About Kor, Breaker of ChainsAppearance 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.
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:
Wondrous Items
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.
Standard Gear
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.
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
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
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