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Karzak's page

207 posts. Pathfinder Society character for Nayr Trebrot.

Full Name

Karzak Steelskin




Barbarian Armored Hulk / 1












Highhelm, in Druma


Common, Dwarven

Strength 16
Dexterity 12
Constitution 18
Intelligence 10
Wisdom 10
Charisma 8

About Karzak

Prestige Points - 1

Init +1; Senses Darkvision 60'; Perception +4
AC 18, touch 11, flat-footed 17
hp 17/17 (1d12+4+1 FC)
Fort +6, Ref +1, Will +0
Spd 20 ft.
Earthbreaker, masterwork +5 (2d6+4)
Javelin +2 (1d6+3) - 30'


Base Atk +1; CMB +4; CMD 15
Feats Power attack
Traits Zest for battle
Rage 8 rounds (5 used)
Skills Intimidate +3, Perception +4, Ride +5, Survival +4
Languages Common, Dwarven
Combat Gear Earthbreaker, (5) Javelins, Field Plate (spiked)
Other Gear Backpack (empty), Bedroll, Flint and steel, Pouch, belt (empty), Rations, trail (per day) (3), Rope, silk (50 ft.), Waterskin, Whetstone

+2 Con, +2 Wis, -2 Cha
Slow & Steady: Speed 20 ft.
- speed never modified by encumbrance
Darvision 60 ft.
Defensive Training: +4 Dodge vs. Giants
Greed: +2 Appraise
- for nonmagical goods with metals or gems
Hatred: +1 Attack vs. Orcs & Goblinoids
Hardy: +2 Saves vs. Poison & Spells
Relentless: Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
Stonecunning: +2 Percpetion vs. Stonework
- such as traps/hidden doors, automatic in 10 ft.
Weapon Familiarity: battleaxes, heavy picks, warhammers
- treat dwarven weapons as martial
Indomitable stance:
- An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.


87 GP

A child of brutality and rage, Karzak had never been quite sane. He was born of a wild master of beasts, an outcast of Dwarven society. His father was said to be more wllf than man, and he took Karzak's mother as a prize, his self-proclaimed right as strongest of the pack. Eventually, his father had gone feral, and the laws of their society called for his head.

Justice was swift and true, but it did little to heal the wounds left in the aftermath. Karzak's mother retreated into her own thoughts, a scared mother full of self pity and loathing for the bloodline she had unwillingly continued. Thus, Karzak grew up as a boy fated to fight for everything he would have...and that he did.

From an early age, Karzak proved a tenacious fighter, unafraid of any consequence and willing to engage his betters with nothing but his cold determination and barely sane type of violence. He spends every day on the edge of a blade, set to either stand and do some good with his life, or to fall off the edge into a pit of insanity and anger.

Karzak is slightly large for a dwarf, though not so imposing to strike fear into his enemies with his physical presence alone. Instead, it is the aura of barely concealed violence about Karzak that drives people away. That, and his eyes, which glitter with a light that is either intelligence or insanity.

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