Post by seantheyounger on Aug 12, 2010 22:09:44 GMT -5
Kawil ibn Sahn, ID 2220-1
As of Scenario Chronicle #20
Kawil ibn Sahn, Pathfinder of Qadira
Male Human Kelishite Ranger 5/Rogue 2/Pathfinder Delver 1
N Medium Humanoid
Init +3 (+5 in deserts); Perception +10
Deity: Abadar
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Defense
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AC 21, touch 14, flat-footed 17
HP 65
Fort +6, Ref +11, Will +2
Defensive Abilities: 20% Concealment when moving more than 5 ft (Wind Stance)
Weaknesses: Chocolate
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Offense
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Speed 40 ft. (Boots of Striding and Springing)
Melee attack: +1 Scimitar +10 (1d6+3/18-20) OR Masterwork Clawed Gauntlet +9 (1d4+1/x2)
Full attack: +1 Scimitar +8/+3 AND Masterwork Clawed Gauntlet +7/+2
Ranged attack: Masterwork Longbow +10/+5 (1d8/x3) rg 100 ft.
Space/Reach 5-Foot
Special Attacks: Sneak Attack +1d6
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Statistics
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Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +8; CMD 21
Feats: (Human) Weapon Focus (scimitar); (1st) Persuasive; (Rgr 2) 2 Weapon Fighting; (3rd) 2 Weapon Defense; (Rgr 3) Endurance; (5th) Dodge; (Rog 2) Improved 2 Weapon Fighting; (7th) Wind Stance
Skills: Acrobatics +14 (+23 Jump), Appraise +9, Bluff +6, Climb +9, Diplomacy +12, Disable Device +11, Know (history) +9, Know (local) +8, Know (nature) +6, Linguistics +6, Perception +10, Profession (guide) +8, Sense Motive +9, Stealth +11, Survival +9 (+11 tracking), Use Magic Device +7
Languages: Common, Kelish, Vudrani, Gnoll
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Traits
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Dervish - +1 AC when moving through threatened squares.
Katheer Merchant - +1 Appraise, is always class skill
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Spells Prepared
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Per Day
Ranger
1st-Level: 1 (Base), 1 (Bonus)
Prepared
Ranger
1st-Level: Jump, Resist Energy
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Equipment
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Combat: +1 Scimitar, Masterwork Spiked Gauntlet, Masterwork Longbow, Silver Kukri, Masterwork Falchion, +2 Mithral Shirt
Magical Gear (worn): Boots of Striding and Springing, Brooch of Shielding, Wayfinder, Bag of Holding Type 1
Magical Gear (consumable): Necklace of Fireballs Type 1 (1x 5d6, 2x 3d6), Wand of Cure Light Wounds (18 charges), Potion of Cure Serious Wounds (2), Potion of Lesser Restoration (1), Scroll of Gaseous Form (2), Scroll of Dimension Door (2), Scroll of Invisibility (2)
Other Gear: Belt Pouch, Pocketed Scarf, Perfume (4 vials), Perfume (rare) (2 vials), Flint and Steel, Whetstone, Bedroll, Waterskin (2), Silk Rope (50 ft.), Grappling Hook, Soap (2 lbs), Parchment (10 sheets), Scroll Case, Inkpen, Rations (4 days)
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Special Abilities
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Favored Enemy (Evil Outsider +4, Monstrous Humaniods +2)
Track (+2)
Wild Empathy (+7)
Favored Terrain (Deserts +2)
Hunter's Bond (Animal Companion)
Sneak Attack +1d6
Trapfinding
Evasion
Rogue Talent (Combat Trick)
Bardic Knowledge (Equal to Delver Level)
Master Explorer - A Pathfinder Delver adds 1/2 his class level (minimum 1) as a bonus to all Disable Device and Perception checks. A Pathfinder Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can alwas take 10 on Disable Device and Stealth checks, even if distracted or endagered. A delver can use Disable Device to disarm magical traps.
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Animal Companion
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Unnamed Beast, the Camel
N Large animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10
hp 24 (3 HD)
Fort +5, Ref +11, Will +1
Defensive Abilities:
OFFENSE
Speed 50 ft.
Melee bite +6 (1d4+6)
Ranged spit +5 sicken 1d4 rounds
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +6; CMD 19 (23 vs. trip, 25 vs. overrun)
Feats Power Attack, Improved Overrun
Skills Climb +8, Perception +4, Survival +1
SPECIAL ABILITIES
Share Spells: The ranger may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Link (Su): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Tactics: Kawil will provide flanks to other fighters while performing full attacks, switching to his falchion if dealing with DR. If he is brought below 20 HP he will retreat using tumble and heal himself with a potion.
The camel does nothing. Because it's a camel.
As of Scenario Chronicle #20
Kawil ibn Sahn, Pathfinder of Qadira
Male Human Kelishite Ranger 5/Rogue 2/Pathfinder Delver 1
N Medium Humanoid
Init +3 (+5 in deserts); Perception +10
Deity: Abadar
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Defense
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AC 21, touch 14, flat-footed 17
HP 65
Fort +6, Ref +11, Will +2
Defensive Abilities: 20% Concealment when moving more than 5 ft (Wind Stance)
Weaknesses: Chocolate
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Offense
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Speed 40 ft. (Boots of Striding and Springing)
Melee attack: +1 Scimitar +10 (1d6+3/18-20) OR Masterwork Clawed Gauntlet +9 (1d4+1/x2)
Full attack: +1 Scimitar +8/+3 AND Masterwork Clawed Gauntlet +7/+2
Ranged attack: Masterwork Longbow +10/+5 (1d8/x3) rg 100 ft.
Space/Reach 5-Foot
Special Attacks: Sneak Attack +1d6
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Statistics
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Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 14
Base Atk +6; CMB +8; CMD 21
Feats: (Human) Weapon Focus (scimitar); (1st) Persuasive; (Rgr 2) 2 Weapon Fighting; (3rd) 2 Weapon Defense; (Rgr 3) Endurance; (5th) Dodge; (Rog 2) Improved 2 Weapon Fighting; (7th) Wind Stance
Skills: Acrobatics +14 (+23 Jump), Appraise +9, Bluff +6, Climb +9, Diplomacy +12, Disable Device +11, Know (history) +9, Know (local) +8, Know (nature) +6, Linguistics +6, Perception +10, Profession (guide) +8, Sense Motive +9, Stealth +11, Survival +9 (+11 tracking), Use Magic Device +7
Languages: Common, Kelish, Vudrani, Gnoll
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Traits
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Dervish - +1 AC when moving through threatened squares.
Katheer Merchant - +1 Appraise, is always class skill
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Spells Prepared
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Per Day
Ranger
1st-Level: 1 (Base), 1 (Bonus)
Prepared
Ranger
1st-Level: Jump, Resist Energy
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Equipment
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Combat: +1 Scimitar, Masterwork Spiked Gauntlet, Masterwork Longbow, Silver Kukri, Masterwork Falchion, +2 Mithral Shirt
Magical Gear (worn): Boots of Striding and Springing, Brooch of Shielding, Wayfinder, Bag of Holding Type 1
Magical Gear (consumable): Necklace of Fireballs Type 1 (1x 5d6, 2x 3d6), Wand of Cure Light Wounds (18 charges), Potion of Cure Serious Wounds (2), Potion of Lesser Restoration (1), Scroll of Gaseous Form (2), Scroll of Dimension Door (2), Scroll of Invisibility (2)
Other Gear: Belt Pouch, Pocketed Scarf, Perfume (4 vials), Perfume (rare) (2 vials), Flint and Steel, Whetstone, Bedroll, Waterskin (2), Silk Rope (50 ft.), Grappling Hook, Soap (2 lbs), Parchment (10 sheets), Scroll Case, Inkpen, Rations (4 days)
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Special Abilities
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Favored Enemy (Evil Outsider +4, Monstrous Humaniods +2)
Track (+2)
Wild Empathy (+7)
Favored Terrain (Deserts +2)
Hunter's Bond (Animal Companion)
Sneak Attack +1d6
Trapfinding
Evasion
Rogue Talent (Combat Trick)
Bardic Knowledge (Equal to Delver Level)
Master Explorer - A Pathfinder Delver adds 1/2 his class level (minimum 1) as a bonus to all Disable Device and Perception checks. A Pathfinder Delver can disable intricate and complex traps in half the normal amount of time (minimum 1 round) and open a lock as a standard action instead of a full round action. He can alwas take 10 on Disable Device and Stealth checks, even if distracted or endagered. A delver can use Disable Device to disarm magical traps.
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Animal Companion
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Unnamed Beast, the Camel
N Large animal
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10
hp 24 (3 HD)
Fort +5, Ref +11, Will +1
Defensive Abilities:
OFFENSE
Speed 50 ft.
Melee bite +6 (1d4+6)
Ranged spit +5 sicken 1d4 rounds
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +6; CMD 19 (23 vs. trip, 25 vs. overrun)
Feats Power Attack, Improved Overrun
Skills Climb +8, Perception +4, Survival +1
SPECIAL ABILITIES
Share Spells: The ranger may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal).
Link (Su): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Tactics: Kawil will provide flanks to other fighters while performing full attacks, switching to his falchion if dealing with DR. If he is brought below 20 HP he will retreat using tumble and heal himself with a potion.
The camel does nothing. Because it's a camel.