Initial build complete. Posting here for feedback.
Koro-PokPicori 2 / Sorcerer (Fey Bloodline) 3 / Ranger (Pathfinder) 3
Racial adjustments: +1 Cha
32 point buy
Str 8 (-1)
Dex 14 (+2)
Con 10 (+0)
Int 14 (+2)
Wis 11 (+0)
Cha 20 (+5)
HD: 2d8 + 3d6 + 3d10
Saves: F +4, R +6, W +7
AC: 21 (+2 Dex, +8 Size, +1 Armor, +0 Natural), touch 20, flat-footed 19
Initiative: +6
Senses: Darkvision 60 feet
BAB/Grapple: +6/+1 / -10
Attacks: Defenses: Picori:- +1 Charisma
- Fine size.
- A Picori's base land speed is 20 feet.
- Darkvision: Picori can see in the dark up to 60 feet.
- Crude But Effective: Picori have Catch Off Guard and Throw Anything as racial feats. In addition, Picori can use its Cha mod instead of Str/Dex mod for attack rolls with such weapons. In addition improvised melee weapons grant the Picori a 5 feet melee reach even tough it is so tiny.
- SLA: Hide From Animals 2/day per Hit Die, Purify Food and Drink 2/day per Hit Die, Invisibility 1/day per Hit Die, Statue (Hardness = Charisma Mod) 1/day per Hit Die, Commune with Nature 1/Week
- Resistance to acid, fire, and electricity equal to Half the Picori's total Hit Dice
- Languages: Picori (Native), Common, Sylvan
- Favored Class: N/A
Sorcerer 3 (Fey Bloodline:- Bonus Feat (Eschew Materials)
- Bloodline Arcana: +2 to Save DC vs. Compulsions you cast
- Bloodline Power (1st Level): Laughing Touch - Cause a creature to bust out laughing for 1 round as Melee Touch. Use 3+CHA mod times / day.
- Bloodline Power (3rd Level): Woodland Stride - You can move through undergrowth, such as naturally occuring thorns, briars, overgrown areas, etc) at your normal speed without taking damage. Magically created or manipulated landscapes affect you normally.
- Bloodline Spell: At 3rd Level, Entangle is automatically added to the Sorcerer's list of Known Spells
Ranger 3:- 1st Favored Enemy: +2 To Bluff, Knowledge (Any), Spot, Search, Listen, Sense Motive, Survival, Attack, and Damage rolls against any Humanoid (Goblinoid) as I figure this will factor most Moblins, and they seem pretty destructive to the woods. This bonus is NOT factored into the skills below.
- Track: Rangers add Half their level (Minimum 1) to Survival checks when following or identifying tracks
- Wild Empathy
- Combat Style Feat: Two-Weapon Fighting style selected. Bonus Feat (Two-Weapon Fighting)
- Bonus Feat: Endurance
- Favored Terrain: Forest. +2 to Initiative checks, Knowledge (Geography), Spot, Search, Listen, Move Silent, Hide, and Survival checks in Forest regions. The Ranger does not leave tracks while moving through a Favored Terrain, but may choose to do so. This bonus is NOT factored into the skills below.
Bonus - Catch Off Guard (You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.)
Bonus - Throw Anything (You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons)
1st - Improved Initiative
3rd - Exotic Weapon Prof (Chakram)
6th - Quick Draw
(9th) - Improvised Weapon Mastery
Two of the improvised weapons I took were based on the Chakram, cause I think they're underappreciated
Flaw -
Flaw -
Skills marked with a * have a masterwork tool bonus
* Balance +7 (3 Ranks)
* Climb +6 (5 Ranks)
Concentration +1 (1 Rank)
* Escape Artist +5 (1 Rank)
Handle Animal +7 (2 Ranks)
* Heal +4 (2 Ranks)
Hide +22 (4 Ranks)
* Knowledge (Arcana) +11 (7 Ranks)
* Knowledge (Dungeoneering) +9 (5 Ranks)
* Knowledge (Geography) +10 (6 Ranks)
* Knowledge (Nature) +12 (6 Ranks) - Synergy with Survival
* Move Silently +12 (6 Ranks)
* Search +10 (6 Ranks)
* Spellcraft +10 (4 Ranks) - Synergy with Know (Arcana)
Spot +5 (5 Ranks)
* Survival +9 (5 Ranks) - Synergy with Know (Dungeoneering, Geography, and Nature) Non-Cumulative
* Swim +4 (3 Ranks)
Dragonscale Small Shield
Gauntlets of Extended Range
Handy Haversack
Rod of Ropes
Thistledown Padded Armor
> Camo (+2 Hide in Forest) - Not Factored into Skills above due to conditional bonus
> Muffled (+2 Move Silent) - Factored into Skills above
> Landing (-6d6 Fall, Always Land on Feet)
+1 / Returning Improvised Chakram
+1 / Returning Improvised Chakram
+1 / Icy Improvised Pick
+1 / Icy Improvised Pick
Ring of Floating
Goodberry Bracer
Hand of the Mage
14 Masterwork Skill Tools
Javelin x5
Most, if not all of Koro-Pok's gear is comprised of either natural items found about, or donations at shrines left for the Picori along forest roads. What seems like a minor enchantment to a giant is a vast relic to a Picori. The Javelins are porcupine quills, while the chakram used to be coins that were worn away and ground to an edge. The Handy Haversack used to be someone's belt pouch with Deep Pockets, but it holds a vast fortune to a Picori.
Remaining funds: 78 G.