Giant Frog

Enrique Karpadi's page

102 posts. Organized Play character for TheSuperDodo.


Full Name

Enrique VI Karpadi

Race

grippli

Classes/Levels

medium (fiend keeper) 3 (HP: 21/21) (AC:20 FF:16 T:15) (Fort: +2 Ref: +5 Will: +3) (Init: +4) (Perc: +6)

Gender

Male

Size

Small

Age

15

Alignment

Lawful Good

Languages

Common, Grippli

Strength 12
Dexterity 19
Constitution 11
Intelligence 8
Wisdom 10
Charisma 14

About Enrique Karpadi

Enrique Karpadi
Male Grippli medium 3
LG Small humanoid (grippli)
Init +4, Senses darkvision (60 ft.); Perception +6
=================================================
DEFENSE
=================================================
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size )
hp 21 ((3d8)+3)
Fort +2, Ref +5, Will +3, +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

=================================================
OFFENSE
=================================================
Speed 20 ft. Climb 15 ft.
Melee +1 rapier +8 (1d4+2/18-20)

Medium Spells Known (CL 3rd; concentration +4)
0th (at will) - detect magic, ghost sound, guidance, stabilize
=================================================
STATISTICS
=================================================
Str 12, Dex 19, Con 11, Int 8, Wis 10, Cha 14
Base Atk +2; CMB +2; CMD 16
Feats Spirit Focus (Champion), Weapon Finesse
Skills Diplomacy +9, Disable Device +2, Intimidate +8, Perception +6, Use Magic Device +7
Traits Life of Toil, Principled
Languages Common, Grippli
Other Gear +1 rapier, masterwork dwarven maulaxe, outfit (scholar's), medium's kit, kikko armor, 203 gp
=================================================
SPECIAL ABILITIES
=================================================

Dark Communion (Su) You can entice the evil spirit to lend you its knowledge or its power as a full-round action a number of times per day equal to your class level (3). If you seek knowledge, this behaves as contact other plane using your medium level as your caster level, but if you fail the Intelligence or Charisma check, your spirit gains 1 point of influence over you instead of reducing your ability scores. Treat the spirit as an entity from the Astral Plane for this ability. Its knowledge is equivalent to that of a demigod at 5th level, a lesser deity at 7th level, and an intermediate deity at 13th level.

If you request power, you must instead succeed at an Intelligence or Charisma check (DC 10 at 3rd level, DC 12 at 7th level, or DC 14 at 13th level or higher), or your spirit gains 1 point of influence over you. Regardless of the outcome, you gain one of the following powers for 1 minute. At 5th level, you also gains a number of temporary hit points equal to your medium level for 1 minute. At 7th level, you select two powers.

  • Dark Power: You gain a +1 profane bonus on attack and damage rolls, and a +1 profane bonus to AC. At 13th level, these bonuses increase to +2.
  • Fiendish Form: You gain darkvision 60 feet. At 7th level, you grow fiendish wings and gain a fly speed equal to your base speed (average maneuverability). At 13th level, your fly speed instead equals double your base speed (good maneuverability).
  • Natural Attacks: You gain two claw attacks and a bite attack. These are primary attacks that each deal 1d4 points of damage. At 13th level, the damage increases to 1d6.
  • Spirit Power: Your spirit bonus increases by 1. At 13th level, the spirit bonus instead increases by 2.
  • Unholy Resilience: You gain resistance 5 to two of the following energy types: acid, cold, electricity, fire, or sonic. The resistance increases to 10 at 7th level and 20 at 13th level.

    Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

    Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

    Knacks Mediums learn a number of knacks, or 0-level spells. These spells are cast like any other spell, but they don't consume slots and can be used again.

    Life of Toil You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

    Princely You gain proficiency with rapiers and +2 racial bonus on Diplomacy and Intimidate.

    Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

    Evil Spirit (Su) A fiend keeper serves as the vessel for a powerful evil spirit that fights and bargains for dominance. The legends a fiend keeper channels are all aspects of this evil presence. Willingly performing an evil act automatically grants the evil spirit 1 point of influence over him. Protection from evil temporarily suppresses all the spirit’s benefits while the fiend keeper is under the spell’s effects. When the spirit gains at least 3 points of influence over the fiend keeper, in addition to the penalties associated with each legend, he gains an evil aura as per a cleric of his level and treats his alignment as evil for the purposes of resisting or being vulnerable to spells and abilities (such as unholy blight or a paladin’s smite evil class ability).

    Shared Seance (Su) A medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours.

    Spirit Surge (Su) After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check's result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round.

    Taboo (Ex) During his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1.