Dwarven Rager

Kulak Kreech's page

8 posts. Alias of Troy Malovich.


Full Name

Kulak Kreech

Race

Dwarf

Classes/Levels

Primalist Bloodrager (Draconic) 1 (AC: 16 /T: 12 /FF: 14 [+4 dodge vs Giants]; HP: 13/13 [0 NL]; F+5, R+2, W+0 [+2 vs Poison/+4 Spell, and SLA's]; Init: +2; Perc: +0 [Darkvision 60'])

Gender

Male

Size

Med

Special Abilities

Bloodrage (8/8 rds/day), Fast Movement

Alignment

Neutral Good

Deity

Torag

Location

Trunau

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 13

About Kulak Kreech

Appearance:
Kulak pretty much embodies the typical sterotypical dawrf, as far as appearances go. He is short and stocky, with a fairly dour demeanor. His head is shaved on the sides into a mohawk, which is mostly kept pulled back into a ponytail. His beard, full and proudly maintained, consists of many upper chest length braids, each affixed with a polished iron ring on the end. His chain armor and warhammer are both well-worn, showing signs of fairly frequest use, but still well-kept in proper working order. He looks like he has an easy smile, when his spirits are high, but looks like he is troubled somewhat by something. Across his back are a traveling pack, and a holster of javelins. Although there is nothing spectacular at first glance about his general appearance, one thing does stand out. Each hand ends in what can only be described as powerful claws, covered in tiny iridescent scales, of an indeterminate shade darker than skin tone.

Basics:
AC: 16 (+4 dodge vs Giants)
Touch: 12 (+4 dodge vs Giants) Flat: 14
CMD: 16/14 Ff (+4 dodge vs Giants)

HP: 13/13 (dead at -16)

BAB: +1
CMB: +4
Fort: +5 (+4 vs Poison, Spells, and SLA's)
Ref: +2 (+4 vs Poison, Spells, and SLA's)
Will: +0 (+4 vs Poison, Spells, and SLA's)

Init: +2
Speed: 30'

Racial traits:
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Class Features:
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Bloodline (Draconic): The bloodrager gains bloodline powers:
1st level - Claws (Su): These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points. At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
4th level -
8th level -
12th level -
16th level -
20th level -
For all spell-like bloodline powers, treat the character's bloodrager level as the caster level.
At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.
At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.
If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.
Bloodrage [8 rds/day] (Su): At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Fast Movement (Ex): A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Primal Choices: At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.

Feats and Traits:
Feats
Steel Soul: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s hardy racial trait.

Traits
Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Guardian of the Forge: You receive a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks. One of these skills (history) is a class skill for you.
Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

Basic Attacks:
+1 to hit Orc or Goblinoid
Claws (as secondary): +4/+4 (-1), 1d6+3 (1d6+1) damage, crit x2, blunt/slash
Warhammer (two-handed): +4, 1d8+3 (1d8+4) damage, crit x3, blunt
Javelin (thrown 30'/melee): +3/+0, 1d6+3 damage, crit x2, pierce

Skills (*Class skill):
+6 Acrobatics* 1r
+0 Appraise
+1 Bluff
+6 Climb* 1r
+0 Craft*
+1 Diplomacy
+1 Disguise
+1 Escape Artist
-- Handle Animal*
+0 Heal
+1 Intimidate*
-- Knowledge (Arcana)*
+5/+7 Knowledge (History)/Dwarven* 1r
+0 Perception*
+1 Perform
+1 Ride*
+0 Sense Motive
-- Spellcraft*
+1 Stealth
+4 Survival* 1r
+2 Swim*

Spells:
None yet

Equipment:
Encumbrance: 40/76 lbs
Gear:
Explorer's outfit [-]
Chain Shirt [25 lbs]
Warhammer [5 lbs]
Javelin (x5) [10 lbs]
[lbs]
[-]
[lbs]
[-]
[lbs]
[lbs]
[lbs]

Money:
PP:
GP: 63
SP:
CP:

Backstory:
Kulak Kreech is the fourth of five children from a sizable family of western Lastwall dwarves. His mother's family had moved to the area in the time of her great-great-grandfather, from out of the Hold of Belkzen. They are a proud family of warriors, that have lived on the western end of Lastwall since they came to the land, willing and able to help protect the borders against the orcs of Belkzen. They have always been warriors for the cause, and are well known as ferocious fighters, often letting their anger take over to wreak great havoc amongst the ranks of whatever enemy they fight. The family affectionately refers to this as 'Letting the Dragon Loose'.

It was during Kulak's adolescence that he actually learned where the term originated. This is because that was when he noticed his hands becoming claw-like. When he brought it up to his parents, his father merely looked on disapprovingly, but his mother said a prayer to Torag before explaining to him the truth. They had the spirit of the dragon in them, and sometimes it would manifest stronger in some of the family line over others. It was particularly evident in Kulak's thrice-great-grandfather, and part of the reason he felt he needed to leave Belkzen, start over where he could try to disguise it somehow. Despite knowing this much, Kulak's mother knew nothing more about how it happened or why.

Kulak was determined to find out all he could. After asking all of the family on his mother's side, all he learned is that it only ever first originated when the family lived in Belkzen. Armed with that little knowledge, Burian decided he would go there and find something to explain what lie in his family's past, and why it affected him so early in his life. He managed to grab a job as a caravan guard and make for Trunau to begin his search. When they found out he was leaving, the commander of his region had him tasked with gathering information about Belkzen for the potential of expanding Lastwall that direction.

Goals/Driving factors:

Kulak wants to find out about the draconic heritage in his family. He will then need to decide whether he embraces it or wants to purge it. I haven't decided yet what dragon, but even when I know, he and his family don't quite know
Also, he will be taking note on whether expansion of Lastwall into Belkzen seems plausible.

Tavern Tale:
"My story? You mean all.. oh, just what finds me here? Sure, that's worth it for an ale."

"Well, I came in on the caravan that just rolled into town. Harlan and his boys were willing to let me work for the ride. It's no big deal, I'm more than willing to fight for my supper, especially if it means pounding in some orc skull or something. Amiright?" He says with a clenched fist, taking a heavy swig of his drink. "My family's actually from Trunau, you know? Long time ago, way back before even my grandfather's time." He points his finger admonishingly, "No, they didn't run when Lastwell left the place to the orcs. No, it was later, when my... well when things weren't looking good for my kin." He stares into his reflection in the top of his mug's contents, before snapping back to what he was talking about. "So, I'm the first to come back since then, I think, and I'm just trying to learn a little about my family's past. And hey, if I get to mess up some filthy greens while I'm here, ain't nothing wrong with that. Amiright?" He heartily slaps his eager listener on the back, laughing loudly. "I figured, what better way to start anything than with a strong drink to wash the dust of the road out of my throat. Amiright? Then I can get to the bottom of... of what I'm looking for." He spaces out, nodding his head lightly. All the while, he taps the talon-like claw of his index finger against the mug with a steady clink.