Seagull

Kunfahliil's page

21 posts. Alias of TurtSnacko.


Full Name

Kunfahliil

Race

Human

Classes/Levels

Fighter/cleric 9, Int +6 Senses perception 18 Resist electricity 10, AC 27, touch 16, flat-footed 23 +2 when full attack ,hp 77((1d8)) Fort +10, Ref +10, Will +13,

Gender

Male

Size

Medium

Age

22

Strength 14
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 19
Charisma 13

About Kunfahliil

Stats:

Kunfahliil CG
Two weapon warrior/cleric of air and animals/ 9
Int +6 Senses perception 18
Resist electricity 10
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Defense
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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,
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Offense
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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
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Statistics
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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
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Special Abilities
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Air Domain
Granted Powers
You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.

Lightning Arc (Sp):
As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Electricity Resistance (Ex):
At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.

Domain Spells
1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).

Speak with Animals (Sp):
You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex):
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells
1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

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)
At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Twin Blades (Ex)
At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

Doublestrike (Ex)
At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.


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
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Defense
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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,
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Offense
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Speed 40ft
Melee bite +16/+11 (2d6+10)
Melee 2 claws +15 (1d8+5)
Melee tail slap (1d8+5)
Ranged
Special Attacks grab, pounce
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Statistics
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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
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Special Abilities
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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):
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.

Evasion (Ex):
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.

Ability Score Increase (Ex):
The animal companion adds +1 to one of its ability scores.

Devotion (Ex):
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack:
An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with one of its natural weapons, albeit at a –5 penalty.


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.