Traits and Feats:
Exchange Agent: Belkzens Hold - Orcish, Survival +1
Defender of the Society: +1 armor in medium/heavy armor
Combat Expertise: -1 attack, +1 dodge to AC
Improved Dirty Trick: No AoO when using Dirty Trick, +2 to CMB and CMD when Dirty Trick.
Deflective Shield: At 2nd level, an armor master specializes in using his shield to deflect attacks. +1 bonus to touch AC, increases for every four levels beyond 2nd to a max of +6; however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying.
Armor Training: increase max dex bonus from armor by +1, decrease armor check penalty by 1. Can move up to full speed in medium armor.
Harsh cultures breed harsh people. Born the son of a hobgoblin envoy from the Chitterwood (Isgar) to Belkzen, he has grown up in a ruthless warrior culture. His parents got in trouble with a local chieftain and a group of Pathfinders accepted their request to take Krass and his sister Davora with them. The whereabouts and faith of his parents are unknown to him. Up to his 12th year he lived in Belkzens Hold, after which he was relocated to Absalom. Here he was educated in the way of the warrior and eventually got his first job for the Pathfinder Society: to aid the Pathfinder lodge in Magnimar in any way he can. With the faith of his parents unknown to him he has every reason to get closer to Belkzens Hold to find out what happened and who has to pay the iron price.
Years of training in Absalom smoothed the jagged edges of his temper. Krass rarely shows any emotions, not even in battle. When duty calls he fulfills his role and when off-duty he loves to go camping out in the wild, jogging about whilst carrying a backpack full of rocks about as a kid would drag a cart full of toys. Those who treat him with respect will encounter a professional soldier, those who mock him for his race should thank the lodge for civilizing him. Krass distrusts those who use arcane magics.
It is hard to discern Krass' race as he is clad in rough leather with layer upon layer of heavy chain. Thick leather gauntlets reinforced with strips of iron, studded leather boots with iron bands and a bascinet helmet with nose guard compliment the heavy chain and leather. Loose fitting clothes of earthen brown and ashen gray cover the armor and keep all but his orange-red eyes covered. Broad blunt features are hidden behind the above. His ears are decorated with a couple of piercings, all of them bits from various sorts of armor: souvenirs from those he has defeated in battle. These serve as his personal shrine to Gorum.
To test his skills in battle. To experience many different kinds of adrenaline rushes. To explore the world. To find the orc that is responsible for separating him from his parents so he can separate him from his mortal coil. To show the Society he can be more than just a soldier, that he can be a leader in battle.
lvl2 -> 7 from 1d10 hp, +1 perc/inti/acro, Step Up f2 feat, +1 bab and +1 to fort.