Jarl of the North Wind

Kulthar Hexbrand's page

30 posts. Alias of Shieldknight.


About Kulthar Hexbrand

MOUNTED DWARF
Male Dwarf
Barbarian (Mounted Fury) 1 Cavalier 3 Gunslinger 1 Ranger (Guide) 1
Witch (Beast Bonded) Wizard (Earth)
CG Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +8

DEFENSE:

AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 77 (1d12+5d10+15)
Fort +11, Ref +11, Will +8
Defensive Abilities Defensive Training

OFFENSE:

Spd 20 ft.
Melee Bayonet +8/+3 (1d6+3/20/x2) and
. . Masterwork Dwarven dorn-dergar +9/+4 (1d10+3/20/x2)
Ranged +1 Musket +10/+5 (1d12+1/20/x4)
Special Attacks Acid Cloud (1d6+1) (5/day) (DC 13), Ancient Enmity, Cavalier's Charge, Ranger's Focus +2 (1/day), Relentless, Sword's Challenge +3/+1 (1/day),
Ranger (Guide) Spells Known (CL 0, 8 melee touch, 9 ranged touch):
Witch Spells Known (CL 3, 4 melee touch, 5 ranged touch):
2 (2/day) False Life, Blindness/Deafness (DC 14)
1 (3/day) Bungle (DC 13), Cure Light Wounds (DC 13), Ear-Piercing Scream (DC 13)
0 (at will) Detect Poison, Message, Detect Magic, Guidance
Wizard Spells Known (CL 3, 4 melee touch, 5 ranged touch):
2 (2/day) Mirror Image (DC 14), Mirror Image (DC 14), Glitterdust (DC 14)
1 (3/day) Shield, Grease (DC 13), True Strike, True Strike
0 (at will) Read Magic, Mage Hand, Prestidigitation (DC 12), Spark (DC 12)

STATISTICS:

Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 6
Base Atk +6; CMB +8; CMD 21
Feats Alertness, Boon Companion: Cavalier, Coordinated Defense, Gunsmithing, Mounted Archery, Mounted Combat, Scribe Scroll, Wizard Weapon Proficiencies; Traits Child of Nature: Survival, Chivalrous
Skills Craft (Alchemy) +6, Diplomacy +8, Handle Animal +3, Knowledge (Arcana) +8, Knowledge (History) +7, Knowledge (Nature) +9, Perception +8, Ride +12, Spellcraft +11, Survival +10 Modifiers +0 Ride while riding your bonded mount., Sword's Skills
Languages Common, Dwarven, Giant, Undercommon
SQ Animal Companion Link (Ex), Deadeye (Ex), Deeds, Fast Rider (Ex), Greed, Grit (Ex), Hardy, Leap for Cover (Ex), Quick Clear (Ex), Rage (5 rounds/day) (Ex), Slow and Steady, Tactician (Coordinated Defense) 4r (1/day) (Ex), Track +1, Wild Empathy -1 (Ex), +2 to Reflex saves, Air, Deliver Touch Spells Through Familiar (Su), Earth Supremacy +2 (Su), Empathic Link with Familiar (Su), Fortune (1 round(s)) (Su), Share Spells with Familiar, Slow and Steady, Speak With Familiar (Ex)
Combat Gear Bayonet, Black Powder (10), Firearm Bullet (10), +1 Musket, Masterwork Dwarven dorn-dergar; Other Gear Waterproof Bag (3 @ 8 lbs), Scroll Case (5 @ 0 lbs), Far-Reaching Sight, Parchment (sheet) (5), Pearl of Power (1st Level), Drow Poison (2), Potion of Cure Light Wounds, Belt pouch, Spider Silk Rope (50'), Spell component pouch, Wizard’s Spellbook, Wand of Cure Light Wounds, Wand of Shield, Whetstone, 35gp

TRACKED RESOURCES:

Acid Cloud (1d6+1) (5/day) (DC 13) (Su) - 0/5
Black Powder - 0/10
Firearm Bullet - 0/10
Grit (1/day) - 0/1
Poison, Drow Poison - 0/2
Potion of Cure Light Wounds - 0/1
Rage (5 rounds/day) (Ex) - 0/5
Sword's Challenge +3/+1 (1/day) (Ex) - 0/1
Tactician (Coordinated Defense) 4r (1/day) (Ex) - 0/1
Wand of Cure Light Wounds - 0/50
Wand of Shield - 0/50

SPECIAL ABILITIES:

+0 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -0 while riding your mount.
+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Acid Cloud (1d6+1) (5/day) (DC 13) (Su) 5'r cloud deals 1d6+1 Acid damage and sickens for 1r. Fort halves/negates.
Air You must spend 2 slots to cast spells from the Air school.
Ancient Enmity +1 to hit Elves.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boon Companion: Cavalier +4 levels to calc familiar/animal comp abilities (max of your HD).
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Child of Nature: Survival +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Chivalrous You gain a +1 trait bonus to Diplomacy and Knowledge (history) checks.
Coordinated Defense +2 CMD if you are adjacent to an ally with this feat.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth Supremacy +2 (Su) +2 CMD vs. bull rush, drag, reposition, trip, and overrun while touching the ground. +1 insight bonus to melee attack/damage while you and your opponent are touching the ground.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Far-Reaching Sight This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but it can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.
Construction
Requirements Craft Wondrous Item, true strike; Cost 1,000 gp
Fast Rider (Ex) Mount's speed + 10
Fortune (1 round(s)) (Su) Target may reroll 1d20/round.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile and dangerous nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Gunslingers Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Gunsmithing At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If it already has the broken condition, it does not work at all for others. This starting weapon can only be sold for scrap (it’s worth 4d10 gold pieces when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Relentless +2 Bull Rush and Overrun if you and your opponent are standing on the ground.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slow and Steady Your base speed is never modified by encumbrance.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Sword's Challenge +3/+1 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
Tactician (Coordinated Defense) 4r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Track +1 +1 to survival checks to track.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

SPELLS:

Witch’s Familiar
0 – All
1 – Bungle, Comprehend Languages, Cure Light Wounds, Divine Favor, Ear-Piercing Scream, Enlarge Person, Obscuring Mist, Reduce Person
2 – Blindness/Deafness, False Life
Wizard’s Spellbook
0 – All
1 – Ant Haul, Endure Elements, Expeditious Retreat, Grease, Mage Armor, Shield, True Strike
2 – Glitterdust, Mirror Image

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BLADE:

BLADE
Male Boar
CG Large Magical Beast
Init +0; Senses Low-Light Vision, Scent; Perception +7
--------------------
DEFENSE
AC 24, touch 9, flat-footed 24. . (+4 armor, +11 natural, -1 size)
hp 84 (6d8+36)
Fort +14, Ref +10, Will +3
--------------------
OFFENSE
Spd 50 ft.
Melee Gore (Boar) +11 (2d6+9/20/x2) or
. . . Power Attack Gore +9 (2d6+15/20/x2)
--------------------
STATISTICS
Str 23, Dex 10, Con 22, Int 8, Wis 13, Cha 4
Base Atk +5; CMB +12; CMD 22 (26 vs. Trip)
Feats Alertness, Charge Through, Improved Overrun, Light Armor Proficiency, Power Attack -2/+6
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Climb +7, Perception +4, Survival +4, Swim +7
Languages
SQ Combat Riding [Trick], Track [Trick], Ferocity
Combat Gear Masterwork Chain Shirt; Other Gear Alchemist's Lab, Portable Gunsmith's Kit, Exotic Riding Saddle, Saddlebags (2 @ 20 lbs), Waterskin (2)

Blade Special Abilities:

Alertness While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks.
Charge Through When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Evasion If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.
Ferocity A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. The creature still dies when its hit point total reaches a negative amount equal to its Constitution score.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Link A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 30+ feet by sense of smell.
Share Spells (Animal Companion) The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Share Spells (Familiar) The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Track [Trick] The animal will track a scent.

Blade Appearance:

Blade is an enormous animal for its species. A sharp ridge of hair stands up along his back. Blades hair is salt and pepper in color with a patch of white on his chest.

Blade Background:

Kulthar found Blade at a young age. Blade was a small boar, runt of his litter. It was at the same time Kulthar found that he had a special gift. As the years have past, the two have become nigh inseparable. And Blade has not stopped growing.
Age: 54
4’5”
1,872 lbs

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