Valeros

Kharn the Binder *Cleaned-Up*'s page

529 posts. Alias of Void Dragon.


Full Name

Kharn The Binder *Cleaned-Up*

Race

Human

Classes/Levels

DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Gender

Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12

Languages

Common, Dwarven, Infernal, Goblin

Strength 18
Dexterity 16
Constitution 19
Intelligence 10
Wisdom 12
Charisma 8

About Kharn the Binder *Cleaned-Up*

Kharn The Binder
Male Human Barbarian (Invulnerable Rager) 6 Furious Guardian 1
NE Humanoid (Human)

Deity Asmodeous
Initiative +3
Special Senses
Perception +11

XP

==Defense==
AC 17 (17 raging) Touch AC 13 (11 raging) Flat-Footed AC 14 (14 raging)
DR 3 (-) Special Doubled versus Non-Lethal Damage
HP 118 (6d12+36+1d10+6) 136 (raging)
Fort +12 (15 raging); Ref +5; Will +4 (6 raging); (All saves +4 vs spells, spell-like abilities, and supernatural abilities when raging)
Resist Cold 1

==Offense==

Speed 40 ft.
Melee Mwk Lucerne Hammer Attack +12/+7 (10/5 w/PA) (+14/+9 Rage; 12/7 w/PA) Damage 1d12+6 (12 w/PA) (+9 Rage; 15 w/PA) (x2) Type B or P Special Adamantine
Melee Attack Damage Type
Melee 2 Claws Attack +10/+10 (8/8 w/PA) (+12 Rage; 10 w/PA) Damage 1d6+4 (8 w/PA) (+6 Rage; 10 w/PA)
Ranged Longbow Attack +9 (x3) Type P Range 100 ft. Ammunition 20 Arrows

==Stats==

Str 18 Dex 16 Con 19 (23) Int 10 Wis 12 Cha 8
Bab +7/+2; CMB +11; CMD 24

==Feats & Traits==

Feats

HBF:Power Attack (Combat)
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.

1st: Raging Vitality
Prerequisites: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

3rd: Extra Rage Power
Prerequisite: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can gain Extra Rage Power multiple times.

5th: Extra Rage Power
Prerequisite: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can gain Extra Rage Power multiple times.

7th: Leadership
Prerequisite: Character level 7th.
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit.

==Taken Traits==

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Quiet as Death: Gain a +2 trait bonus on Stealth checks.

==Crime==

Slave Trader: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.

Punishment: Death by beheading

Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

==Racial Traits==

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled. Profession (slaver)

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

==Tracked Resources==
22/22 Rounds of Rage (+4 morale bonus to STR and CON, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. )
1/1 Heart of the Fields (Ignore an effect that would cause them to become fatigued or exhausted)
20/20 Arrows
(2)Undetectable Alignment
(1)Barkskin
(1)Bull's Strength
(2)Bear's Endurance
(1)Cat's Grace
(1)Shield

==Favored Class Bonus==
+1 Skill point
(5 FC used on this) +5/3 Superstition Rage Power

==Skills & Languages==

Skills
Ranks: 52 (28 Class + 1 FC +14 AP +7 trait)
Acrobatics* +
Appraise* +10 (7 rank, 3 class)
Bluff* +
Climb* +8 (1 rank, 3 class, 4 Str)
Craft* () +
Disable Device +
Disguise -1 (+9 if using circlet)
Diplomacy* +5 (2 ranks, 3 class, 1 curiosity, -1 Cha)
Handle Animal* +3 (1 rank, 3 class -1 Cha)
Intimidate* +
Knowledge (arcana) +
Knowledge (dungeoneering) +
Knowledge (engineering) +4 (4 ranks)
Knowledge (geography) +
Knowledge (history) +
Knowledge (local) +
Knowledge (nature)* +5 (2 rank, 3 class)
Knowledge (nobility) +5 (2 ranks, 3 class)
Knowledge (planes) +
Knowledge (religion) +2 (2 ranks)
Linguistics* +3 (3 rank)
Sleight of Hand* +
Perception* +12 (7 ranks, 3 class, 1 trait, 1 Wis)
Profession +
Ride* +
Spellcraft +
Stealth* +15 (7 ranks, 3 class, 2 trait, 3 Dex) (+13 in armor)
Sense Motive* +12 (7 rank, 3 class, 1 trait, 1 Wis)
Survival* +10 (6 rank, 3 class, 1 Wis)
Swim* +8 (1 rank, 3 class, 4 Str)
Use Magic Device +
*Class Skill

Languages: Common, Dwarven, Infernal, Goblin

==Class Abilities==

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's land 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 land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. 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. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. 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 but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage.This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the Invulnerable Rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Chosen Ally (Ex): At 1st level, when entering a rage, a furious guardian can choose an ally to protect as a free action. The furious guardian must make this choice when beginning her rage and cannot change her designated ally while raging. Whenever the furious guardian is adjacent to her chosen ally, she can choose to take a –1 penalty to her AC to grant her ally a +1 dodge bonus to AC and Reflex saves. This bonus increases by 1 at 5th and 10th level.

Rage Powers

Beast Totem, Lesser (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

Beast Totem (Su): While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. A barbarian must have the lesser beast totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.

Reckless Abandon (Ex): While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Guard Dedications

Curiosity (Ex): The furious guardian's peculiar nature makes her an object of intrigue. Civilized people are fascinated by the "tamed" barbarian, while more barbaric cultures are fascinated by her choice to turn her back on her heritage. The furious guardian gains a bonus equal to her class level on Diplomacy checks.

==Equipment & Weight==

Item | Price | Selling Price | Weight

Chain Shirt; 100 GP; 50 GP; 40 lbs.
Greatsword; 50 GP; 25 GP; 8 lbs.
Backpack; 2 GP; 1 GP; 2 lbs.
Belt pouch; 1 GP; 5 SP; .5 lbs.
Longbow 1; 75 GP; 37.5 GP; 3 lbs.
20 Arrows; 1 GP; 5 SP; 3 lbs.
Waterskin; 1 GP; 5 SP; 4 lbs.
Iron Circlet; 1800 GP; 900 GP; - lbs.
Bedroll; 1 SP; 5 CP; 5 lbs.
Asmodeus Holy Symbol; ;

Weight Load
Light Load 100
Medium Load 200
Heavey Load 300
Lift Over Head 300
Lift Off Ground 600
Drag or Push 1500
Current Weight Load 65.5

==Backstory & Appearance & Personality==

Backstory:
Kharn grew up in a small village in the savage north. It was a hard life of toil in the fields, and Kharn didn't have much too eat, but he was happy with his lot. That changed the day slavers came, and began to take people in his village away. When Kharn first saw the slavers he didn't know what they were. He went up to the nearest slaver, and tugged on his sleeve. The slaver looking down at the child who had so casually approached him actually paused for a moment before asking the child why he was there. Kharn told the man that he was there to help him since his father had told him to always help adults. The slaver smiled, and directed the child to go, and find the hiding places of the other people, and come back and tell him. Kharn smiled nodded, and went out to find the people. Kharn tracked the people down without much trouble, and brought back the location of them all to the slaver. Kharn was so proud when the slaver told him he had done a good job, and told him to go to the head slaver Grunk. Kharn went to Grunk, and found the man whipping some people into submission. Kharn ever curious asked Grunk if he could try. Grunk almost whipped the boy for his impudence, but he decided to let him try. Kharn's first stroke took the man right across the back, and made him cry out in pain. Kharn looked down at the whip, and flinched away at causing pain, but Grunk told him to continue, and the man was a bad one. Kharn not knowing any better just whipped the slave until he was nearly dead. Grunk smiled at this new boy's skill, and said that he would make a fine slaver. Grunk then had Kharn whipped just because he could. Kharn's last view of his village before heading off to learn how to be a slaver was of a burning house.

Kharn's next years were spent learning how to handle, and train slaves for any type of work. He made cleaning slaves, bed slaves, and fighter slaves. He was very good at his job, but he was still whipped by Grunk whenever Grunk felt like it. It was during this time that Kharn began to form a bond with a cleaning slave he had been training. Her name was Esse, and Kharn didn't understand why she was so happy. Most of the people cried, but she always greeted the day with a smile. When Kharn asked her why she was so happy she simply responded that the sun god looked after her. Kharn surprised to learn that there was such a thing as a god asked her more about it. She obliged, and Kharn began to take over her training just so that he could listen to her stories. Kharn thought that this sun god was powerful, and amazing, so he decided to convert, and help Esse escape. He planned it to happen at night, so to carry the least amount of risk. When the appointed night came Esse was nowhere to be found. Kharn looked around for her, and found her hoisted into a tree hung with a sign that said 'witch' underneath. Kharn felt something give at that moment, and he went back to camp, and killed two slavers. Of course he was able to hide the bodies before Grunk found them, but he decided to take the reigns away from Grunk, and turn this slaving into his own property.

It took two years for Kharn to set everything up, but it was worth it. When Gunk came back from a successful raid and found his entire base turned against him he had no chance. Kharn personally bound Grunk up in chains, and threw him into the sea. Kharn took over the business of taking, and selling slaves having decided that if the sun god was weak enough to let his own followers die then he was no true god at all. It was during one of Kharn's slaving trips that he found an old cleric by the side of the road. Trying to take the cleric unawares proved impossible due to some 'extra' sight the cleric had. Yhe cleric offered a seat to Kharn, and Kharn accepted with some doubt, but then the cleric told him about devils, and Asmodeous. Kharn listened to the man for what seemed only like a few minutes, but when he went back to his men they said he had been gone fore five hours. Kharn decided then, and there to serve Asmodeous as the one true deity of the world. Kharn's devotion wasn't enough to learn anything approaching divinity, but he did learn the language of the devils. Deciding to take his new religion to the next level Kharn decided to go into the slaving business.

Kharn's luck finally ran out when he went into the slaving business. Kharn had little to no people skills, and didn't know when somebody was lying to him or not. It made it quite easy for the guards to discover where he was operating, and get him arrested in the act. Kharn felt that it was his own fault for being captured, and not paying more attention to his devotions. This trip to Blackguard may be his last, but he will face it with pride, and faith in Asmodeous's fiery wrath that awaits Kharn's failure.

Appearance:
Kharn is six feet tall, and has storm-grey eyes. His hair is brown, and untidy due to his long stays from civilization. He keeps himself in shape as much as he can. While he is muscular he isn't over muscled like some big hulking orge.

Personality:
Kharn is still raw even after two years of the death of Esse. Kharn sees Mitra as a weak god who didn't protect Esse or him, and views the Church of Mitra with disdain. His entire life had been to get revenge, and afterwards he didn't know what to do with himself. Asmodeous picked him up when he was down, and for that Kharn is grateful. He views his failure to sell slaves as his biggest failure, and he knows that should he die before atoning he will burn.

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