female charau-ka expert 1 / _____ 3 / Fighter 2
NE Small humanoid (charau-ka)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7


AC 17, touch 12, flat-footed 16 (+3 armour, +2 natural, +1 size, +1 dodge) (+4 ac vs attacks of opportunity from movement)
HP 46 (3d8+9+1d8+3+2d10+6+half)
Fort +7, Ref +3, Will +6 (+1 will vs. fear)


Speed 30 ft., climb 30 ft.
Melee masterwork club +9 (1d4+2), +7 melee (1d3+1)
Ranged masterwork spear +7 (1d6+2, 19-20/x3)


Str 15, Dex 10, Con 16, Int 12, Wis 12, Cha 9
Base Atk +4; CMB +5; CMD 15
Feats Iron Will, Persuasive, Skill Focus (craft: weapons), Throw Anything B, weapon focus:club, dodge, mobility, bravery +1
Skills Acrobatics -1*, Appraise +5, Bluff +4, Craft (weapons) +12, Intimidate +8, Knowledge (nature) +5, Perception +7, Sense Motive +5, Stealth +7*, Survival +7 (* includes armour check penalty)
Expert Class Skills Appraise, Bluff, Intimidate, Knowledge (geography), Knowledge (nature), Perception, Sense Motive, Sleight of Hand, Stealth, Swim
(Humanoid class skills Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival)
Languages Abyssal, Polyglot
Gear Small studded leather armour (bone studs), masterwork Small club, masterwork Small spear, improvised crafting tools
Experience Points 20 908
Favoured Class [fighter, skill point]

Special Abilities

Shrieking Frenzy (Su) Once per day, a charau-ka can enter a state of shrieking frenzy as a free action. While in this state, a charau-ka automatically fails Stealth checks and cannot speak or cast spells that use verbal components (or use items that require command words to activate), but functions as if under the effects of a haste spell. A charau-ka can continue shrieking for up to 3 rounds, after which it is staggered for 1 round.

Thrown Weapon Mastery (Ex) Charau-ka are masters of thrown weapons. All charau-ka gain Throw Anything as a bonus feat. In addition, a charau-ka gains a +1 racial bonus on all thrown weapons, and their threat range for thrown weapons is doubled, as if the charau-ka possessed the Improved Critical feat for all thrown weapons. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Combat Quick Reference

Default Tactics

First Choice: Gritta's first instinct is to throw her spear at someone who's hostile. She has +7 to hit with it, and deals 1d6+2 points of damage.

Second Choice: Once she's thrown her spear, Gritta will attack her enemies with her club. She has +9 to hit with it, and deals 1d4+2 points of damage.

Last Choice: If left with no other option, Gritta can bite someone. She has +7 to hit in this case, and deals 1d3+1 points of damage.


Gritta is the only weaponsmith who accompanied Raogru. She acknowledged his authority, but was ready to move in on the leadership position if he started to look weak.

With the Heirs of the Viper charau-ka tribe collapsing into in-fighting, she has chosen to accompany Issilar back to Saventh-Yhi, where he has promised her a proper forge. Once she is set up, the arragement is that Issilar will receive 10% of what she makes, either in trade goods or weapons.

Play History


May 25: Tim
June 8: Corey
June 22: Cedric
July 27: Corey
August 10: Paul
August 25: Tim
September 8: Cedric


Conscientious Objectors tbug tbug