About Karek Kogan
Strength: 21 (+5)
Dexterity: 12 (+1)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 14 (+2)
Charisma: 5 (-3)
Attack +14/+9 (+5 Str, +8 BAB, +1 Enhancement)
117 Hit Points
AC 20, Touch 10, Flat-footed 19
Attack +18/+13 (+7 Str, +8 BAB, +3 Enhancement)
Damage 2d6+13 (+10 Str, +3 Enhancement) x3 Critical.
(+2 against poison, +6 against spells or spell-like abilities, +4 against supernatural abilities)
CMB: +15 (+17 Sunder)(+3 if using Hammer)
Perception +13 (8 Ranks, +3 Trained, +2 Wis)
Sense Motive +14 (8 Ranks, +3 Trained, +2 Wis, +1 Trait)
Knowledge (Architecture and Engineering) +14 (8 Ranks, +3 Trained, +1 Int, +2 Circumstance)
Acrobatics +7 (8 Ranks, +3 Trained, +1 Dex, -5 ACP)
Climb +8 (3 Ranks, +3 Trained, +5 Str, +2 Circumstance, -5 ACP)
Swim +5 (2 Ranks, +3 Trained, +5 Str, -5 ACP)
Knowledge (Nature) +5 (1 Rank, +3 Trained, +1 Int)
Survival +7 (2 Rank, +3 Trained, +2 Wis)
Knowledge (History) +3, pertaining to dwarves (+1 Int, +2 Racial)
Traits and Feats:
Survivor: +1 Initiative and Sense Motive, Sense Motive as a class skill.
Warsmith: +1 Damage to things made of certain materials, Knowledge (Engineering) as a class skill.
+2 Con, +2 Wis, -2 Cha
Medium Size, Move 20 ft.
Defensive Move: +4 Dodge vs. Giants.
Lorekeeper: +2 to Knowledge (History) checks relating to Dwarves or their enemies, and can make such checks untrained.
Ancient Enmity: +1 Attack vs. Elves.
Hardy: +2 to saving throws vs. poison, spells, and spell-like abilities.
Stability: +4 CMD vs Bull Rush or Trip.
Stonecunning: +2 Perception for unusual stonework, can detect for free.
Weapon Familiarity: Proficient with Dwarven weapons.
Destructive: +4 Damage to unattended objects or sunder attempts.
Rage: +4 Str, +6 Con, +2 Will, -2 AC for 19 rounds/day. Fatigued afterwards.
Improved Uncanny Dodge: Can't be caught flat-footed or flanked, doesn't lose Dex vs. invisible opponents.
Battle Scavenger: +2 Damage and no attack penalty for improvised weapons.
Damage Reduction 1/-
+1 Furious Adamantine Earth Breaker, +1 Full Plate, Belt of Giant's Strength +2, Ring of Protection +1, Masterwork Cold Iron/Alchemical Silver Dwarven Urgrosh, Masterwork Longspear, Masterwork Chain Shirt, Light Pick, Masterwork Backpack, Pathfinder Chronicle (Architecture and Engineering), Compass, Flint, Grappling Hook, Climber's Kit, 100 ft. Silk Rope, Waterskin, Whistle, Potion of Cure Moderate Wounds, Swan Boat Feather Token, Explorer's Outfit, 5 pairs of eyeglasses. Potion of See Invisibility, Extended. 117 gp. 2 and a half bottles of Vjarik spirits from Karek's home nation.
On loan from the Kothi: Desert outfit, Hide Armor, one ill-tempered Camel. Wonder whatever happened to her.
Also, Bunky the Weasel. Not that he is "equipment", per se. Bunky does have equipment, however...
Once per day, Bunky can make a single bite attack as though he were size Colossal (4d6).
Karek Kogan is a force of nature hailing from Kalsgard in the Lands of the Linnorm Kings in the frozen north. Born the only child of loving parents, things changed one day when his mother, a prominent wizard named Nialta, left early one morning with no explanation and never returned.
Karek’s father, Hiro Kogan, had to presume her dead, and he didn’t take this well. He worked hard to raise Karek well, and school him in the Dwarven culture. Hiro did not trust many people, but instilled in Karek his extreme dislike of spellcasters. “Watch them,” he told Karek. “Work with them if you must, but they are not to be trusted.” He showed Karek the importance of his line of work – Architecture – and raised him to remember that stability, above all else, was the most important value in life.
Young Karek, however, had a reckless streak a mile wide. Time and again, he disappointed his father with reports of fighting and, worse, destruction of property. Hiro despaired of raising a son that would carry on his legacy, but Karek proved instead to be an excellent brawler, who regularly triumphed in his matches, friendly or otherwise.
As he grew, Karek came to understand the Dwarven sensibilities, and began to mature. He channeled his recklessness into a job in law enforcement. His martial talent combined with his excellent sense of the way people behave made him a formidable detective. While certainly not charming about it, he got the job done, and he got it done effectively – possible breaking down a few more doors than were strictly necessary. He specialized in overcoming the attacks of spellcasters, and bringing them his own brand of justice.
Karek worked with the Kalsgard Police Force (such as it was) for ten years before he received a message that his mother was still alive. This message, sent to him from an anonymous source, became a catalyst for his adventuring career. In the one thing Karek and Hiro could agree upon for years, they decided that he had to go find Nialta and, if not bring her back, find out why she left.
He roamed somewhat aimlessly through Avistan, lending his muscle and solving problems where needed. It was during this period he first came in contact with the Pathfinders by rescuing one from a grisly fate in the jaws of some huge monstrosity. This Pathfinder, so grateful for the rescue, was able to link Karek to more jobs with Society. For his part, Karek holds no special allegiance to these adventurers, but he accepts that their jobs are usually more interesting than your average quest.
The Pathfinders were also able to tell Karek about Nialta. A wizard matching her description has been seen in Osirion. Karek hopped a vessel across the Inner Sea and has found himself in Sothis. He doesn’t really know where to begin, but if he keeps his eyes peeled, he may be able to learn something.