Rune Giant

Kedarran Kripta's page

42 posts. Alias of Ptolmaeus Arvenus.


Full Name

Kedarran 'Ked' Kripta

Race

Cal Derrug (Efframore caste)

Classes/Levels

Ranger (Witchguard) 2

Gender

Male

Size

M (6'6" 200lbs)

Age

24

Special Abilities

See in Darkness, Detect Magic (Constant)

Alignment

Neutral Good

Deity

Reveres River's Wind

Languages

Derrug

Occupation

Cairn-Warden

Strength 18
Dexterity 15
Constitution 13
Intelligence 10
Wisdom 14
Charisma 10

About Kedarran Kripta

Male, Efframore, Ranger (Witchguard) 2

Health 22/22
Medium
Initiative: +2
Senses: See in Darkness, Detect Magic (Constant)
Land Speed: 40ft/30ft in armor

Defense:
SR 13
AC: 15
Touch: 12
Flat-Footed: 13
Fort: 5
Ref: 6
Will: 3
CMD: 18

Offense:
BAB: 2
CMB: 6

Weapons:
Scimitar
Attack: +6 (+4)
Damage: 1d6+4
18-20x2

Dagger
Attack: +6 (+4)
Damage: 1d4+2
19-20x2

Skills:
(Class+Bonus+Ranks+Misc)
Knowledge (Dungeoneering): 6 (3+0+2+1)
Perception: 7 (3+2+2)
Sense Motive: 7 (3+2+2)
Survival: 7 (3+2+2)
Spellcraft: 5 (3+0+2)
Stealth: 7 (3+2+2)

Equipment:
Studded leather
AC+3
Penalty -1
Max Dex 5

Sundry Items:
Gold:

Class Abilities:
Favored Enemy: Bonus on Bluff, Knowledge, Perception, Sense Motive, Survival, Attack and Damage against creatures of his selected type
+2: The pink things that have imprisoned him (Humans)

Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy

Feats and Traits:

Traits:
Indomitable Faith: +1 to Will Saves
Scholar of Ruins: +1 to Knowledge (dungeoneering), always a class skill

Feats:
Toughness
Two Weapon Fighting
Improved Shield Bash

Efframore (Cairn-Warden):

Humanoid (Cul-Derrug) (RP 0)
Flexible (RP 2) (+2 to Con and Wis)
Light Blindness (RP -2) (Blinded 1st round in bright light and dazzled there after)
See in Darkness (4 RP)
Lucky, Lesser (2 RP)
Fast (1 RP)
Spell Resistance, Greater (3 RP)
(11+Character lvl)
Static Bonus Feat: Toughness (2 RP)
Constant Spell-Like Divination (Detect Magic) (3 RP)

In the rigidly defined caste system of the world of Regaulis, no caste is as honored or despised as the Cairn-Wardens. Those charged with guarding the Cairns which are the graves of the ancient Nercomancers that once brought the entire planet under their heel. Centuries of selective breeding and careful magical manipulation have made the Cairn-Wardens impressively suited to defending the Cairns from those who would use the ancient power for their own ends and to ensure that those housed within do not rise again.

A Cairn-Warden may lay claim to any tool that will aid them in their task but not wealth or luxuries. If they suspect a member of another caste of being in league with the dark powers of the Cairns then they are allowed to seize that individual without trial.

However, the Cairn-Wardens are also feared and reviled by those they protect. Many fear that they have been corrupted or twisted by the Cairns' influence or that the manipulations they have undergone have made them monsters and that fear colors almost every interaction with them. Most refuse to do business with the Wardens and physical contact is considered a great insult and a handful of Wardens have been put to death for accidentally touching the wrong person while off-duty.

Like all on Regaulis, they follow with teachings of the Logic-Sages that were responsible for striking down and imprisoning the Necromancers of old. As such, no particular god is venerated, lip service is paid to a whole pantheon of deities since the existence of such beings can be empirically proven and it would be unwise to earn their ire. The closest thing to dedicated worship that occurs on Regaulis is the following of the teachings of the Logic-Sages. The Wardens almost singularly follow the teachings of the River's Wind, who presides over the mysteries of Death, Patterns and Duty and who is said to travel often to converse with the deities of death.

Basic Appearance

A Cairn-Warden is a humanoid that stands about seven feet tall with females being only marginally shorter than males with skin as black as soot. Their eyes seem to suck in light, appearing to be only a pair of black pits. Their hair starts off as the same color as their skin but fades to a reddish pink as it grows out.

Physically, they have many structures and organs analogous to those found in Golarion's humanoids. Organs are placed differently and vary in precise operation, they possess a decentralized circulatory system (multiple scattered 'hearts' as opposed to one) which allows them to cope with wounds more efficiently. It is difficult to see at a distance but their skin is slightly scaled. Other than that they are warm-blooded and similar to mammals in most respects. Their legs are slightly digitigrade and reinforced with broad feet, giving them an excellent land speed and a tendency to go around barefooted.

Due to the emphasis their culture puts on martial prowess, the Wardens are often very physically fit but are capable of filling many roles. Various casters are not uncommon with, of course, the exception of Necromancers. Their innate ability to see in the deepest darkness, sense magic and resist many effects were the gifts they were imparted by the Logic-Sages so they could be a first defense and ever seeing eye turned towards the Cairns.

Story:
Kedarra serves the Anathema, a branch of the Efframore made up of outsiders of the caste. Generally they were spellcasters guilty of minor transgressions and handed over to the Efframore as extra magical support until their debt to society was paid. Since the Cairns can be a deadly place, even for the Efframore, several of their number were specifically trained to help keep the Anathema alive in the unforgiving labyrinths. These specialists were also trained to keep an eye on these outsiders and make sure they did not possess any ulterior motives.

Kedarra was one such guard. He had finished his basic training, something most would have called 'childhood' and entered the ranks of the Wardens proper. After demonstrating a talent for understand magical mechanics, he was assigned to the Anathema to receive additional training and work with the criminal mages there. Life was good, he had a respected position and was courting his commander's daughter. he diligently studied the mysteries of the Logic-Sages and learned the lore of surviving in the Cairns. It all looked like a life of easy advancement and noble service.

Until he woke up without the familiar warmth of his bunk or the smell of his brothers' cooking. All he could do was listen to the screams of a dozen alien species in pain and do nothing about it. His turn came to scream as well and scream he did, not as easily as some but everyone has a limit. He has been studying his captors though, watching how they move and how they react. Given a chance, any chance, he will seize the opportunity to escape or die with his captors' blood on his hands.

Appearance:
Ked is a little bit small for his caste, being a mere six feet and six inches. His hair, once well trimmed and short is now a shaggy mop of reddish locks that seem to take every chance to hang down in his face. He has noble, if somewhat bestial features and could be considered a bit on the handsome side if the observer could get past the fact that he is an ash colored, alien killing machine whose eyes are like staring into the void between stars. Speaking of eyes, his right one has a series of thin radial scars that are a few shades lighter than the rest of his skin. They were left by some manner of arcane instrument his captors used to try and ascertain what method was used to enhance his caste's vision.

Personality:
For those that know of the Efframore, they expect a group of grim-faced warriors and to an extent that is true. Most remain restrained in the presence of outsiders as a matter of course. They are an intensely private caste but not universally stoic. Ked is a good example. He likes getting along with people and is good enough at reading them and adapting. His work with the Anathema have shown him a wide range of his race and he would be hard pressed to find someone who he does not, on some level, understand. This does not mean he likes everyone. Understanding and liking are two very different things.

Other Castes of the Cul-Derrug

Callamore (Cairn-Lord):
30 RP (Definitely not a player race)
Humanoid (Cul-Derrug) (RP 0)
Light Sensitivity (-1 RP)
Advanced (RP 4) (+2 to Physical, +4 to Wis, -2 to Cha)
See in Darkness (4 RP)
Lucky, Greater (4 RP)
Light and Dark (1 RP)
Fast Healing 1 (6 RP)
Carrion Sense (1 RP)
Fast 2 (3 RP)
Spell Resistance, Greater (3 RP)
Static Bonus Feat: Toughness (2 RP)
Constant Spell-Like Divination (Detect Magic) (3 RP)

The Callamore are an exceedingly rare sub-subspecies within the Efframore. Very rarely are they born from typical Warden stock and when they are it is often cause for much celebration since it is an indication for being descended from some long lost Cairn-Lord or other. More often than not, a Callamore is created when a Callamore dies or begins to consider retirement. It is the duty of the Callamore to oversee and guide the defense of the Cairns.

The only way to become a Callamore is to be selected from the ranks by River's Wind and undergo a series of varying tests and eventually be elevated to Callamore status. Sometimes the Logic-Sage chooses from the highest-ranking members of the Efframore and sometimes he chooses from the lower ranks, his exact reasoning is hard to guess at but rumor has it his mastery of the Mystery of Patterns allows him to choose the perfect Warden for his needs.

Callamore are differentiated from the Wardens by a change in their eyes. Their pupils now smolder like embers, glowing softly. This has earned the Callamore the nickname 'Ember-Eyed Lords'. Unlike the Efframore, who experience a mixture of respect and disgust, The Callamore are universally respected and feared. What they represent and the dangers they are capable of staring down mean that very few in Cul-Derrug society would attempt to treat the Callamore as beneath them.

Car-Vallis (The High Cognoscenti):
15 RP
15/15
Humanoid (Cul-Derrug) (0 RP)
Medium (0 RP)
30ft Speed (0 RP)
Paragon (-2 to all physical, +4 int) (1 RP)
Advanced Intelligence (+2) (4 RP)
Skilled (4 RP)
Flexible Bonus Feat (4 RP)
Skill Bonus (+1 to Knowledge Arcana and Spellcraft) (2 RP)

The Car-Vallis are a caste of imperious intellectuals. The wealth their great corporate houses have accrued has allowed them to consolidate considerable political power through simple economic domination. Thankfully, they spend much of their time engaged in industrial espionage and paranoid mind games otherwise they might procede to crush the rest of their brethren under their collective and wealthy thumb.

The Car-Vallis are generally antagonistic to the other castes but specifically they dislike the Efframore since they are the only caste which cannot be easily bought off and are able to resist the arts that come so naturally to the Car-Vallis.

They have practiced the same sort of eugenics that the Efframore once did but to an entirely different end. The Car-Vallis are devastatingly intelligent and are to a man, woman, and child polymaths. However, this over specialization has led to considerable physical atrophy, even their land speed has suffered. They are slight and scrawny, with a fine bone structure and delicate features. They are rarely over six feet tall and usually have the sigil of the house tattooed prominently on their person.

Creeping Winters, Logic-Sage of the Mysteries of Order, Craft, and Knowledge is their patron but some Car-Vallis have been know to pay homage to Tall Cliffs, Logic-Sage of Secrets, Discretion, and Cunning.

Dimma (Children of Strength):
15 RP
Humanoid (Cul-Derrug/Giant) (0 RP)
Greater Paragon (+4 str, -2 dex, -2 wis)
Large (7 RP)
Fast (1 RP)
Reach (1 RP)
Static Bonus Feat (Endurance) (2 RP)
Craftsman (2 RP)

The Dimma are the intimidating creations of the Car-Vallis. Initially they were meant to be a cheap and easily produced work force. Their growth and minds were stunted by a cocktail of drugs and spells, leaving them powerful idiots and open to any suggestion. The Dimma eventually caught the interest of Grand Hearth, Logic-Sage of Strength, Pride and Ascendance. Grand Hearth beseeched River's Wind for aid and a small group of Efframore were tasked with undoing to stunting of the Dimma.

Soon the Efframore detachment and newly maturing Dimma hatched a plan and paralyzed the Car-Vallis industrial centers until their demands were met. When it was realized they were acting under orders of a Logic-Sage, their demands were soon met and the Dimma were soon allowed control over their own destinies with Grand Hearth watching over them and guiding them.

The Dimma all appear to be female and are in actuality sterile. Both traits were deliberate choices by the Car-Vallis made to try and make them more docile. All Dimma are produced artificially through process they now control and jealously guard, lest they become slaves again. When they mature, they are almost ten feet tall terribly strong. However, most Dimma are gentle to a fault unless in dire straits. Their skin is pale and ashy compared to the rest of the Cul-Derrug.

The Dimma are one of the few castes that will willingly deal with the Efframore due to their shared history and precisely what the Efframore risked for them. Some Dimma even volunteer as auxiliaries to aid the Efframore in various capacities.