Languages: Common.
Equipment: +3 Earthbreaker, Earthbreaker, 3 Javelins, Handy Haversack, Pouch, belt, Explorer's outfit, Rope, silk (50 ft.), Bedroll, Waterskin, 1 Sunrod, 5 potions of enlarge, MW Longsword, , +3 Breastplate, +2 Ring of Protection, Cloak of Displacement - Major, Belt of Giant Str +4, Ioun Stone - Constitution +2 (Wayfinder), Vest of Resistance +3, Amulet of Natural Armor +1, Ring of Force Shield +2, Headband of Inspired Wisdom +2, Potion of Fly, potion of Cure Serious Wounds x2, Wand of Cure Light Wounds (50), potion of lesser restoration x3, potion of Barksin +3 x2, potion of Shield of Faith +4 x2. (139,948gp spend)
Cash: 52gp 0sp 0cp
==Class Abilities==
* Fast Movement (Ex)
* Rage (Ex): (13r/Day) +4 morale to str & con, +2 morale to willpower saves +2 to AC 13 remaining
* Shattering Strike (Ex): At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
* Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
* Weapon Training (Ex): As the f ighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
* Backswing (Ex): At 7th level, when a two-handed fighter makes a full attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first. This ability replaces armor training 2.
* Piledriver (Ex): At 11th level, as a standard action, a two-handed fighter can make a single melee attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip combat maneuver against the target of his attack as a free action that does not provoke an attack of opportunity. This ability replaces armor training 3.
* Weapon Training 2 (Ex): +2 to hit and damage with two-handed weapons.
Traits
• Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
• Absalom Hotspur (Absalom): You have lived in the city of Absalom and have worked as both guide and bodyguard for visitors to the city. You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
Tale of Kal the Giant:
In the early days it was said that giants were born from the stone of the mountains themselves from the magic of Thassilon. The hardy folk that live and grow up in those mountains believe that it could be true to this day.
It was into this life that Kal was born. His father was a huge beast of an Orc warrior, his mother a human slave taken in a raid. When a group of adventurers came and slew the Orcs his mother was freed. Such was her beauty that one of her saviors, an adventurer named Corvin, fell in love with her despite the half-breed that grew in her belly. But the possibility of a normal life was crushed when she died in child birth. Corvin was crushed by her death and being left with the thing that was baby Kal.
He left the next day, never to be seen again. The mid-wife was left with him and wasn’t sure what to do with this baby. Things would have gone badly for Kal had not the village Shamen, a Half-Orc himself, decided to take him in. Gronig was a tough but kind father. Kal grew faster than anyone could have imagined due to his blood.
Most in the village feared him as he grew but Gronig quickly decided he should be trained in a weapon worthy of his size, the Earthbreaker. He trained all of the time when he wasn’t working for his father, his slow wits were matched though with a fierce determination in whatever he set his mind too. Eventually he caught the eye of a young wizard looking for a bodyguard. This started another chapter in his life, the life of an adventurer.
The wizard looked out for Kal and made sure that no one took advantage of the simple giant, while Kal made sure little got close to him without being severely injured. Through dungeons, mountains, ruins they adventured with others until his skill became great, as did his wealth. He knew little to do with it so he spent what he had to protect himself and make him a better warrior.
Eventually the Wizard Illmire decided he had enough and retired to Absalom taking Kal with him. Kal was not sure what to do so with his life without Illmire so he wondered the streets for a while, looking for more adventure. It was what he was good at, protecting people from the bad things.
It was then that he met some new adventurers looking for someone of his skill and temperament...
Personality – Kal has forever dwarfed those around him. Of slow mind but being kind, people have often taken advantage of the gentle man even though they feared him for his size. He is kind and slow to anger, but is determined in everything he does.