Targas

Kahru Kuun, Coldborn's page

140 posts. Alias of Dennis Muldoon.


Race

Male Coldborn Skinwalker Barbarian (Mad Dog) 7 | hp 70/82 (91/103) Temp hp: 0/9 | AC20 T12 F19 (18/10/17) | F+10 R+5 W+6 (13/5/8) | CMB +11 (13) CMD 23 | Init +1 | Per +6 SM +1 Trapsense +2 | +1 Adam. Earthbreaker +12/2d6+7

Classes/Levels

| Speed 40ft (Climb 20 if selected) | Rage: 11/16 | Current conditions: | Current shapechange ability: bite attack

About Kahru Kuun, Coldborn

Karhu Kuun
Male werebear-kin skinwalker (coldborn) barbarian (mad dog) 7 (Pathfinder Player Companion: Animal Archive, Pathfinder RPG Bestiary 5)
CN Medium humanoid (shapechanger, skinwalker)
Init +1; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 19 (+8 armor, +1 deflection, +1 Dex)
hp 82 (7d12+28)
Fort +10, Ref +5, Will +6
Defensive Abilities trap sense +2; Resist acid 3, cold 3, electricity 4, fire 2
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft.
Melee +1 adamantine earth breaker +12/+7 (2d6+7/×3) or
. . cold iron dagger +11/+6 (1d4+4/19-20) or
. . cold iron longsword +11/+6 (1d8+6/19-20) or
. . silver light mace +11/+6 (1d6+4) or
. . bite +6 (1d6+2), 2 claws +6 (1d4+2)
Ranged darkwood composite longbow +9/+4 (1d8+3/×3)
Special Attacks rage (16 rounds/day), rage power (lesser atavism totem)
Spell-Like Abilities (CL 7th; concentration +5)
. . 1/day—calm animals (DC 9)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 17, Int 8, Wis 12, Cha 6
Base Atk +7; CMB +11; CMD 23
Feats Animal Soul[ACG], Bludgeoner[UC], Power Attack, Raging Vitality[APG]
Traits berserker of the society, indomitable faith
Skills Acrobatics +6 (+10 to jump), Bluff -2 (+1 vs. creatures with earth subtype, +2 vs. creatures with air subtype, +1 vs. creatures with water subtype, +0 vs. creatures with fire subtype), Climb +20, Craft (tattoo) +3, Diplomacy -2 (+1 vs. creatures with water subtype, +0 vs. creatures with fire subtype, +1 vs. creatures with earth subtype, +2 vs. creatures with air subtype), Handle Animal +8 (+10 vs. Nokka while worn, +6 to train or handle owlbear., +12 vs. creatures with air subtype, +11 vs. creatures with earth subtype, +11 vs. creatures with water subtype, +10 vs. creatures with fire subtype), Intimidate +3 (+6 vs. creatures with earth subtype, +6 vs. creatures with water subtype, +5 vs. creatures with fire subtype, +7 vs. creatures with air subtype), Knowledge (nature) +3, Perception +6, Survival +5, Swim +7; Racial Modifiers +2 Climb
Languages Common
SQ change shape, change shape (bite), change shape (claws), change shape (climb 20 ft.), change shape (scent), fast movement, ferocious fetch, pack tactics
Combat Gear cold iron arrows (48), oil of align weapon, oil of daylight, oil of magic weapon (2), potion of cure light wounds, potion of cure moderate wounds, potion of fly, riffle scroll of communal resist energy (CL 7th), wand of cure light wounds (27 charges), alchemist's fire, alkali flask[APG] (2), antitoxin, holy water; Other Gear +2 mithral agile breastplate[APG], +1 adamantine earth breaker[UE], cold iron dagger, cold iron longsword, darkwood composite longbow (+3 Str), silver light mace, cloak of resistance +2, ring of protection +1, backpack, belt pouch, blanket[APG], flint and steel, grappling hook, hemp rope (50 ft.), journal[UE], pot, soap, tattooing tools, torch (9), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,109 gp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Soul You can choose not to let spells that can't target both animals and your base type affect you.
Atavism Totem, Lesser (Su) While raging, gain a bite attack.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Claws) (Su) You choose to gain 2 claw attacks that each deal 1d4 points of damage when shifting into bestial form.
Change Shape (Climb 20 ft.) (Su) You can choose to gain a climb speed of 20 feet when shifting into bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Change Shape (Su) Shapeshift into bestial form, granting animal-like powers.
Climb (20 feet) You have a Climb speed.
Energy Resistance, Acid (3) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Cold (3) You have the specified Energy Resistance against Cold under specific conditions.
Energy Resistance, Electricity (4) You have the specified Energy Resistance against Electricity under specific conditions.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire under specific conditions.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Fetch (Ex) As a swift action, war beast attempts to drag a foe in 30 ft to you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pack Tactics (Ex) Both master and war beast gain +4 when flanking with each other.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
--------------------
Of Shriikirri-Quah (Hawk-Clan)

===================================================================

Normal:

[dice=+1 Adamantine Earth Breaker]1d20+12[/dice]
[dice=Damage]2d6+7[/dice]
[dice=+1 Adamantine Earth Breaker (iterative)]1d20+7[/dice]
[dice=Damage]2d6+7[/dice]
[dice=Bite]1d20+6[/dice]
[dice=Damage]1d6+2[/dice]

Power Attack:

[dice=+1 Adamantine Earth Breaker, Power Attack]1d20+12-2[/dice]
[dice=Damage, Power Attack]2d6+7+6[/dice]
[dice=+1 Adamantine Earth Breaker (iterative), Power Attack]1d20+7-2[/dice]
[dice=Damage, Power Attack]2d6+7+6[/dice]
[dice=Bite, Power Attack]1d20+6-2[/dice]
[dice=Damage, Power Attack]1d6+2+2[/dice]

Rage:

[dice=+1 Adamantine Earth Breaker, Rage]1d20+14[/dice]
[dice=Damage, Rage]2d6+10[/dice]
[dice=+1 Adamantine Earth Breaker (iterative), Rage]1d20+9[/dice]
[dice=Damage, Rage]2d6+10[/dice]
[dice=Bite, Rage]1d20+8[/dice]
[dice=Damage, Rage]1d8+3[/dice]

Power Attack & Rage:

[dice=+1 Adamantine Earth Breaker, Power Attack, Rage]1d20+14-2[/dice]
[dice=Damage, Power Attack, Rage]2d6+10+6[/dice]
[dice=+1 Adamantine Earth Breaker, Power Attack, Rage]1d20+9-2[/dice]
[dice=Damage, Power Attack, Rage]2d6+10+6[/dice]
[dice=Bite, Power Attack, Rage]1d20+8-2[/dice]
[dice=Damage, Power Attack, Rage]1d8+3+2[/dice]

[dice=Handle Animal, companion, harness, owlbear]1d20+8+4+2-2[/dice]

Nokka
Human form

Bot Me!:
Kahru generally moves into melee, trying to flank with Nokka whenever possible to make use of the +4 bonus from Pack Tactics. He power attacks, unless he's having trouble hitting, and uses rage liberally. When full attacking, he swings twice with his adamantine earth breaker, plus a bite attack when raging or when shifted that way in werebear form.

===================================================================
===================================================================

Consumables used in Debt to the Quah:
- Wand of CLW: 4