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Kree-qui Kaa's page

141 posts. Alias of Oceanshieldwolf.


Full Name

Kree-qui Kaa

Race

Shifter (Dreamsight)

Classes/Levels

Seer 1 HP 12/3; AC 11 T 11 FF 10; Fort +2; Ref +3 Will +7; CMB +1; CMD 12; Per +11; Init +3; Spd 30ft.

Gender

Female

Size

Medium, 5'3"

Special Abilities

Shift, Second Sight

Alignment

CG

Strength 13
Dexterity 12
Constitution 10
Intelligence 8
Wisdom 20
Charisma 6

About Kree-qui Kaa

Quick View Stats for Combat:
Status: Battered
HP: 12/1
AC:11, 11 touch, 10 flat-footed
Saves: Fort: +2 Reflex: +3 Will: +7
BAB +0
CMB +1 CMD 12

Initiative: +3 (+1 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand:

Second Sight 7/day

Background:
xxx

STATS:

Ability Scores Score (bonus)(18, 10, 10, 13, 8, 8) (racial creation bonus) (level up)
Str : 13 (+1) (13)
Dex: 12 (+1) (10) (+2 shifter)
Con: 10 (+0) (10)
Int: 8 (-1) (8)
Wis: 20 (+5) (18) (+2 shifter)
Cha: 6 (-2) (8) (-2 shifter)

DEFENSE:

AC: 11, touch 11, flat-footed 10 (+0 armor, + 1 Dex, +0 shield, +0 size, )

HP: 12 (Full first level = 8, +0 Con, +1 Favored Class, +3 Toughness)
Fort +2 (+2, +0) Ref +3 (+2, +1), Will +7 (+2, +5)

OFFENSE:

Initiative: +3 (+1 Dex, +2 trait)
Speed 30 ft.
Melee:
xxxxx, 1xxx, xX [BAB +0, Str +1] [+1 Strength]

Ranged

Base Atk: +0

CMB: +1 (+0 BAB, +1 str) CMD: 12 (10, +0 BAB, +1 str, +1 dex)

Favored Class Bonus Seer: Hit Points

Feats:
[1 1st level]
Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SKILLS:

The seer’s class skills are Climb (Str), Craft (Int), Diplomacy
(Cha), Disguise (Cha), Heal (Wis), Knowledge (all) (Int),
Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex),
Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim

Skills: (4 ranks - 4 Seer)
Skill/Class/Ranks/Ability Modifier/Bonus
Acrobatics/No/x/+1 = +3 [+2 Shifter]
Appraise/No/x/-1 = +1
Bluff/No/x/-2 = -2
Climb/Yes, +3/x/+1 = +3 [+2 Shifter]
Craft (tattoo)/Yes, +3/x/-1 = -1
Diplomacy/Yes, +3/x/-2 = -2
Disable Device/No/x/+1 = +1
Disguise/Yes, +3/x/-2 = -2
Escape Artist/No/x/+1 = +1
Fly/No/x/+1 = +1
Handle Animal/No/x/-2 = +0 [+2 Dreamsight Shifter]
Heal/Yes, +3/x/+5 = +5
Intimidate/No/x/-2 = -2
Knowledge (arcana)/Yes, +3/x/-1 = -1
Knowledge (dungeoneering)/Yes, +3/x/-1 = -1
Knowledge (engineering)/Yes, +3/x/-1 = -1
Knowledge (local)/Yes, +3/x/-1 = -1
Knowledge (nature)/Yes, +3/x/-1 = -1
Knowledge (planes)/Yes, +3/x/-1 = -1
Knowledge (religion)/Yes, +3/x/-1 = -1
Linguistics/Yes, +3/x/-1 = -1
***Perception/Yes, +3/1/+5 = +11 [+2 Seer]
Perform: Dance/No/x/-2 = -2
Profession/Yes, +3/x/-1 = -1
Ride/Yes, +3/x/+1 = +1
***Sense Motive/Yes, +3/1/+5 = +12 [+2 Seer, +1 trait]
Sleight of Hand/No/x/+1 = +1
***Spellcraft/Yes, +3/1/+5 = +9
Stealth/No/x/+1 = +1
***Survival/Yes, +3/1/+5 = +11 [+2 Shifter]
SwimYes, +3/x/+1 = +1
Use Magic Device/No/x/-2 = -2

TRAITS :

Reactionary: Benefit - You gain a +2 trait bonus on initiative checks.
Ilizmagorti Native: You grew up in Ilizmagorti, a sea going town in the islands north of Stormreach. Ilizmagorti is of course not a truly "human" town, it is in fact a mutual settlement between a powerful Sahaugin and human settlement. Ilizmagorti is feared for its rampant, brutal priesthood devoted to the Devourer in his most ruthless aspects... You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles.
Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid. There were some suspicious- looking characters there, to be sure, and you decided to give them a wide berth, but as you left, feeling a bit woozy from drink, you were set upon by thugs in a dark alley and knocked unconscious.

Shifter Racial Traits:

Humanoid Type (Shapechanger Subtype)
Medium Size
Base Speed: 30'
Attribute Modifications: +2 to Dexterity, +2 to Wisdom, -2 to Charisma.

+2 racial bonus to Acrobatics, Climb and Survival.

Low-Light Vision

Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of power.
At character creation, a shifter chooses one of the following traits. Once chosen, this trait cannot be changed. Many shifter traits give a single natural attack. These follow the normal rules for natural attacks. The benefits while shifting (natural attacks, movement rates, etc) qualify for prerequisites, even though they are not always available. However, the benefit to attributes does not count for such prerequisites. If a feat requires a Strength of 13, you must have a Strength of 13, without shifting, to qualify.

Dreamsight: +2 racial bonus to Wisdom and affected by the Speak with Animals spell. Shifters with this trait also gains +2 racial bonus to Handle Animal and Wild Empathy checks even when not shifting.

To gain the the benefit of this shifter trait, it must be activated through shifting, during which the shifter is visibly more feral and animalistic.
Shifting can be activated once per day as a free action that does not provoke and lasts for a number of rounds equal to twice the shifter's character level before the she must revert back to her normal form. It can be ended prematurely as a free action and is automatically ended anytime the shifter goes unconscious or dies.
This is technically a limited polymorph ability and thus subject to effects that would target such an ability.

Age:
Adulthood: 20 years
Intuitive: +1d6 / Self-Taught: +1d8 / Trained: +2d8
Middle Age: 40 / Old: 60 / Venerable: 80 / Maximum +2d20
Base Height & Weight:
Height: 4' 5" (female)
Weight: 85 lbs (female)
Modifier: 2d8 / Weight Modifier: x7

Languages: Common

CLASS ABILITIES:

All of the following are class features of the seer:

Weapon and Armor Proficiency: A seer is proficient with all
simple weapons, pistols, holdout firearms, and a single exotic,
martial or firearm weapon of choice. She is also proficient with
light armor, medium armor, and shields (except tower shields).

Aura Reading (Ex): The seer is an innately perceptive
individual and a keen judge of character. She gains a +2 bonus to
all Perception and Sense Motive skill checks.

Second Sight (Ex): The gift of second sight is the seer’s
defining ability. The second sight allows a seer to glimpse visions
of the future, though this gift is frequently difficult to control.
Once per twenty-four hour period, the seer may meditate for
one hour in an attempt to glimpse visions of the future. The seer
receives a series of abstract premonitions about possible future
challenges. This grants her a number of uses of second sight equal
to her Wisdom modifier plus double her class level.

The seer may use her second sight to empower a number of her
prophetic gifts. However, all seers possess the basic ability to use
their second sight to grant minor bonuses to a variety of actions.
She may grant a +1 insight bonus to any skill roll, attack roll, or
saving throw that she witnesses, applied as an immediate action.
This bonus increases to +2 at 5th level, +3 at 10th level, and +4 at
15th level. The seer must declare use of this ability after the roll
is made, but before the results are revealed.

GEAR:

Weapons:

[confiscated]

Setaq: 2d4 / 2d4 x3; S ; Double, Reach; 80 gp, 12 lbs.

This sahuagin glaive-like double weapon is favored by enforcers and bodyguards in terrestrial/land-based endeavours. It owes its distinctive fin-bladed shape to more traditional aquatic weapon forms. It is made of strong, light wood and two curved edges. Wielding this weapon typically requires two hands, but having proficiency in this weapon also covers knowing how to wield in one hand, underhanded and behind the back for leverage, and still threaten the squares immediately around you (temporarily giving up the reach quality). Going between two handed, one handed and back again requires a swift action, however.

Armor:

Skill Equipment:

Miscellaneous:

Total equipment cost:
Starting Gold 105 gp
Weight:
Weapons: xx lbs.
Armor: xx lbs.
Misc items: xx lbs

Capacity: 150 lbs; less than 50 lbs = light load. Carrying xx lbs. Load: Medium