Local Celebrity

Kupatwa's page

2 posts. Alias of Rabscuttle.


Full Name

Kupatwa

Race

| HP 8/8 | AC: 16 Touch: 12 FF: 14 | CMB: 2 CMD: 14 CMD-FF: 12 | Fort: +2, Ref: +3, Will: +5 | Init: +2 | Darkvision 60ft, Perc: +3, SM: +3

Classes/Levels

| Speed 30ft | Channel 1d6: 5/5, Touch of Darkness: 6/6, Touch of Chaos: 6/6 | Spells 1st: 2+D | Active Conditions: None

Gender

Male CG Ifrit Cleric 1

Size

Medium

Age

96

Alignment

CG

Deity

Ashava

Strength 14
Dexterity 14
Constitution 10
Intelligence 13
Wisdom 16
Charisma 15

About Kupatwa

Current stats: Return of the Rulelords, 30pt buy

Appearance and Personality:

Kupatwa is tall and lanky. That he is an Ifrit is clear to any observer - a bright brassy tinge to his skin, and red horns on his head, that disappear into the mass of bright orange hair on his head.
Most of his clothes are dark blue, and he tries to keep them reasonably clean while in town, although a perceptive observer would notice that they've also travelled a long way.
The one ostentatious piece of clothing he has is his orange scarf, which has streaks of silver that are actually blades. The scarf's metallic clasp is shaped like a woman dancing before a full moon - this is his holy symbol.

Kupatwa enjoys a good party and when he's in town will spend most nights in a tavern, or anywhere there are people gathered. He is friendly to those he meets and helps when he finds someone in need, although he can be a little bit rash and dive in before considering his actions carefully.

Background:

Kupatwa was left at an orphanage as a baby - he never knew who his parents were, though with his unnatural bright orange hair and horns it was clear that fire was somewhere in his ancestry.

A natural rover, he found it frustrating to remain in one place when there was the world to see, and as soon as he was old enough, he left the orphanage to travel the world.

He wandered for many years, but his obvious heritage and his nomadic nature made it difficult for him to settle in a single place or with the same people for very long, so although he enjoyed meeting new people, he did feel lonely.

His life changed one night, when, after a particularly exuberant night in the inn of a village, he rather foolhardedly decided to travel on to the next town during the night, instead of waiting until the morning.

The combination of a moonless night, an excess of ale, and rough paths soon meant that Kupatwa wandered off the track and was soon hopelessly lost in the middle of swamplands.

As he was starting to sober up and staring to panic, a light appeared before him. With nothing else to do, he followed the light, which led him to Zeldana, a travelling priestess of Ashava, who had heard his drunken cries for help and come to his aid.

Due to gratitude for saving his life, and Zeldana's acceptance of him as he was, Kupatwa travelled with her for some time after that, and though not inclined towards religion before, found that it suited him and was inducted into Ashava's clergy.

Statistics:
STR: 14 = Base: 14
DEX: 14 = Base: 12; Racial: (+2) Ifrit
CON: 10 = Base: 10
INT: 13 = Base: 13
WIS: 16 = Base: 18; Racial: (-2) Ifrit
CHA: 15 = Base: 13; Racial: (+2) Ifrit

Fort: +2 = Base: +2; CON: +0
Ref: +3 = Base: +0; DEX: +2; Trait: (+1) Audrahni's Ally (Reflex)
Will: +5 = Base: +2; WIS: +3

AC: 16 = Base: (+10); Dexterity: (+2); Armor: (+4) Chain shirt
Touch: 12
FF: 14

BAB: 0
CMB: 2 = BAB: (+0); Strength: (+2)
CMD: 14 = Base: (+10); BAB: (+0); Strength: (+2); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 8
Languages: Ignan, Common, Halfling

Attacks:

Melee
Scarf, Bladed +2 (1d6+3, 19-20/x2)
Touch +2 (Varies, x2)
Ranged
Ranged Touch +2 (Varies, x2)

Skills:

Acrobatics: 0 = +2 DEX; Misc: (-2) ACP
Appraise: 1 = +1 INT
Bluff: 2 = +2 CHA
Climb: 0 = +2 STR; Misc: (-2) ACP
Diplomacy: 6 = +1 rank; +2 CHA; Misc: (+3) Class Skill
Disguise: 2 = +2 CHA
Escape Artist: 0 = +2 DEX; Misc: (-2) ACP
Fly: 0 = +2 DEX; Misc: (-2) ACP
Heal: 7 = +1 rank; +3 WIS; Misc: (+3) Class Skill
Intimidate: 2 = +2 CHA
Knowledge (religion): 5 = +1 rank; +1 INT; Misc: (+3) Class Skill
Perception: 3 = +3 WIS
Perform (Dance): 3 = +1 rank; +2 CHA
Ride: 0 = +2 DEX; Misc: (-2) ACP
Sense Motive: 3 = +3 WIS
Stealth: 0 = +2 DEX; Misc: (-2) ACP
Survival: 3 = +3 WIS
Swim: 0 = +2 STR; Misc: (-2) ACP

Race Features:
Type (ARG 127): You are an outsider with the native subtype.
Energy Resistance (ARG 127): You have fire resistance 5.*
Spell-Like Ability (ARG 127): You can use burning hands once per day as a spell-like ability.
Darkvision (ARG 127): You have darkvision to a range of 60ft.
Fire in the Blood (ARG 126): You gain fast healing 2 for 1 round anytime you take fire damage. You can heal up to 2 hit points per day in this way.


Class Features:
Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Scarf, Bladed
Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment
Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Bladed scarf)
Channel Energy (Su) (5 /day): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 12) You can use this ability 5 times a day.
Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.
Domain Powers: You gain the following domain powers:
  • Blind-Fight (Ex) (Core 42): You gain Blind-Fight as a bonus feat.*
  • Touch of Darkness (Sp) (Core 42) (6 /day): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment (20% miss chance on attack rolls). This effect lasts for 1 rounds. You can use this ability 6 times a day.
  • Touch of Chaos (Sp) (Core 42) (6 /day): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 6 times a day.


Traits:
Inspired (UCa 55): Once per day as a free action, roll twice and take the better result on a skill check or ability check.
Audrahni's Ally (Reflex) (APReR 10): Audrahni trusts you, and you know her answer to the following question: ""Where did you grow up?"". You gain a +1 bonus on Reflex saves.*
Once per adventure as a standard action, you can focus on your bond with Audrahni to gain the effects of one of the following spells (at a 1 caster level): calm emotions, cure moderate wounds, or lesser restoration.


Feats:
Selective Channeling (Core 132): When you channel energy, you can choose 2 targets in the area who are not affected by your channeled energy.
Blind-Fight (Core 118): In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll once. When blinded, you don't lose your Dex bonus. Can move full speed while blinded.


Equipment:
Chain shirt, Bladed scarf, Backpack, Bedroll, Holy Symbol, iron, Pouch, belt, 4 x Rations, trail (per day), Waterskin, 2 x Torch, Flint and Steel