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About Klor KragssonKLOR CR 3
DEFENSE:
-------------------- AC 22, touch 11, flat-footed 21. . (+9 armor, +2 shield, +1 dodge) hp 44 (4d10+12) Fort +8, Ref +4, Will +3 Defensive Abilities Deep Warrior; SR 9 -------------------- OFFENSE:
-------------------- Spd 20 ft. Melee Heavy Shield Bash +7 (1d4+3/20/x2) and . . Gauntlet (from Armor) +7 (1d3+3/20/x2) and . . Masterwork Waraxe, Dwarven,(PA) +8 (1d10+10/20/x3) . . Masterwork Waraxe, Dwarven +10 (1d10+6/20/x3) and . . Unarmed Strike +7 (1d3+3/20/x2) Ranged Crossbow, Light +6 (1d8/19-20/x2) Special Attacks Weapon Training +1: Waraxe, Dwarven -------------------- STATISTICS:
-------------------- Str 16, Dex 14, Con 16, Int 12, Wis 12, Cha 8 Base Atk +4; CMB +7; CMD 18 (19 vs. Disarm19 vs. Sunder) Feats Combat Reflexes (3 AoO/round), Dodge, Power Attack -2/+4, Weapon Focus: Waraxe, Dwarven, Weapon Specialization: Waraxe, Dwarven Traits Child of Zolurket, Zest for Battle Skills Acrobatics -5, Climb -4, Craft (Armor) +3, Craft (Weapons) +3, Escape Artist -5, Fly -5, Intimidate +5, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Perception +5, Ride -5, Stealth -5, Survival +5, Swim -4 Languages Common, Dwarven, Goblin SQ Greed, Hatred, Slow and Steady, Stability, Stonecunning +2, Weapon Guard +1: Waraxe, Dwarven (Ex) Combat Gear +1 Stone coat, Acid Bolt, Crossbow (2), Bolts, Crossbow (10), Crossbow, Light, Fire Bolt, Crossbow (2), Masterwork Shield, Heavy Steel, Masterwork Waraxe, Dwarven; Other Gear Artisan's tools, masterwork: Craft (Armor), Artisan's tools, masterwork: Craft (Weapons), Candle (2), Chalk, 1 piece, Cloak of Resistance, +1, Hammer, Piton (4), Pouch, belt (4 @ 0 lbs), Rope, silk (50 ft.), Sack (empty), Sunrod (3), Tindertwig (4), Grappling bolt (5) Money: 83gp, 8sp Mule (Bessy) -- cart -- Medium Chest -- Everburning torch -- 2 days feed -- Sack -- Saddle (pack) -- Saddlebags -- Bit / Bridle -- Ale 5 gallons -------------------- TRACKED RESOURCES:
-------------------- Acid Bolt, Crossbow - 0/2 Bolts, Crossbow - 0/10 Fire Bolt, Crossbow - 0/2 Sunrod - 0/3 -------------------- SPECIAL ABILITIES:
-------------------- Combat Reflexes (3 AoO/round) You may make up to 3 attacks of opportunity per round, and may make them while flat-footed. Darkvision (60 feet) You can see in the dark (black and white vision only). Deep Warrior +2 AC and +2 grapple vs. Aberrations. 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. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Slow and Steady Your base speed is never modified by encumbrance. Spell Resistance (9) 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. Weapon Guard +1: Waraxe, Dwarven (Ex) +1 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon. Weapon Training +1: Waraxe, Dwarven (Ex) +1 to hit and damage with your chosen weapon. Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls. Child of Zolurket +1 Trait bonus to damage vs. undead Personality:
Klor is a self-styled "dwarven defender," in open rebellion against the rules and regimen of his clan, exiled into the dark tunnels to protect them on his own terms. Klor very much adheres to the notion that the ends justify the means; and although his goals are usually good-- at least as far as he understands the term-- his approach leaves much to be desired. other bits:
Klor Kragsson is the middle of three sons of Krag Bladebeard, the current patriarch of a long line of Hearthguard, the champions and protectors of the dwarven strongholds. Unfortunately for his family, Klor's fiery temper and lack of discipline did not mesh well with the demands of his clan's profession. Despite a terrible falling out with his father and clan, Klor was yet filled with a sense of responsibility for his kin. His self-imposed exile from his stronghold sent him deep into the tunnels of his mountain home, into the goblin warrens that criss-crossed the dwarven delvings. Klor spent many years stalking those warrens alone, protecting his clan in his own way, on his own terms. It was a brutal and lonely existence, hardening him physically and mentally. Those who have met Klor find him difficult to bear. Even by dwarven standards he is considered rough and crude. His years alone have left him with a tendency to speak his thoughts aloud, with brutal honesty. His best hope for tactful conversation is simply to say nothing at all! Those who know him slightly better realize that honesty is only one of his many double-edged virtues. Though he is fearless, a useful trait in an ally, it often comes across as arrogant bravado. His hatred of evil is unswerving, although he is completely without mercy and his methods often give pause to more civilized company. Klor adheres to no code of conduct but his own, for he believes that authority ends at the point of the sword. He will do what he believes he can get away with, and though he fears no man, he respects those who can enforce their will. Were it not that his goals were in line with the common good, he might very well find himself on the wrong end of the law... |
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