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.
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
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