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Kor, Breaker of Chains's page

107 posts. Alias of JABIII.


Full Name

Kor, Breaker of Chains

Race

Trox HP: 72/72(0 NL) | AC: 19 | FF: 10 | T:10 | Per: 5 | F: 8 | R: 4 | W: 3 | Init: 1

Classes/Levels

Skills:
Acro: 5 | Bluff: 10 | Climb: 11 | Dip: 14 | Dis Dev: 5 | Intim: 14 | Kn(History): 10 | Kn(Dungeoneering): 5 | Kn(Nature): 5 | Ling: 14 | Per: 5 | Sen Mo: 5 | Sur: 5 | Swim: 11
Barbarian (Unchained)/ 9

Gender

Male

Size

Large (10ft x 10ft) Reach: 5ft

Age

27

Special Abilities

(See Feats and Race/Class Abilities)

Alignment

Chaotic Neutral

Deity

Ancestor Worship

Location

Prison

Languages

Common, Terran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Sylvan, and Undercommon.

Occupation

Freedom Fighter

Strength 22
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Kor, Breaker of Chains

Appearance and Backstory:

Skin Color: Black tapering to blood red at the extremities.
Chitin Color: Steel gray with bright white streaks.
Eye Color: Golden yellow
Height: 9ft 7in
Weight: 376lbs
Backstory: Born during a slave massacre, Kor is all too aware of the brutality of the world.
Soon after his birth he realized he was very different from his fellows, his intellect and slighter size coupled with his ominous coloring stoked whispers of prophesies of a savior to the trox.
After a strange upbringing from his drow master and a perilous journey to the surface world, Kor has been raiding slave camps and strongholds ever since. His trusty hammer and armor ever a reminder of his origins and the path fate has set him on. He vows to one day return to the depths beneath the earth and free his people once and for all.
This ideology led him to stowaway on a slaver ship heading into Absalom. In a vicious assault, the trox barbarian unleashed a swath of destruction, killing over three dozen slavers before being subdued and knocked unconscious.
Upon awaking he found himself stripped of his gear and yet again without his freedom…

Core Statistics and Information:

Favored Class/ Benefits: Barbarian/ +3 Hit Points & +6 Skill Points
Initiative: 1
Base Attack Bonus: +9(+15)/ +4(+10)
AC: 19 Flat-footed: 19 Touch: 10
CMB: +16
CMD: 27
Rage Rounds/ Day: 22
Danger Sense: +3
Hit Points: 72
DR: 1
FORT: +8
REF: +4
WILL: +3

Feats and Race/Class Abilities::

RACIAL ABILITIES
Darkvision 60 ft.: Trox can see in the dark up to 60 feet.
Frenzy: Once per day when a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Grabbing Appendages: A trox’s smaller arms are useful for little more than aiding grappling. Trox gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main arms.
FEATS
BONUS FEAT: Improved Grapple (Combat): You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
Source: PRPG Core Rulebook
1st Level: Power Attack (Combat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Source: PRPG Core Rulebook
3rd Level: Cleave (Combat): You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
7th Level: Cleaving Finish (Combat): When you strike down an opponent, you can continue your swing into another target.
Prerequisites: Str 13, Cleave, Power Attack.
Benefit: If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Source: Ultimate Combat
5th Level: Great Cleave (Combat): You can strike many adjacent foes with a single blow.
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Source: PRPG Core Rulebook
9th Level: Improved Cleaving Finish (Combat): You can cut down many opponents in a single strike.
Prerequisites: Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.
Benefit: You can use Cleaving Finish any number of times per round.
Source: Ultimate Combat
CLASS ABILITIES
1st Level: Fast Movement (Ex): A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.
1st Level: Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
2nd Level: Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
3rd Level: Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).
5th Level: Improved Uncanny Dodge (Ex): At 5th level, a barbarian can no longer be flanked. This defense denies enemies the ability to sneak attack the barbarian by flanking her, unless the attacker has at least 4 more levels in a class that provides sneak attack than the barbarian has barbarian levels.
7th Level: Damage Reduction (Ex): At 7th level, a barbarian gains damage reduction. Each time the barbarian takes damage from a weapon or natural attack, subtract 1 from the damage taken. At 10th level and every 3 levels thereafter, this damage reduction rises by 1 point (up to 5 points at 19th level). Damage reduction can reduce damage to 0, but not below 0.
RAGE POWERS
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Some rage powers are stances. Activating a stance rage power is a move action. A barbarian can’t have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian’s turn as a free action; otherwise, it lasts until the rage ends.
2nd Level: Intimidating Glare (Ex): The barbarian adds her Strength modifier in place of her Charisma modifier on all Intimidate checks to demoralize a foe. She can attempt an Intimidate check to demoralize an adjacent foe as a move action instead of a standard action. If the barbarian successfully demoralizes an adjacent foe, that foe is shaken for the remainder of the barbarian’s current rage.
4th Level: Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every 4 levels the barbarian has beyond 4th, the amount healed increases by 1d8 (to a maximum of 5d8 at 20th level). This ability can be used only once per day. The barbarian must be at least 4th level to select this rage power.
6th Level: Ground Breaker (Ex): The barbarian can attack the floor around her as a full-round action. This attack automatically hits and deals damage normally. If the barbarian deals more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to her become difficult terrain. Creatures in those squares, except the barbarian, must succeed at DC 15 Reflex saves or be knocked prone. A barbarian must be at least 6th level to select this rage power.
8th Level: Greater Ground Breaker (Ex): When using the ground breaker rage power, the barbarian can extend the radius of the effect by 5 feet. This rage power can be selected up to three times, and its effects stack. A barbarian must be at least 8th level and have the ground breaker rage power to select this rage power.

Equipment:

Weapon:
Masters’ End (+5 Adamantine Earth Breaker)
Damage: 3d6
Critical: 20/ x2
Type: Bludgeoning
Special: Adamantine, Speed, Mighty Cleaving, and Furious
Weight: 28lbs
Cost: 25,000gp

Armor:
Umbral Embrace (+5 Dragonhide Lamellar)
AC: +9
Max Dex Bonus: +3
Armor Check Penalty: 0
Arcane Spell Failure: 20%
Speed: 30ft
Weight: 50lbs
Special: Dragonhide (Umbral), Comfort, Restful, and Light Fortification
Cost: 11040gp

Wondrous Items
Belt Slot: Heavyload Belt: This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). COST: 2000gp

Shoulder Slot: Cape of Resistance +2: Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will). COST: 4000gp

Container: Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. COST: 2000gp

Standard Gear
Deluxe Dungeoneering Kit: A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch. COST: 130gp

Masterwork Survival Kit: A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.
A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather. COST: 50g

Area Map: A geographically relevant map grants a user a +1 circumstance bonus on Survival checks made to navigate in the wilderness. It also can be used to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground. COST: 50g

Weapon Cord: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any farther away from you than an adjacent square. However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 0 hit points). Unlike with a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions. COST: 1sp
REMAINDER: 1729gp 99sp/ 46000gp

Traits and Skills:

TRAITS
Weathered Emissary (Social): Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.
Source: Ultimate Campaign pg. 61
Prophesied (Faith): Your coming was foretold in prophecy, and people familiar with your legend regard you with awe and fear. You gain a +1 trait bonus on Diplomacy checks and Intimidate checks when interacting with anyone familiar with you or your reputation.
Source: Ultimate Campaign pg. 55

SKILLS
Skill Points: 51
Acrobatics (Dex): 5
Bluff (Cha): 10
Climb (Str): 11
Diplomacy (Cha): 14
Disable Device (Dex): 5
Intimidate (Cha): 14
Knowledge(History)(Int): 10
Knowledge(Dungeoneering)(Int): 5
Knowledge(Nature)(Int): 5
Linguistics (Int): 14
Perception (Wis): 5
Sense Motive (Wis): 5
Survival (Wis): 5
Swim (Str): 11