Krun Thuul

Kazok's page

45 posts. Alias of Jnor.


Full Name

Kazok

Race

Half-orc

Classes/Levels

Barbarian 1 | HP 14/15 | AC 17 (T 12 FF 15) | Fort 6 Ref 3 Will 3 | Init +4 | Per +5, Darkvision 60ft | Rages/day 7/7

Gender

Male

Size

M

Age

17

Alignment

CN

Languages

Common, Orc

Strength 18
Dexterity 14
Constitution 16
Intelligence 7
Wisdom 13
Charisma 7

About Kazok

Alignment, Size, Type CN Medium Humanoid (Half-orc)
Speed 30 feet (30 base + 10 fast movement - 10 medium armor)

Senses
Initiative +4
Perception +5
Special senses: Darkvision (60 ft.)

Combat
Defense
AC 17 (touch 12, flat-footed 15)
(+2 dex, +5 armor)
HP 15 (12 + 3 CON)
Fort +6 Ref +3 Will +3

Melee attacks
Greatsword (2H) +5 > 2d6+6 (19-20/x2)

Ranged attacks
Sling +3 > 1d4+4 (20/x2)

BAB: +1 CMB: +5 CMD: 17

Ability Scores
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 7 (-2) WIS 13 (+1) CHA 7 (-2)

Feats, Traits and Special Abilities
Feats
Intimidating Prowess: add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Class Abilities
Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. This bonus stacks with any other bonuses.
Rage: Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Weapon and Armor Proficiency: all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Favored Class (Barbarian): +1 skill point

Racial Characteristics
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: +2 racial bonus on Intimidate skill checks
Sacred Tattoo: +1 luck bonus on all saving throws
Weapon Familiarity: proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

Traits
Boarded in the Shackles: +1 trait bonus on Reflex saving throws
Reactionary: +2 trait bonus on Initiative checks

Skills:

Acrobatics* +6 (1 rank)
Climb* +4
Diplomacy -2
Heal +1
Intimidate +8 (1 rank)
Perception +5 (1 rank)
Sense Motive +1
Stealth* +2
Survival +1
Swim* +4

Armor check penalty: -3
* denotes ACP-affected skill (not included in score)

Gear/Possessions:

Light load maximum: 100 lb
Medium load maximum: 200 lb
Heavy load maximum: 300 lb
Lift off ground maximum: 600 lb
Drag maximum: 1500 lb

Greatsword, sling, kikko armour, hot weather outfit
Backpack: Bedroll, air bladder, , crowbar, empty flash (2), grappling hook, hammer, hammock, iron spike (5), mess kit, piton (8), rations (5), filled waterskin (2), potions (1 CLW, 1 CMW, 1 Lesser Restoration)
Belt pouch: candle (2), chalk, fish-hook (5), flint and steel, sewing needle, string, whetstone, brandy
Hemp rope

Money: 8 GP 8 SP 3 CP

At camp: Masterwork studded leather armor, blanket
..

Background:

5+ points that capture the concept and story of the character

  • Elena, Kazok's mother, lived in a small town near the Sanos Forest where her family owned an inn, but she was abducted by orcs one day. She became pregnant and so could not return to her home as she knew that her reputation would be in shatters, her family would disown her and her future child would likely be killed. Thus, she stayed in a settlement of the Storval Plateau where other non-orc females were kept with their bastards. It was a vicious circle, as that made her easily available to orc males, so that she was never able to flee. In addition to Kazok, she sired 9 other mongrels, though some died young.
  • His childhood was as violent as can be expected of orc society. He and the other children received crude training in weapon use and participated in arena fights. Broken bones, crippling and premature deaths were frequent occurrences. Even outside of this organized violence, fights were common. For a long time, Kazok was an underdog despite the rage he threw himself into when attacked, but when his adolescent growth started he became one of the largest half-orcs and was mostly left alone.
  • When he was 14, he killed an orc (Sirok Bloodgusher) who wanted to have his way with Kazok's mother. Killing a full-blooded orc meant death sentence, so Kazok fled to avoid retribution, not without promising his mother he'd come rescue her.
  • For two years, Kazok lived in the wild borders of Varisia. That's where he met Meleriel, an elf ranger, who taught him how to harness his rage and how to behave in "civilized" settings. Together, they hunted beasts that threatened small rural towns. Eventually, they separated when the elf was called back home by her community's elders.
  • Kazok, realizing that he would never earn enough money for reach his goals if he kept his lifestyle, decided to go to more populated areas where he expected to find more opportunities and travelled to Korvosa. Instead, he found out that his kind was generally distrusted and considered as barely better than orcs were. Still, there was always work for someone of Kazok's constitution ; he founds odd jobs as a bouncer, dock hand or ship mate. This allowed him to travel across the western seas of Golarion. After ending up in the Shackles' Port Peril, Kazok felt that rumours of hidden riches in the wild jungles east of Sargava were too tempting to resist and he embarked on the Jenivere as a passenger.

Two goals that your character would like to accomplish

  • Kazok wants to purchase an inn for his mother, so he needs money!
  • He is also looking for recognition as he suffers from the disdain and suspicion he faces since he left the orc settlement.

Two secrets, one the PC keeps to himself, and one kept from the PC

  • Kazok is infatuated with Meleriel, an elf ranger he met in the wilds during his escape. He doesn't realize that she sees him as merely a child.
  • Sirok Bloodgusher is Kazok's orc half-brother.

3-5 people that are tied to your PC by blood, love, rivalry, honour, etc.

  • Elena, his mother, always took care of him to the best of her abilities despite the burden of her 9 other children.
  • Meleriel, an elf ranger who saved Kazok life once when he was about to be killed by some bandits. They journeyed a few months together in the Varisian wilds.
  • Arguza was a childhood friend of Kazok, but she fled one year before him and he hasn't heard from her since.
  • Kazok's father Sargor wants him dead since his son killed Sirok.

Three key memories that define your character as the person they are

  • Memories of his mother's plight as a child-bearing slave of sorts haunt Kazok. He is appalled that so called "civilized" people still allow slavery and prostitution in their realms.
  • Before he grew to his current size, Kazok was frequently bullied. On one such occasion, Arguza (who is slightly older than him) took his defence and got beaten up with him. This event of altruism, rare in orc societies, has inspired Kazok to care about those weaker than him.
  • The half-orc's time with Meleriel is probably the happiest period in his short life. He fondly remembers how they were both driven by instinct during their hunts and travels, free of the conventions of the city-folk.

Appearance and Personality:

Towering well over 2 meters, Kazok is a formidable sight to behold. He wears an exotic but rather plain kikko amour that protects him from weapons but leaves enough greying-green skin apparent to admire the half-orc's well-defined muscles and a large two-handed sword hangs on his back. On the other hand, the barbarian's repulsive face is inherited from his father and has the crude features of an orc: small, cruel eyes, tusks protruding from the mouth and numerous scars. When he's naked, it is also possible to see the tattoos that cover his body from foot to bottom, mingling with more scars, with religious symbols of Bargrieke.

Kazok, despite his size, hasn't evolved intellectually much later than childhood. He often acts with the innocence of a child and prefers to rely on his instincts rather than on his intelligence. Thus, he is not one for fine plans and he prefers to use his strength than complicated strategies. When he is following a leader, he will do his best to follow his orders, however, but they should not be too complex. His understanding of moral concepts such as justice or mercy is imperfect at best, and he usually does what he feels is best without any afterthought.
When he is not fighting or raging, Kazok is mild-mannered and friendly, though his short time in human lands have taught him to be careful of whom he trusts. His limited intelligence means that conversations are usually too difficult for him to comprehend or uninteresting to his interlocutors, so he doesn't talk much. However, he has understood that his orc ancestry makes him appear scary to other humanoids and he uses this to intimidate them.