial traits:

Racial traits: catfolk

+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Catfolk have a base speed of 30 feet.

Scent: Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

Cat’s Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cat’s Claws: Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.

Sprinter: Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Traits, Feats and Skills:

Traits:
Defensive strategist (religion)
Desert nomad (regional)
Devotee of the old gods (campaign)

Feats:
Catfolk exemplar: sharp claws
Dodge
Endurance
Improved natural weapon
Imp. unarmed strike
Nimble striker
Stunning fist

Skills:
Bluff +0 (+2 vs. undead) - untrained
Intimidate +7
Knowledge: dungeoneering +5 (+2 vs. undead, +2 desert)
Knowledge: geography +5 (+2 vs. undead, +2 desert)
Knowledge: history +5 (+2 vs. undead)
Knowledge: nature +6 (+2 vs. undead)
Knowledge: religion +5 (+2 vs. undead)
Linguistics +1 (Ancient Osiriani)
Perception +7 (+2 vs. undead, +2 desert, +8 scent)
Sense motive +1 (+2 vs. undead)
Stealth +9 (+2 desert)
Survival +7 (+1 to track, +2 vs. undead, +2 desert)

*May use Knowledge skills untrained to ID favored enemy: undead

Equipment:

Worn equipment:
adamantine flail
shortbow
arrows x20
+1 bracers
hot weather outfit (+2 bonus on Fortitude saves to resist warm or hot weather)

Carried equipment:
bedroll
backpack
sunrod
trail rations x5
waterskin x2
crowbar
shovel
sack
everburning torch
antitoxin x2
money: 3301.3.0gp
potion of CLW
potion of CMW
potion of shield of faith
potion of magic fang
potion of Enlarge Person
potion of bull's strength