Rune Giant

Xeur Kaan's page

52 posts. Alias of THE LOREMASTER.


Race

Character Image

Classes/Levels

Tiefling Brawler 1 / Init +2, Per +4 / HP 11 / AC 18 / CMB 5, CMD 17 / F +3, R +4, W +0

About Xeur Kaan

Character Name: Xeur Kaan
Alignment: Chaotic Good
Class: Brawler
Level: 1 (Raise to Level 2)
EXP: 0

Deity:
Homeland:
Race: Tiefling
Size: Medium
Gender: Male
Age: 19
Height: 5’8
Weight: 190 lbs
Hair: Black
Eyes: Red

STATS
Strength - 18 (+4)
Dexterity - 15 (+2)
Constitution - 13 (+1)
Intelligence - 12 (+1)
Wisdom - 10 (+0)
Charisma - 10 (+0)

COMBAT
Hit Points - 11
AC - 18
Speed - 6 sq / 30 ft
Base Attack - 1
CMB - 5
CMD - 17
Initiative - 2

SAVES
Fortitude Save - 3
Reflex Save - 4
Will - 0

SKILLS
Skilled: Xeur gains a +2 racial bonus on Bluff and Stealth checks.
Languages: Common, Abyssal, Infernal
Acrobatics (Dex) = 6
Climb (Str) = 4
Craft (Int) = 1
Escape Artist (Dex) = 6
Handle Animal (Cha) = 0
Intimidate (Cha) = 4
Knowledge Dungeoneering (Int) = 0
Knowledge Local (Int) = 0
Perception (Wis) = 4
Profession Pitfighter(Wis) = 0
Ride (Dex) = 2
Sense Motive (Wis) = 0
Stealth (Dex) = 5
Swim (Str) = 4

FEATS
Dodge: +1 dodge bonus to AC.

SPECIAL ABILITIES
Native Outsider: Xeur is an outsider with the native subtype.

Medium: Xeur is a Medium creatures and receives no bonuses or penalties due to his size.

Normal Speed: Xeur has a base speed of 30 feet.

Darkvision: Xeur can see in the dark for up to 60 feet.

Fiendish Resistance: Xeur has cold resistance 5, electricity resistance 5,
and fire resistance 5.

Weapon and Armor Proficiency: Xeur is proficient with all simple weapons plus the handaxe, the short sword, and weapons from the close weapon group. He is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If Xeur’s Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): Xeur can take a move action to gain the benefit of a combat feat he doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 4 times per day). Xeur can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training (Ex): At 1st level, Xeur counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

Unarmed Strike: At 1st level, Xeur gains Improved Unarmed Strike as a bonus feat. He may attack with fists, elbows, knees, and feet. This means that Xeur may make unarmed strikes with his hands full. Xeur applies his full Strength modifier (not half) on damage rolls for all his unarmed strikes. Usually, Xeur’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. Xeur’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons.

SPELLS
Spell-Like Ability: Xeur can use Darkness once per day as a spell-like ability. The caster level for this ability equals his class level.

DARKNESS SPELL
School: Evocation [Darkness]
Casting Time: 1 Standard Action
Components: None
Range: Touch
Target: Object Touched
Duration 1 minute/level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate Darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s e ect is blocked until the covering is removed.This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines
treat their Charisma score as 2 points higher for all sorcerer class abilities.

WEAPONS
Unarmed Strike
(AB: 5, DAM:1d6+4, CRIT: x2, TYP: B, RNG:HTH)

‘The Kingsword’ +2 Holy Bastard Sword
(AB: 6, DAM: 1d10+6, CRIT: 19-20 (x2), TYP: P, RNG: HTH)

ARMOR
‘Aegis Aries’ +3 Ram’s Shield (+3 AC, -2 Check, 15% Spell Fail, 15 lbs)
• This +3 heavy steel shield is engraved with a shining ram’s head. Three times per day as a free action, the ram’s head can be commanded to attack (independently of the shield wearer), ramming with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

MAGIC ITEMS

POSSESSIONS

NOTES
Lady Sylla
• Cleric of Pharasma. Protected by Xeur.

Lord Midon
•Killed by Xeur. Warrior Lord of Varion.

Varion
•Evil Wizard / Alchemist