Kuldar was an agent of Abadar, sent out into the world to uncover things the gods want hidden, and to suppress them before they reach the light of day. When that came into conflict with his duties as a Pathfinder and his sense of right and wrong, he purchased his leave from the Church of Abadar and appealed to the holy lords of the Empyreal Host.
Move 20 ft. Hit Points 59
Initiative +3 Base Attack Bonus +4 Melee Attack Bonus +6
Armor Class 17, +4 vs giants Flat-footed AC 17 Touch AC 10
Fortitude Save +8 Reflex Save +2 Will Save +9, +2 vs. spells & poison
Languages: Common, Dwarven, Giant, Terran, Undercommon, Ancient Osirion, Azlanti, Thassilonian
Skills: Acrobat +8, Diplomacy +7, Disable Device +16, Intimidate +5, K. arcane +16, K. dungeon +16, K. history +12, K. local +17, K. nature +16, K. planes +18, K. religion +18, Linguistics +9, Percept. +16, Profession (librarian) +13, Sense Motive +13, Spellcraft +10, Stealth +7, Survival +13
Notable Abilities
Speed is never modified by armor or encumbrance, or naturally difficult terrain
Darkvision 60’, Tremorsense 10'
Lorekeeper: +2 on K. history re. dwarves or foes
+1 racial bonus to attack orcs & goblinoids
+4 racial bonus to CMD vs. bull rush or trip
+4 racial bonus on Perception checks vs. unusual stonework
Proficient with all simple weapons, all bows
Domain: Exploration (see through 11” of material, 7/day)
Judgment (7 options, 2 battles per day)
Detect chaos, evil, good or law, at will
Solo Tactics: allies are treated as if they possessed teamwork feats to determine whether Kuldar’s teamwork feats work.
Bonus Teamwork feat (can swap out 4/day, standard action)
Bane (5 rounds/day); discern lies (5 rounds/day)
Bardic Knowledge (+2 to all Knowledge rolls)
Master Explorer (Take 10 on Disable Device and Stealth checks, quick disable, disarm magic)
Trap Sense (+1 to Reflex saves and AC versus traps)
Secrets of the Sphinx (+2 bonus to any Knowledge roll, 1/day)
Heirloom Weapon (+1 trait bonus to use heiroglyphic waraxe)
Breadth of Experience (+2 feat bonus to all Knowledge and Profession checks)
Osirionologist (Osirion book, pg 29)
Improved Stonecunning
Spells
0th Level (at will, DC 14): brand, daze, detect magic, detect poison, sift, stabilize
1st Level (5 per day, DC 15): bane, create fear, disguise self, hide from undead
2nd Level (3 per day, DC 16): detect thoughts, flames of the faithful, honeyed tongue
Equipment
elixir of love; belt of mental prowess (+2 Int and Wis); golembane scarab.
Wands: cure light wounds 30,
Scrolls: blood biography, consecrate, cure disease, delay poison, detect traps, disguise self, invisibility, knock, remove curse, remove paralysis, restoration, see invisible, silence, tongues
Backpack, Bedroll, Blanket, Sack, Tent, Bag of caltrops, Crowbar, Grappling hook, 100 ft of rope, 2 Doses of antitoxin, 2 Sunrods, 2 Tanglefoot bags, 2 Thunderstones, Masterwork lockpicks, Pamplets for knowledge checks, Spyglass, Magnifying glass
Adventure History:
Level 1: Year of the Shadow Lodge, Among the Living (GM), City of Strangers I (GM)
Level 2: City of Strangers II (GM), Among the Dead (GM), Delirium's Tangle (GM)
Level 3: Citadel of Flame, Bloodcove Disguise, Rescue at Azlant Ridge
Level 4: Penumbral Accords, Midnight Mauler, Throaty Mermaid
Level 5: Voice in the Void, Shades of Ice II (GM), Shades of Ice III (GM)
Level 6: Lady of Silver, Sniper in the Deep (GM), Shadow's Last Stand II (GM)
Level 7 (slow): Rebel's Ransom, Ghennet Manor Gauntlet, Race for the Rune-carved Key part II (GM), In Wrath's Shadow