Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
King Ezelgar

Klor Kragsson's page

326 posts. Alias of Edward Sobel.


Full Name

Klor Kragsson

Race

Dwarf

Classes/Levels

Fighter (Weapon Master) 1

Gender

male

Size

Medium

Age

64

Alignment

Chaotic Good

Languages

Common, Dwarf, Terran

Strength 17
Dexterity 13
Constitution 15
Intelligence 12
Wisdom 11
Charisma 8

About Klor Kragsson

KLOR CR 1/2
Male Dwarf Fighter (Weapon Master) 1
CG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1
Favored class: Fighter (+1 HP)
--------------------

DEFENSE:

--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +1 Dex, +1 dodge)
hp 26 (1d10+3)
Fort +4, Ref +1, Will +0
Defensive Abilities deep warrior; SR 6, magic resistant

--------------------
OFFENSE:

--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d4+3/×2) and
. . dagger +4 (1d4+3/19-20/×2) and
. . dwarven waraxe +5 (1d10+3/×3)
Ranged light crossbow +2 (1d8/19-20/×2)
Special Attacks hatred

--------------------
STATISTICS:

--------------------
Str 17, Dex 13, Con 15, Int 12, Wis 11, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Dodge, Weapon Focus (dwarven waraxe)
Traits tunnel fighter, zest for battle

Skills

  • Intimidate +3
  • Knowledge (dungeoneering) +5
  • Perception +1 (+3 to notice unusual stonework - such as traps and hidden doors in stone walls or floors)

Languages Common, Dwarven, Terran

SQ greed, pride, slow and steady, stability, stonecunning

Gear Lamellar (steel) armor, Heavy steel shield, Crossbow bolts (10), Dagger, Dwarven waraxe, Light crossbow, Backpack (11 @ 10 lbs), Bandolier (1 @ 1 lbs), Belt pouch (empty), Grappling bolt, Grappling bolt, Grappling bolt, Grappling bolt, Piton (10), Silk rope, 20 GP, 105 SP


--------------------
TRACKED RESOURCES:

--------------------
Crossbow bolts - 0/10
Dagger - 0/1
trail rations 0/5

--------------------
SPECIAL ABILITIES:

--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Slow and Steady Your base speed is never modified by encumbrance.
Spell Resistance (6) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Tunnel Fighter +2 Initiative and +1 critical damage while underground.
Zest for Battle Whenever you have a morale bonus to weapon attack rolls, you also receive a +1 trait bonus on weapon damage rolls.

Bessie:

Mule
N Medium Animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee Hooves x2 (Mule) +2 x2 (1d3+1/x2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Skills Acrobatics +1 (+5 to jump with a running start, +5 jump), Perception +5, Swim +1 (+5 to resist nonlethal damage from exhaustion)
Languages
Other Gear Ale (per gallon) (5), Anvil, farrier, Artisan's tools (Craft [armor]), Artisan's tools (Craft [weapons]), Bit and bridle, Chest, small (treasure) (empty), Pack saddle, You have no money!
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
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 Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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...

sample/ continued back story:

Over the years Klor had tired of the clan ways enough to move to the surface. it was difficult at first But He knew how to survive.

Livin up ere can't be diffrn than in da tunnels? can it? Klor muses to himself as he urges the weary pack mule hualing his gear.

the forest trail winded for a bit utim thre was some brush russtleing ahead.

Klor squints in the light, not fully accustomed to the daylight of the sun yet. you best be on yer way lest ye be wantin' ta git a new indroduction ta yer maker

Klor grabs his battle axe "Tarnack" ready for a fight

Right! show yerself yea no good scabby maggot

at that moment a rabbit hops across the trail from the brush ahead.

ha! I git all werked up fer dat? Klor yer on edge too much He hefts his battle axe on his shoulder and turns to grab the reins of Bessie. when a good for nothing flea ridden little green goblin maggot makes a leap for him.

catching Klor by surprise the gbli's dogslicer cuts into his leg leaving a deep gash.

What in the nine hells Klor stumbled under the pain of the cut.

Blasted surface goblins were trickier than the lower ones. Klor need to be on his toes.

finding his feet once more Klor spun around swinging Tarnack at the sound of the approaching goblin as it leapt at him severing the green vermin's head clean off.

Klor remained ready for more dey never travel alone. Best be on me guard.

grabbing an old rag from the saddlebag Klor bound up the wound. it seemed pretty deep, might need a healer for that cut he thought.

after a couple of hours of watching and waiting for the next wave of goblin invaders the forest trail seemed quiet.

Knew I'd scare em off, dey knew dey were dealin with a Kragsson dwarf

Klor, along with Bessie continued along the trail Klor limping under the pain of the cut, progress was slower that expected.

eventually the forest trial lead the two to the village of Oakhurst. It seemed like a pleasent enough place. so Klor limped along leading Bessie.

the stay at Oakhurst went from a quick overnight to a few more days, then just one more week, till finally Klor became a near permenant fixture in the town.

Klor set himself up Rurik's assistant in the local blacksmith. It was good to be on forge again, it had been so long. feeling the hammer in his hand, the pounding of the heated metal against the anvil, reminded him of home. there wasn't as much call for weapons and armor in this little village but then again, there wasn't much call for farming tools back in the clan home. guess it all balances out in the end. It was also good to be among kin again, Rurik and Klor seemed to be a good match.

Klor's leg never properly healed. and still today he walks with a limp. when asked how he got it...he never answeres with the same story. sometimes he was slaying a great dragon , others it was hoard of orcs. but he never mentions goblins.


©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.