Sulini ot’Falagi Jaira Bloodgrass | Character Sheet | Pathfinder 1e | Statblocks & Sheets | World Anvil

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Sulini ot’Falagi Jaira Bloodgrass CG
Character Name Alignment
Kimeta 6
Character Level
Orisnuc Orc M
Race Size
Female 33
Gender Age
6' 3" 197 lbs
Height Weight
black, sometimes with red ends brown
Hair Eyes
Tepcat
Player
- KaraKorum
Deity Homeland
- 36,100
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
18 +4 N/A +4
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
12 +1 N/A +1
Int
Intelligence
10 +0 N/A +0
Wis
Wisdom
13 +1 N/A +1
Cha
Charisma
11 +0 N/A +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
66
0
0
Initiative
Dex
Modifier
+1
+1
+0
BAB
+6
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+6
+0
+1
Size
Natural
Deflection
Misc
+0
+0
+0
+1
Touch
12
Flat Footed
17
Flat Footed + Touch
11
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +6 +5 CON +1 +0 +0 +0
Reflex +3 +2 DEX +1 +0 +0 +0
Will +6 +5 WIS +1 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+10 +6 +4 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
21 10 +6 +4 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
15
-
-
Languages


  • Common
  • Tempeh (knot-language)
  • Noru (spoken and other writing language)

  • Adventuring Skills
    CS Skill Total AB Mod Ranks Misc
      Acrobatics +1 (DEX)  +1 +0 +0
      Bluff +0 (CHA)  +0 +0 +0
    Climb +8 (STR)  +4 +1 +3
    Diplomacy +0 (CHA)  +0 +0 +0
    Disable Device* +6 (DEX)  +1 +2 +3
      Disguise +0 (CHA)  +0 +0 +0
      Escape Artist +1 (DEX)  +1 +0 +0
      Fly +1 (DEX)  +1 +0 +0
      Heal +2 (WIS)  +1 +0 +1
    Intimidate +5 (CHA)  +0 +1 +4
    Knowledge: Arcana +4 (INT)  +0 +1 +3
      Knowledge: Dungeoneering -1 (INT)  +0 +0 -1
      Knowledge: Local +0 (INT)  +0 +0 +0
      Knowledge: Nature +0 (INT)  +0 +0 +0
      Knowledge: Planes +0 (INT)  +0 +0 +0
      Knowledge: Religion +0 (INT)  +0 +0 +0
    Perception +9 (WIS)  +1 +3 +5
    Ride +6 (DEX)  +1 +2 +3
      Sense Motive +1 (WIS)  +1 +0 +0
      Stealth +4 (DEX)  +1 +1 +2
    Survival +2 (WIS)  +1 +0 +1
    Swim +8 (STR)  +4 +1 +3
    Use Magic Device* +4 (CHA)  +0 +1 +3
    Background Skills
    CS Skill Total AB Mod Ranks Misc
    Appraise +4 (INT)  +0 +1 +3
    Craft: bow +5 (INT)  +0 +2 +3
    Craft: armor +5 (INT)  +0 +2 +3
    Craft: weapons +5 (INT)  +0 +2 +3
      Handle Animal* +3 (CHA)  +0 +1 +2
    Knowledge: Engineering +4 (INT)  +0 +1 +3
      Knowledge: Geography +1 (INT)  +0 +0 +1
      Knowledge: History +0 (INT)  +0 +0 +0
      Knowledge: Nobility +0 (INT)  +0 +0 +0
    Profession: blacksmith +6 (WIS)  +1 +2 +3
    Custom Skills
    CS Skill Total AB Mod Ranks Misc

    * only usable when trained (rank 1 and higher)
    Feats

    Dodge
    (Requires Dex 13) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

    Weapon Focus(Warhammer)
    You gain a +1 bonus on all attack rolls you make using the selected weapon.

    Combat Reflexes
    You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

    Special Abilities

    Darkvision
    The character is able to see in dim light up to 60 feet in and in darkness as though it was twilight. However, in darkness the character is only able to see in shades of gray.

    I Can Do This All Day
    When the character’s hit points drop to 0 or below (with some exceptions such as a disintegrate spell), they are not killed or incapacitated. They may instead drop to 1 hit point. This can only be used once per game day.

    Discerning Scent
    This allows the character to detect, or track, items based on their smell. Such characters are able to identify familiar odors just as other species - like humans - do familiar sights. Scents can be detected up to 30 feet under normal conditions. This increases to 60 feet if the source of the scent is upwind and drops to 15 feet if downwind. When a character detects one or more scents, this doesn't reveal the location where the scent is coming from, only that it is nearby. To find the location, a character must use a move action to track down the direction. Once they are within 5 feet of the source, they know the location.

    Traits

    Light Footed
    All Orisnuc are taught to dance from an early age. Therefore all Osisnuc have proficiency in the Acrobatics skill, if their class doesn't provide it.

    Adept Riders
    The Orisnuc are taught to ride horses, woolly rhinoceros, and other domesticated Longgrass Plains riding animals as part of their culture of migration. Orisnuc have proficiency in Ride, if their class doesn't provide it.

    WEAPONS
    Name AB Critical Type Range Ammo Dmg
    Warhammer (Bound, Frost Damage Effect) (BAB, STR, Weapon Focus already added to to hit roll) +12 {20}x3 Bashing - - 1d8+1d6+4
    Orisuc saber (Bound, Merciful Non-lethal Damage Effect) (BAB, and STR already added to to hit roll) +11 {18-20}x2 Slashing - - 1d6+1d6+4
    Dagger (BAB, and STR already added to to hit roll) +10 {19-20}x2 10ft. Slashing or Piercing - 1d4+4
    Dagger (BAB, and STR already added to to hit roll) +10 {19-20}x2 10ft. Slashing or Piercing - 1d4+4
    Longbow (BAB, and DEX already added to to hit roll) +7 {20}x3 100 ft Piercing - 1d8
    ARMOUR
    Name ACB Type Check Penality Spell Failure Weight Properties
    Orisnuc Lamellar (horn) Armor (Bound)+6Medium Armor-425%30 lbsSmall plates of lacquered horn, leather and similar materials are strung together in parallel rows using fine cord.
    Arms & Equipment

    Weapons

    Warhammer
    Bound Equipment with special quality "Frost" (Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given)

    Orisuc saber
    Bound Equipment with the special quality "Merciful" (A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it)

  • 2 Daggers

  • Armor

    Orisnuc Lamellar (horn) Armor
    Bound Equipment with the special quality "Bolstering" (Anytime the wearer damages a creature with a melee or ranged attack, he gains a +2 competence bonus on saving throws against that creature’s abilities until the start of his next turn.)


    Other Equipment

  • Backpack
  • Waterskin
  • Small bag of blacksmithing and weapon repair tools
  • Rations for a 1 week
  • Compass
  • Glowrod x 2
  • Sunstone (for starting a campfire)
  • Traveler's clothes
  • Waxed cloak with hood
  • Journal for smithing, crafting, and armor studies
  • ink stone and brush quill pen
  • arm circlet of miniature marble forge hammers
  • quiver (20 arrows)

  • Class Features


  • Elbow Grease grants +4 to Craft skill checks
  • Thunderblow is at +3d6
  • Smithing Insight is at +3d6
  • Element Whisperer : May fashion weapon (bow, sword, dagger, etc) with metal or other materials or leather, chain, or other armor using primarily non-metal materials.
  • The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Weapon and Armor Proficiency (Kimeta)


    Prerequisite(s)

    Kimeta 1

    Benefits

    Kimetas are skilled in the use of simple and martial weapons, light armor, medium armor, and shields. The only exception is tower shields.

    Bound Equipment (Kimeta)


    Prerequisite(s)

    Kimeta 1

    Benefits

    When an Kimeta craft an item, they peer into the nature of the metal, wood, stone, or other materials. In effect, they almost place a part of themselves into what they make. Therefore a weapon or piece of armor they make for themselves is almost like a limb or a 'second skin' to them as they bond to the very elements in the item.
    At every level the Kimeta has 'Bound Equipment', they can bond with one item they have crafted for themselves. This can be a weapon or armor. If the weapon or armor is not on the Kimeta at the time, they can mystically summon those bound pieces of equipment to them. These bound items summoned by an Kimeta either appear on the Kimeta's body if armor, or in their hands if weapons.
    At every level the Kimeta has 'Bound Equipment', they can bond with one item they have crafted for themselves. This can be a weapon or armor. If the weapon or armor is not on the Kimeta at the time, they can mystically summon those bound pieces of equipment to them. These bound items summoned by an Kimeta either appear on the Kimeta's body if armor, or in their hands if weapons.
    As this ability is primal, elemental magic, spells such as antimagic barriers may attempt to block the Kimeta from calling their bound equipment. Kimetas can attempt to overcome this through a successful Save vs Will roll against a DC + the level of the spellcaster who created the antimagic barrier.

    Elbow Grease (Kimeta)


    Prerequisite(s)

    Kimeta 1

    Benefits

    Kimetas gain a +2 to all Craft checks. This bonus increases to +4 at 6th level, and +6 at 10th level.

    Maintenance (Kimeta)


    Prerequisite(s)

    Kimeta 1

    Benefits

    At 1st level, the Kimeta learns how to optimize equipment by sharpening weapons, reinforcing straps, and performing other chores that allow a person to get their most out of their equipment for that day. During this time, they take the 'measure of the elements' and temporarily draw out their best qualities.
     
    Once the Kimeta has at least 8 consecutive hours of rest time, or the equivalent such as an Oatman hatband, a ring of sustenance, or similar ability, the Kimeta can perform these tasks without disrupting their own rest. If they perform this ability, they grant themselves and their allies a Constitution modifier of 1 + 1/2 the Kimeta's Wisdom bonus ( minimum of 1 ) for the following 24 hours or until the group's next 8 hour rest.

    Thunderblow (Kimeta)


    Prerequisite(s)

    Kimeta 1

    Benefits

    Beginning at 1st level, then at every other level afterwards, the Kimeta becomes adept at striking at the exact weak spots to damage a creation with the greatest result. This is due to the Kimeta being able to see and hear the elemental flaws in the crafted items. The places where the materials don't work in harmony. When the Kimeta strikes, a dull peal of thunder echoes from the blow as the base elements are shoved apart.
     
    Note that if the Kimeta is affected by a Blindness, Silence, Fog, or Antimagic barrier, they must make a Save vs Will with the Difficulty Number being 10+the level of the caster.
     
    Anytime an Kimeta makes an attack of opportunity, they are able to cause an additional 1d6 points of damage if the attack succeeds. This damage increases by 1d6 at every other level, so 2d6 at 3rd, 3d6 at 5th, and so on. This damage is also applied if the Kimeta attacks a construct, object, or animated object.
     
    Use of this ability never provokes an attack of opportunity. If the Kimeta attacks an item being held by a creature, excess damage to the ruptured item is applied to the creature holding the ruined item.
     
    Note, this means the Kimeta may not take the Sunder or Improved Sunder Feat.
     
    At 3rd level, the Kimeta has become skilled enough to understand how to shatter natural armor, such as scales, or natural weapons such as claws. Treat attacks on natural weapons as an attack on an item held by a creature. Damage dealt in this way reduces the base AC of the natural armor to a minimum of 1. Damage dealt to natural weapons become a negative penalty on the damage the natural weapons can deal out.
     
    Magical healing, or a DC 15 Heal check, can remove this damage if performed as a standard action.
     
    Penalties dealt to natural weapons and armor remain until healed.

    Skilled Craftsman (Kimeta)


    Prerequisite(s)

    Kimeta 2

    Benefits

    At 2nd level, the Kimeta may use their Profession (blacksmith) in the place of any craft or spellcraft skill check to create, modify, repair, or enchant any weapon, armor, or shield.
     
    If it is repair, the Kimeta may restore 2 hit points per level to an object as a standard action. They may not perform this while in combat.
     
    If the object is completely broken, and all pieces are available, instead of 2 hit points per level, the object is restored to half its original hit points.
     
    The Kimeta may repair both normal and magic objects in this manner. If it is a magical object, the Kimeta's level must be equal to or higher than the caster who created the object.

    Smithing Insight (Kimeta)


    Prerequisite(s)

    Kimeta 2

    Benefits

    The Kimeta's study of elements and materials allows them to assist their allies in battle. A number of times per day, equal to their Wisdom modifier, an Kimeta can quickly assess an item or object and indicate the best place for an ally to strike. This grants the ally, 1d6 damage per every time this is taken. This starts at 2nd level and increases by 1d6 every other level.

    Element Whisperer (Kimeta)


    Prerequisite(s)

    Kimeta 3

    Benefits

    At 3rd level, the Kimeta has become attuned enough to elements, metals and more that they can create magic equipment as per "Craft Wondrous Item", provided they have the ingredients. The level of the Kimeta is treated at the caster level for crafting and abilities while using the appropriate Craft ( weapons, armor, bows, etc ) to forge the item.
     
    At 3rd level, the Kimeta may fashion a weapon (bow, sword, dagger, etc), provided they have the ingredients.
     
    At 5th level, the Kimeta may fashion leather, chain, or other armor using primarily non-metal materials in this manner as well, provided they have the ingredients.
     
    At 9th level, the Kimeta may fashion a metal ring, provided they have the ingredients.
     
    This also allows the Kimeta to rework magical equipment without causing the item to lose magical effectiveness.
     
    The time it takes for the Kimeta to perform this task is 1 day for each 1,000 gp in the price of the item being made. Reforging takes 8 uninterrupted hours.

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    Created by

    Tepcat.

    System

    Pathfinder 1e

    Statblock Type

    Character Sheet

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