Valeros

Kumal's page

26 posts. Alias of Tom Phillips (Contributor, RPG Superstar 2010 Top 16, 2011 Top 32, 2012 Top 4).


Full Name

Kumal

Race

Human

Classes/Levels

Barbarian 3 / Fighter 2

Gender

Male

Size

6' 2" , 220 lbs.

Age

30

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common, Goblin, Giant

Occupation

Sellsword

Strength 18
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 12
Charisma 11

About Kumal

Physical Description
Kumal stands 6'2" and weighs some 220 pounds. His sullen grey eyes are usually calm and expressionless, unless he is roused to anger or battle. His square, knife-cut black hair falls just past his shoulders, and is usually braided in the dwarven style with small trinkets of carved bone, copper, or blackened iron--all trophies of past victories and personal triumphs. Though not as powerfully built as many humans who match his strength, Kumal's frame is iron-hard. His arms, chest, and back are marked with tribal scarring and blood-marks (crimson tatoos each marking a worthy kill), and his right forearm bears the tatoo of a bloody wolf's head, marking him as a one-time member of the infamous Blood Wolf mercenaries. Much like this tatoo, Kumal's physique and the way he carries himself can be described as wolfish. He is a dangerous predator and clearly looks the part.

Background
Kumal was born among the barbarians of the northern wilderness, a harsh land known for breeding fierce, bloodthirsty warriors. After a violent disagreement with several of his clan-brothers, Kumal left his people and made his way into the lands of the civilized south. Leading him on were half-remembered tales spun by his grandfather, who had lived the life of a wandering sellsword many years before.

Over the past 10 years, Kumal has been many things. He's been a highwayman, a hired killer, a scout for the imperial army of Pentath, a bodyguard, a pimp, a pirate, a tomb robber, a prisoner (twice), a caravan guard, a slave to a tribe of hill giants, a father (at least three times), a wealthy mercenary captain, and a coinless vagabond. He's travelled as far south as the Black Jungles, as far west as the Emerald Isles of the Great Trackless Sea, and as far east as the tomb-haunted wastes of the Crimson Desert.

Now, still relatively young and ever-eager to carve his way into the annals of history and legend, Kumal finds himself once again in the harsh lands of his birth...

KUMAL
CN Male Human
Barbarian 3 / Fighter 2

Init +3 ; Senses Perception +5

==DEFENSE==
AC 16, touch 13, flat-footed 16 (+3 armor, +3 dex)
hp 63 (2d10+3d12+7)
Fort +8, Ref +4, Will +2
Defensive Abilities Uncanny Dodge, Trap Sense, Bravery

==OFFENSE==
Speed 40 ft./x4

Melee Mwk Greatsword +11 2d6+6 19-20/x2
Melee Dagger, melee +9 1d4+4 19-20/x2
Melee Unarmed Strike +9 1d3+4 20/x2
Ranged Mwk Longbow, composite +9 1d8+4 20/x3
Ranged Mwk Axe, throwing +9 1d6+4 20/x2
Ranged Dagger, thrown +8 1d4+4 19-20/x2
Special Attacks Cleave, Dazzling Display, Overhand Chop, Power Attack, Intimidating Glare

==STATISTICS==
Str 18, Dex 16, Con 13, Int 14, Wis 12, Cha 11
Base Attack +5
CMB +9

Feats Armor Proficiency (Heavy) (PFB 82), Armor Proficiency (Light) (PFB 82), Armor Proficiency (Medium) (PFB 82), Cleave (PFB 83), Dazzling Display (PFB 84), Intimidating Prowess (PFB 89), Overhand Chop (PFB 92), Power Attack (PFB 92), Shield Proficiency (PFB 94), Weapon Focus (PFB 97)

Skills Acrobatics +10, Climb +11, Handle Animal +5, Intimidate +13, Knowledge (dungeoneering) +6, Knowledge (nature) +7, Perception +9, Ride +7, Stealth +8, Survival +9, Swim +8

Traits
Resilient: Growing up in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Triumphant Howl: After striking down a foe, you revel in your prowess by shouting loud enough to attract your ancestors notice. This wild cry can unnerve your enemies. After you reduce an opponent to 0hp or less with a melee strike you can give a triumphant howl as a free action. Enemies within 30' have to make Will save at DC13 or flee for 1d6+1 rounds. Subsequent howls have no further effect during the encounter.

Languages Common, Giant, Goblin

SQ Rage, Rage Powers

Combat Gear Mwk Greatsword, Mwk Longbow (STR 18), Mwk Throwing Axe, 2 Daggers, Masterwork Studded leather

Other Gear Backpack, Cloak w/ hood, Winter blanket, Flint and steel, Trail rations (5 days), 2 Sacks, Waterskin, Whestone, Everburning torch

Class Abilities • FAST MOVEMENT - Speed +10 feet in less than heavy armor or load. (PFB 12).
• BARBARIAN WEAPONS AND ARMOR - All simple and martial weapons, light armor, medium armor, and shields (except tower shields). (PFB 12).
• RAGE - 11 rage points (PFB 12-14).
• RAGE POWERS (Intimidating Glare) - As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, with each power consuming a number of rage points. A barbarian cannot select an individual power more than once. Unless otherwise noted, these abilities are free actions that must be performed on your turn.
(PFB 14-15).
• UNCANNY DODGE (PFB 15).
• TRAP SENSE (+1) - +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. (PFB 15).
• FIGHTER BONUS FEATS - At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from either fighter bonus feats or combat feats (see the Feats chapter). (PFB 27).
• FIGHTER WEAPONS AND ARMOR - A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFB 27).
• BRAVERY - +1 to saves vs. fear. +1 every 4 levels after 2nd. (PFB 27).