Full Name |
Kergrik Karak, son of Ulfrik Karak. |
Race |
Dwarf |
Classes/Levels |
Fighter 5 |
Gender |
Male |
Size |
4'1"/171lb |
Age |
62 |
Alignment |
Lawful Neutral |
Deity |
Iomedae |
Location |
Probably in the Tavern; swapping stories or singing songs (but with an ale in hand). |
Languages |
Common, Dwarven, Giant |
Occupation |
Mercenary |
Strength |
18 |
Dexterity |
15 |
Constitution |
19 |
Intelligence |
13 |
Wisdom |
14 |
Charisma |
9 |
About Kergrik 'Axebite' Karak
KERGRIK 'AXEBITE' KARAK CR 4
Male Dwarf Fighter 5
LN Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +2
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DEFENSE
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AC 23, touch 12, flat-footed 21. . (+10 armor, +1 shield, +2 Dex)
hp 66 (5d10+25)
Fort +9, Ref +4, Will +4
Defensive Abilities Bravery +1, Defensive Training; SR 10
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OFFENSE
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Spd 20 ft.
Melee +1 Handaxe +9 (1d6+6/20/x3) and
. . Axe, Throwing +10 (1d6+5/20/x2) and
. . Drammaz Kron's Little Brother (+1 Dwarven Waraxe) +11 (1d10+8/20/x3) and
. . Gauntlet (from Armor) +9 (1d3+4/20/x2) and
. . Unarmed Strike +9 (1d3+4/20/x2)
Special Attacks Weapon Training: Axes
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STATISTICS
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Str 18, Dex 15, Con 19, Int 13, Wis 14, Cha 9
Base Atk +5; CMB +9; CMD 21
Feats Double Slice, Toughness +5, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven
Traits Heirloom Weapon: Waraxe, Dwarven, Drammaz Kron's Little Brother (+1 Dwarven Waraxe), Tunnel Fighter
Skills Acrobatics -2, Climb +8, Escape Artist -2, Fly -2, Knowledge: Dungeoneering +9, Ride -2, Stealth -2, Survival +10, Swim +0
Languages Common, Dwarven, Giant
SQ Armor Training 1 (Ex), Greed, Hatred, Slow and Steady, Stability, Stonecunning +2, Weapon Cord, Weapon Cord
Combat Gear +1 Full Plate, +1 Handaxe, Axe, Throwing (5), Drammaz Kron's Little Brother (+1 Dwarven Waraxe); Other Gear Cloak of Resistance, +1, Potion of Cure Light Wounds (4), Potion of Magic Weapon (2), Potion of Shield of Faith, Pouch, belt (13 @ 27.02 lbs), Weapon Cord, Weapon Cord
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SPECIAL ABILITIES
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (10) You have Spell Resistance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Training: Axes +1 (Ex) +1 Attack, Damage, CMB, CMD with Axes
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Name: Kergrik Karak, son of Ulfrik Karak.
Age: 62.
Height: 4'1".
Weight: 171lb.
Hair: Dyed deep red and spiked with animal fat, beard is long and plaited also stiffened with animal fat.
Eyes: Deep blue.
General Appearance: Kirgrik is shorter and has a wiry frame, his face is scared as are his fore arms and shins.
Demeanour: Frantic impatient and reckless, talks fast and tends to use confusing metaphors of his own creation.
His father was a thane in the Five Kings Mountains from a very old linage and not very progressive one. Kergrik's ancestors ranged from xenophobic at best to downright racist at worst. The Karak clan was openly distrustful of all but the most ancient alliances.
Coming from a relatively large family of 3 siblings Kergrik was the youngest of his 3 brothers 2 became priests; one of Torag and the other of Kols. His eldest brother became a Shield barer for the high king. it was suspected that Kergrik would join the army as he had never shown much aptitude for religious studies. so it was a shock when one day kergrik announced that he wished to live the life of a 'Caver' (Dwarven Ranger).
Setting out it soon became clear that whist he was no slouch in combat and navigation he lead expeditions on strange, impractical and often unnecessarily dangerous routes. More than one occasion it was suggested that maybe he should seek an adventuring party to travel with.
The carefree life of an adventurer suited Kergrik settling upon the dedicated combat role within his party as he had no practical experience of surface life or navigation.
Kergrik became a member of the Blades of Golarion...
(i will try to link into everyone else's back story as an when it comes available)
More to add
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HORSE, HEAVY (COMBAT TRAINED) CR 2
Male Horse, Heavy
NN Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 15, touch 13, flat-footed 11. . (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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OFFENSE
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Spd 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/20/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/20/x2) and
. . (M) Masterwork Cold Iron Handaxe +0 (1d6+5/20/x3) and
. . (M) Masterwork Cold Iron Waraxe, Dwarven +0 (1d10+5/20/x3) and
. . Unarmed Strike +5 (1d4+5/20/x2)
Ranged (M) Crossbow, Heavy -6 (1d10/19-20/x2)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Climb +7, Fly +2, Perception +8, Stealth +0
Languages
SQ Combat Riding [Trick]
Combat Gear Bolts, Crossbow (20), Crossbow, Heavy, Masterwork Cold Iron Handaxe, Masterwork Cold Iron Waraxe, Dwarven; Other Gear Backpack, Masterwork (45 @ 63 lbs), Bedroll, Bit and bridle, Blanket, winter, Chalk, 1 piece (5), Climber's kit, Crowbar, Feed (per day) (7), Flint and steel, Grappling bolt, Hammer, Pick, miner's, Rations, trail (per day) (7), Rope, silk (50 ft.), Saddle (Military), Saddle (Pack), Spade or shovel, Waterskin (3), Weapon Blanch, Cold Iron (5), Whetstone, Whiskey, Oldlaw (per bottle) (2)
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SPECIAL ABILITIES
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.