About KunfahliilStats:
Kunfahliil CG Two weapon warrior/cleric of air and animals/ 9 Int +6 Senses perception 18 Resist electricity 10 ======================================================================== Defense ======================================================================== AC 25, touch 16, flat-footed 21(+4 dex, +7 armor, +2 deflection, +2 natural ) +2 when full attack hp 77((1d8)) Fort +10, Ref +10, Will +13, ======================================================================== Offense ======================================================================== Speed 20ft Melee +2 flaming keen longsword +18/+16/+11(1d8+1d6+7) +2 to hit and damage when full attacking Melee mk shortsword +15/+13/+8 (1d6+3) +2 to hit and damage when full attacking Melee Ranged Special Attacks channel energy 5d6 5/day ======================================================================== Statistics ======================================================================== Str 16, Dex 20, Con 12, Int 10, Wis 21, Cha 15, Base Atk +9; CMB +11 CMD 25 Feats two weapon fighting, weapon finesse, Toughness, skill focus(Intimidate), weapons focus(longsword), selective channel, weapon specialization(longsword) improved two weapon fighting, evolved companion(tail slap), greater weapons focus, boon companion, Skills survival +17, knowledge nature 14, handle animal +13, intimidate +12, linguistics +1, perception +9, sense motive +13, Traitssavage, reactionary, hard to kill Racial Traits Languages Common, sylvan. Goblin Combat Gear trail rations (10 days) Other Gear +2 longsword, shortsword,+2 kikko, battle injecter, +2 ring of protection, ring of feather falling, +2 belt of physical might, robe of blending, unfettered shirt, Goggles of Elvinkind boots of levitation, gloves of storing, veil of fleeting glances, +2 headband of mental prowess, +2 amulet of natural armor, +3 cloak of resistance, handy haversack ======================================================================== Special Abilities ======================================================================== Air Domain
Lightning Arc (Sp):
Electricity Resistance (Ex):
Domain Spells
Speak with Animals (Sp):
Animal Companion (Ex):
Domain Spells
Channel Energy (Su)
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Defensive Flurry (Ex)
Twin Blades (Ex)
Doublestrike (Ex)
spells:
0 level Create water Detect Magic Stabilize Purify food and drink 1 level 5/day Air bubble Remove fear Remove sickness Sheild of faith Obscuring mist Calm animals 2 Level 5/day Bulls strength Endure elements communal Owl's Wisdom Ironskin Wind wall Hold animal 3 level 4/day Dispel magic Greater stunning barrier Share language communal Gaseous form Dominate animal 4 level Blessing of fervor Freedom of movement air walk Summon nature's ally 4 5 level True sight Control winds Beast shape 3 Gruin:
Gruin N. Large Allosaurus 9 Senses perception low light vision, scent ======================================================================== Defense ======================================================================== AC 28, touch 15, flat-footed 25 ( +12 nat, +3 dex, -2 size, +3 armor, +2 deflection) hp 73((1d8)) Fort +12, Ref +11, Will +7, ======================================================================== Offense ======================================================================== Speed 40ft Melee bite +16/+11 (2d6+10) Melee 2 claws +15 (1d8+5) Melee tail slap (1d8+5) Ranged Special Attacks grab, pounce ======================================================================== Statistics ======================================================================== Str 28, Dex 17, Con 16, Int 3, Wis 15, Cha 10 , Base Atk +6 CMB +17 CMD 30 Feats weapons focus (bite), Improved natural attack, Toughness, Improved natural attack, power attack, Skills swim +4, perception +6, sensemble motive +5, Traits Racial Traits Languages Combat Gear Other Gear circlet of speaking, amulet of mighty Fist +1, belt of physical might +2, bracers of armor +3, ring of protection +2, ring of feather falling, cloak of resistance +3 ======================================================================== Special Abilities ======================================================================== Link (Ex): 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. Share Spells (Ex):
Evasion (Ex):
Ability Score Increase (Ex):
Devotion (Ex):
Multiattack:
tricks he knows:
Attack Heel Down Track Seek Stay Guard Fetch Defend Come Perform background:
Kunfahliil was born too a normal peasant family in Varisia, his mother was barren and his father impotent so when they learned his mother was pregnant, they knew something wasn't right. But when he was born, he was the perfect mixture of the two of them and all doubt was erased. But sadly, the day he was born; his village was attack by the bird cruncher tribe of goblins. The village was sacked and burned to the ground. His family killed as there home collapsed collapsed on them. He survived only because the goblins kidnapped him. They took him to there tribe where they "raised" him until he was 6. At that point they put him in there battle pit with a 1 week old allosaurus. They threw in a old dogslicer and ordered them to fight for their amusement. He didnt, and spared the creature, which gained the ire of his captors. A group came in and beat him, saying they would stop if he entertained them by killing the allosaurus. Once again he refused saying he would rather die. Angered, they kept beating him and would have killed him if the camp wasn't attack by a clutch of allosaurus right after. The giant beast teared the camp to shreds looking for there young, and found it and Kunfahliil. They left the child alone, took there young and left the village in shambles. The years afterwords, were tough. He learned how to survive through trial and error, almost dieing at some points. But he pulled through and thrived, he learned the power of the wind when he survived a deadly hurricane, and the majesty of animals and how the survived and thrived as well as him in a world ruled be beings stronger then most of them. Through his study and tenacity, he gained powers he had never even thought existed Years past and many times has Kunfahliil been forced to defend his home, bandits, other goblins and the occasional animal pack territory dispute, making not only his magical abilitys grow, but his physical abilitys as well. One day however, when Kunfahliil awoke, there was a letter on his hamack; wether it's for good or evil, Kunfahliil feels his life is about to change. |