Vsevolod

Kerak, the Crab King's page

105 posts. Organized Play character for D-Kal.


Full Name

Kerak, the Crab King

Race

Half-Orc Druid 1 - HP: 11/11, - AC: 16/T: 12/FF: 14 - Perception: +6

Classes/Levels

F: +6/R: +4/W: +6 - CMB: +3 - CMD: 15, Init +4, Speed: 20ft

Special Abilities

Grip:
11/11

Alignment

CG

Languages

Common, Orc

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 15
Charisma 7

About Kerak, the Crab King

About:
Male Half-Orc Druid 1
CG Medium Humanoid
Favored Class: Druid
Speed: 20 ft.
Init +4 (+2 Dex, +2 Trait)
DEFENSE:
AC 16 (10 Base, +2 Dex, +4 Armor)
Touch 12 (10 Base, +2 Dex)
Flat Footed 14 (10 Base, +4 Armor)
HP 11 (1d8, +1x2 Con, +1 FC)
Fort +6 Ref +4 Will +6 [+2 Luck]
CMD 15 (10 Base, BAB +0, Str +3, Dex +2)
OFFENSE:
BAB +1

Melee:
Greataxe +3 (1d12+4, x3) or
Spear +3 (1d8+4, x3) or
Dagger +3 (1d4+3, 19-20/x2)

Ranged:
Sling +2 (1d4+3, x2, 50ft) or
Spear +2 (1d8+3, x3, 20ft)

CMB: +3 (+0 BAB, +3 Str)

STATISTICS:
Str 17 (+3) [7 pts, +2 racial]
Dex 14 (+2) [5 pts]
Con 14 (+2) [5 pts]
Int 10 (+0) [0 pts]
Wis 15 (+2) [7 pts]
Cha 7 (-2) [+4 pts]

Feats:
Endurance (racial bonus) - Bonuses to several checks; Sleep in medium armor without penalty.
Diehard - Automatically stabilize; May act below 0 HP as though staggered; standard actions or strenuous actions cause 1 HP damage.

Traits:
Outlander:exile - +2 Initiative
Fate's Favored - Increase Luck bonuses by 1.
Almost Human - +4 to Disguise to appear human & Disguise class skill.
Provincial - -2 to Diplomacy & Sense Motive vs anyone with different religion or alignment.

SKILLS & ABILITIES:
Skills:
Swim +4* [1 Rank, +3 Str, +3 Class]
Perception +6 [1 Rank, +2 Wis, +3 Class]
Survival +6 [1 Rank, +2 Wis, +3 Class]
Handle Animal +2/6 [1 Rank, -2 Cha, +3 Class]

Abilities:
Wild empathy - Improve attitude of animal as through Diplomacy using level + Cha mod.

Racial Abilities:
Darkvision 60ft
Sacred Tattoo - +1 Luck bonus to saves.
Shaman's Apprentice - Endurance bonus feat.
Weapon Familiarity - Proficient with greataxes and falchions.

SPELLS:
LVL0 (x3); LVL1 (x2)
0th [DC 12]: Create Water, Detect Magic, Read Magic
1st [DC 13]: *Cure Light Wounds x2
Animal Companion:
Animal Companion (Bodyguard): Grip (small Giant Crab)
speed: 30ft, Swim 20ft
senses: darkvision 60ft
AC: 19 (+2 Dex, +5 natural, +2 armor)
CMB: +0 (+4 grab); CMD: 12 (24 vs Trip)
HP: 11 (4.5 x 2, +1 x 2)
Saves: Fort +4, Ref +5, Will +0
BAB: +1
Attacks: Claws +2/+2 (1d3+1) plus Grab or Constrict (1d3)
Str 13
Dex 14
Con 13
Int -
Wis 11
Cha 4
Skills: N/A
Feats: N/A
Tricks: Attack (x2)
Items: Leather Armor (+2/6, -0, 15lb, 20gp)
Abilities: aquatic, water dependency (survive out of water for 1 hour per point of Con, after which it begins to suffocate as if it were drowning); Link, Shared Vigilance
Inventory:
Hide Armor (+4/4, -3, 25lb, 15gp), Greataxe (1d12, x3, 12lb, 20gp)
Cold Iron Spear x4 (1d8, x3, 24lb, 16gp), Dagger (1d4, 19-20/x2, 1lb, 2gp)
Sling (1d4, x2, 50ft), Bullets (20) (2sp, 10lb)

Backpack (2gp, 2lb), Bedroll (1sp, 5lb)
Waterskin (1gp, 4lb), Trail Rations x4 (2gp, 4lb)
Cold Weather Outfit (8gp, 7lb), Collapsible Bathtub (15gp, 20lb)

Spell Component Pouch (5gp, 2lb), Holly & Mistletoe (--)

116/173 lb 181.9/250 gp spent

supplies:
Scroll of CLW 3

Background:
Kerak is a wildman descended from orcs of the Belkzen tribe and wandering Shoanti. He is well-known among Sandpoint sailors and coastal merchants as a self-appointed guardian of the waterfront district. He is a fearsome man, covered in ritual scars and tribal tattoos on top of hard muscles. Patched hide armor and a crab-shell helmet over untrimmed hair certainly add to his uncivilized flair, but perhaps nothing is quite so characteristic as his pet giant crab named Grip. Together, Kerak and Grip travel the coasts fighting everything from Riddleport pirates to ravenous sea creatures to keep the people of the waterfront safe.

"We fear nothing from the seas now. Nothing, that is, except for the Crab King himself." - Sandpoint dock worker