Vale Temros

!Kutlwisi's page

28 posts. Alias of joerice.


Full Name

!Kutlwisi

Race

Human (Mwangi: Zenj)

Classes/Levels

NG Human Cavalier 2 | HP: 18/18 | AC: 20 (11 T, 17 F) | CMB: +5/+6 Trip or Disarm/+8 grapple, CMD: 16/18 vs Grapple | F: +4, R: +1, W: +0 | Init: +1| Perc: +6, SM: +6/+7 in/around Necropolis

Gender

M

Alignment

NG

Deity

Grandmother Spider

Languages

Polyglot, Common

Strength 17
Dexterity 12
Constitution 13
Intelligence 13
Wisdom 10
Charisma 14

About !Kutlwisi

Male Cavalier (Circuit Judge/Constable) 2
NG Medium Humanoid (human)
Init +1; Perception +5
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Defense
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AC 20 (11 Touch, 17 FF)
hp 18
Fort +4, Ref +1, Will +0
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Offense
BAB +2
Melee: Mwk Battle Ax +6 (1d8+3)x3, s
Melee: Light Flail +5 (1d8)b, disarm, trip
Melee: Scizore +5 (1d10+3)p, +1 AC
Melee: Cold Iron Machete +5 (1d6+3)19-20
Melee: Alchemically Silvered Dagger +5 (1d4+2) 19-20
Melee: Unarmed Strike +5 (1d3+3)
Ranged: Alchemically Silvered Dagger +3 (1d4+2) 19-20
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Speed 20 ft.
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Statistics
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Str 17 , Dex 12, Con 13, Int 13, Wis 10, Cha 14
Base Atk +2; CMB +5, +6 to trip or disarm, +8 to grapple; CMD 16/18 vs Grapple

Feats: Combat Expertise, Improved Unarmed Strike (Free), Improved Grapple

Traits: Undead Crusader, Suspicious

Skills:
Diplomacy 7 (2+2+3)
Intimidate 8 (2+2+3)+1 within 50 miles of Necropolis
Knowledge Local 7 (1+2+3) +1 within 50 miles of Necropolis
Knowledge Religion 7 (1+2+3+1)
Perception 6 (0+2+3+1)
Sense Motive 6/7 (0+2+3) +1 within 50 miles of Necropolis

Languages: Polyglot, Common
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Class Abilities
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Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.

Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.

Order Abilities: A ronin samurai gains the following abilities as he increases in level.

Self Reliant (Ex)
At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.

Circuit (Ex): Necropolis, 50 miles
At 1st level, a circuit judge chooses a single community. While in that community or within 25 miles of it, she adds half her cavalier level (minimum 1) on Intimidate, Knowledge (local), and Sense Motive skill checks (as well as any other law-related skill checks, at the GM’s discretion). Whenever she advances in level, the range within which she gains this bonus expands by another 25 miles—50 miles at 2nd level, 75 miles at 3rd level, and so forth. This bonus on Intimidate checks increases by 2 when she enters a community within this area that she hasn’t visited for 1 week or more.

Sentence (Ex)
Once per day as a swift action, the circuit judge can choose one target within sight to sentence. The circuit judge gains the potential for a variety of bonuses related to that target. The circuit judge chooses the form of these benefits from the following list of inquisitor judgments: destruction, justice, protection, purity, or smiting.

The benefits of these judgments apply only to the circuit judge and the target—the protection judgment’s bonus to Armor Class, for example, applies only to attacks made by the sentenced target (not any creature who attacks the circuit judge while the judgment is active). Treat the circuit judge’s level as her inquisitor level for the purposes of determining how these judgments increase in power. The circuit judge can use this ability twice per day at 1st level, plus two additional times per day for every 3 cavalier levels beyond 1st, to a maximum of 14 times per day at 19th level. She can switch her sentence as a swift action, but doing so expends an additional daily use of this ability.

Sentencing a foe requires much of the circuit judge’s concentration. The circuit judge takes a –2 penalty to her Armor Class, except against attacks made by the target of her sentence.

The sentence remains in effect either until the target is dead or unconscious or until the combat ends.

Sentences are considered challenges for the purposes of the effects listed in the challenge section describing the cavalier’s order.

This ability replaces challenge.

Class Skills
Perception is a class skill for constables.

This alters the cavalier’s class skills.

Apprehend (Ex)
A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain.

This ability replaces mount.

Equipment:
banded mail
Cold Iron Machete
scizore
Mwk Battle Axe
light flail
mwk heavy steel shield
dagger
watchman's kit
5 gp

Background, Appearance, and Motivation:

!Kultwisi comes from a long line of what loosely translates to “protectors” from the Polyglot, though any native speaker will say that translation loses much of the subtext afforded by the pronunciation variances. These were men and women that were to show mercy to the poor and suffering, and to above all protect them from the undead. No mercy for the undead, though mission one was always protection of innocents.

Only so many generations can fight the same fight without either total failure or ...as was the case of !Kultwisi’s recent ancestors, absolute success. Eventually, they made themselves useless, as was the original plan of the earliest known matriarch.

!Kultwisi grew up trained from birth to do something no longer necessary for his local community. Boredom is his greatest enemy. He researched undead as much as he could and found that though his local area was finally free, there were places all around Golarion where the fight was not over.

Closest to his Mwangi home was the Necropolis of Wati. Upon his coming of age, he left with his parents’ blessing (though not his siblings) to apply his very specific set of skills to people that needed it. Though his start there was rife with gaffes and cultural misunderstandings, the past two years has found him acclimated and feeling useful.

His interest in delving these depths is manifold. Surely, undead f&!@ery has a large part to do with any problem there. If he could eliminate the problem from the source like his grandfather, he could also make himself obsolete, as is the traditional family mission. Thirdly, he is young, curious, and lonely. The tight friendship of adventuring parties is a secret goal of the young man.

!Kutlwisi is a tall, broad Zenj Mwangi man with close-cropped hair and a wide smile. He is amiable, and easy-going, but curious and distractible. When working, he takes his job seriously and is quick to defend or jump into the fray. Fighting is just something he’s good at, and Grandmother Spider doesn’t like it when you hide your gifts selfishly.

Heroforge screenshot

https://www.facebook.com/photo.php?fbid=10162967352925494&set=a.1134151 25493&type=3&eid=ARC6phwQDRs7gonS89sJ9Qgf39GgPQPhquF9npmoO1IKlI8N-q L-RREuL2O7nX_KQDi-BaHN1upNiE-4

with flail

https://www.facebook.com/photo.php?fbid=10162967478610494&set=p.1016296 7478610494&type=3&theater