Kaska of Red Talons
Female Human (Kellid) Ranger (Galvanic Saboteur) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 16
Fort +4, Ref +5, Will +2
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OFFENSE
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Speed 20 ft.
Melee +4
Ranged +3
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STATISTICS
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Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD +16
Traits:
Local Ties (Campaign Trait)
Indomitable Faith:
Benefit +1 WIS Save
Feats:
Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skills (8 points; 6 class, 0 INT , 2 Background) ACP -3:
Craft (Fletcher) +4 = INT 0+1+3 (Background) / Disable Device*† +6 = DEX 2+1+3 / K (Engineering) (Background)† +4= INT 0+1+3 / K (Nature)† +4 = INT 0+1+3 / Perception +5 = WIS 1+1+3 / Stealth +6 = DEX 2+1+3 / Survival +5 = WIS 1+1+3 / Swim +7 = STR 3+1+3.
Languages: Common, Hallit
Ranger (Galvanic Saboteur):
Favored Enemy (1): Constructs
Track
Reprogram (Construct Wild Empathy)
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GEAR/POSSESSIONS:
Greatsword
Longbow & Arrows (20)
Dagger
Heavy Mace
Hide Armor
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Appearance and Personality:
Height: 5'6" | Weight: 135 | Hair: Black | Eyes: Green | Age: 17
Kaska is solidly built and on the tall side for a Kellid woman. While she does show some developed musculature in her arms and legs, she's stronger than she looks. Growing up mostly in Torch, Kaska dresses no differently than the average person on the street.
To a non-Kellid Kaska would probably satisfy the stereotypes generally expected of them: stoic, practical, given to few words. But Kellids who still live nomadically, far from towns or cities would certainly notice the difference. She is less of all those things because, while she has been taught by her uncle, a single young man can only impart so much. Besides, the knowledge and skills he has taught her have never really been tested. Her life has never depended on them. Her life so far has been a sedentary one, and she knows wage labor and shopping for needs better than living off the land. While Kaska is a Desna worshipper, she is also a believer in the many spirits which are everywhere. She knows the rituals and prayers to appeal to and appease them. Her Zoic fetish is one of her most important possessions.
Kaska's approach to her hatred of machines and the Technic League is a good example of her blended but practical approach to things. She shares her mistrust of technology with most all Kellids, but is quite willing to learn as much about it as she can to further the goal of eliminating it, or at least most of it, from Numeria.
Background:
Kaska belongs to the Red Talons tribe, which possessed ancestral territory in the Sellen Hills of eastern Numeria. When Kaska was very young, the tribe came into conflict with the Technic League. An area of low mounds, which the tribe held as sacred, became a place of interest to the Technic League. Warfare broke out between the two. While the conflict remained a stalemate for a couple of years, the League eventually approached the more powerful and predatory Sunder Horn tribe to the north, enlisting them as allies. Squeezed between the technology of the Technic League and Sunder Horn raiders, the Red Talons tribe was destroyed. Most were killed or captured to work as slaves in the Sunder Horn iron mines.
The remnants of the Red Talons tribe fled the area and settled elsewhere. Kaska came to Torch with her uncle, her only remaining close relative, when she was five. Her uncle taught her what he could of the Red Talons past and traditions, but her knowledge of those things is incomplete. Having grown up in Torch, Kaska does not have the reflexive fear of technology and machines many Kellids possess. But she does view them as an evil and a plague on nature.
Female Human (Kellid) Ranger (Galvanic Saboteur) 1
CN Medium Humanoid (Human)
Init +2; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
hp 16
Fort +4, Ref +5, Will +2
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee +4
Ranged +3
------------------------------
STATISTICS
------------------------------
Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD +16
Traits:
Local Ties (Campaign Trait)
Indomitable Faith:
Benefit +1 WIS Save
Feats:
Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Power Attack:
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skills (8 points; 6 class, 0 INT , 2 Background) ACP -3:
Craft (Fletcher) +4 = INT 0+1+3 (Background) / Disable Device*† +6 = DEX 2+1+3 / K (Engineering) (Background)† +4= INT 0+1+3 / K (Nature)† +4 = INT 0+1+3 / Perception +5 = WIS 1+1+3 / Stealth +6 = DEX 2+1+3 / Survival +5 = WIS 1+1+3 / Swim +7 = STR 3+1+3.
Languages: Common, Hallit
Ranger (Galvanic Saboteur):
Favored Enemy (1): Constructs
Track
Reprogram (Construct Wild Empathy)
------------------------------
GEAR/POSSESSIONS:
Greatsword
Longbow & Arrows (20)
Dagger
Heavy Mace
Hide Armor
------------------------------
Appearance and Personality:
Height: 5'6" | Weight: 135 | Hair: Black | Eyes: Green | Age: 17
Kaska is solidly built and on the tall side for a Kellid woman. While she does show some developed musculature in her arms and legs, she's stronger than she looks. Growing up mostly in Torch, Kaska dresses no differently than the average person on the street.
To a non-Kellid Kaska would probably satisfy the stereotypes generally expected of them: stoic, practical, given to few words. But Kellids who still live nomadically, far from towns or cities would certainly notice the difference. She is less of all those things because, while she has been taught by her uncle, a single young man can only impart so much. Besides, the knowledge and skills he has taught her have never really been tested. Her life has never depended on them. Her life so far has been a sedentary one, and she knows wage labor and shopping for needs better than living off the land. While Kaska is a Desna worshipper, she is also a believer in the many spirits which are everywhere. She knows the rituals and prayers to appeal to and appease them. Her Zoic fetish is one of her most important possessions.
Kaska's approach to her hatred of machines and the Technic League is a good example of her blended but practical approach to things. She shares her mistrust of technology with most all Kellids, but is quite willing to learn as much about it as she can to further the goal of eliminating it, or at least most of it, from Numeria.
Background:
Kaska belongs to the Red Talons tribe, which possessed ancestral territory in the Sellen Hills of eastern Numeria. When Kaska was very young, the tribe came into conflict with the Technic League. An area of low mounds, which the tribe held as sacred, became a place of interest to the Technic League. Warfare broke out between the two. While the conflict remained a stalemate for a couple of years, the League eventually approached the more powerful and predatory Sunder Horn tribe to the north, enlisting them as allies. Squeezed between the technology of the Technic League and Sunder Horn raiders, the Red Talons tribe was destroyed. Most were killed or captured to work as slaves in the Sunder Horn iron mines.
The remnants of the Red Talons tribe fled the area and settled elsewhere. Kaska came to Torch with her uncle, her only remaining close relative, when she was five. Her uncle taught her what he could of the Red Talons past and traditions, but her knowledge of those things is incomplete. Having grown up in Torch, Kaska does not have the reflexive fear of technology and machines many Kellids possess. But she does view them as an evil and a plague on nature.