| Full Name |
Kory 'Kong' Groder |
| Race |
Human HP (32) |
| Classes/Levels |
War1/Exp2|Witch3 |
| Gender |
Male |
| Size |
Med (6'6 1/2") |
| Age |
22 |
| Special Abilities |
Hexes, Spellcasting, Aura of Desecration, Bonethrall |
| Alignment |
CN |
| Location |
Berlin |
| Languages |
German, English, Polish, Russian |
| Occupation |
Industrial Metalhead Percussionist |
| Strength |
16 |
| Dexterity |
11 |
| Constitution |
14 |
| Intelligence |
16 |
| Wisdom |
8 |
| Charisma |
16 |
About 'Kong' Groder
Kory Groder is a huge young man who dresses in very radical styles...first was punk...now he's a rather extreme rivethead. One side of his hair is shaved 3/4 of the way up, exposing his tattoos that look like a circuit board. He's considered mounting jewelry that looks like IC chips.
His full gear...worn at shows and appearances...include goggles with rivets surrounding the edges...what looks to be a cyberpunk gas mask, but is actually a custom voder that allows him to do all sorts of strange things with his voice...and heavy leather clothing with small plates, metal tubes, chains, and studs to suit the look he desires. He also wears a bandolier with small pouches along it, in which he keeps an assortment of odd things. For a belt, he substitutes a doubled length of flat-link chain connected with a heavy carabiner clip...and of course, his boots are impressive...modified dirt bike boots with metal shields...he also wears heavy gauntlets with rivets accenting the back of the hand.
That was before the change. Now, he wears a silk shirt and a man's black corset. Nothing else of his outfit has significantly changed.
Saves: Fort +5, Ref +1, Will +2
BAB: +2
Melee: +5
Ranged: +2
Attacks:
*+5 melee +1 Scythe 2d4+8 (20/x4)
*+6 melee improvised weapon 1d6+5
*+6 melee improvised 2h weapon 1d10+7
Skills:
Str Bonus +3
Dex Bonus 0
Int Bonus +3
Wis Bonus 0
Cha Bonus +3
Class: Warrior 2+3 (Int) +1 (Human)
Expert 12+6 (Int) +2 (Human)
Total 26
Acrobatics +5; +3 (class), +2 (rank)
Climb +8; +3 (class), +3 (Str), +2 (from Str)
Craft (carpentry) +7; +3 (class), +3 (Int), +1 (rank)
Craft (leather) +7; +3 (class), +3 (Int), +1 (from Int)
Craft (mechanical) +7 +3 (class), +3 (Int), +1 (rank)
Healing +3; +3 (class), -1 (Wis), +1 (rank)
Intimidate +9; +3 (class), +3 (Cha), +3 (rank)
Knowledge (arcane) +9 +3 (class), +3 (Int), +3 (rank)
Knowledge (engineering) +8; +3 (class), +3 (Int), +1 (rank), +1 (from Int)
Knowledge (local) +7; +3 (class), +3 (Int), +1 (rank)
Knowledge (nature) +7; +3 (class), +3 (Int), +1 (from Int)
Knowledge (religion) +7; +3 (class), +3 (Int), +1 (rank)
Perception +5; +3 (class), -1 (Wis), +3 (ranks)
Perform (percussion) +10; +3 (class), +3 (Cha), +1 (rank), +2 (from Cha), +1 (trait)
Perform (sing) +8; +3 (class), +3 (Cha), +1 (rank), +1 (from Cha)
Profession (musician) +4; +3 (class), -1 (Wis), +2 (ranks)
Ride +4; +3 (class), +1 (rank)
Spellcraft +7; +3 (class), +3 (Int), +1 (rank)
Stealth +5; +3 (class, +1 (rank)
Swim +7; +3 (class), +3 (Str), +1 (from Str)
Feats: Catch Off Guard, Extra Hex, Power Attack; Dual Path
Traits: Aspiring Bard, Surprise Weapon
Hexes: Evil Eye, Slumber
Spells:
0 Lvl: All
1st Lvl: (9)Cause Fear, Chill Touch, Command, Cure Light Wounds, Ear Piercing Scream, Enlarge Person, Frostbite, Mage Armor, Restore Corpse
2nd Lvl: (2)Blindness/Deafness, Vomit Swarm; Deathwatch
Memorized:
0: (4) Detect Magic, Daze, Guidance, Stabilize
1st: (3) Chill Touch, Cure Light Wounds, Mage Armor
2nd: (2) Blindness/Deafness, Vomit Swarm
Mythic: Tier 1 (5 points)
Dual Path: Marshal/Archmage
Archmage Arcana: Mage Strike
Marshal's Order: Decisive Strike
Path Ability: Commanding Entrance
*includes Power Attack