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About Korbin SteelsoulBackground:
Korbin Steelsoul was born in the Sky Citadel Janderoff as the fifth son of a Merchant Caravan. While his family travelled across Varisia for trade and profit, Korbin spent much of his childhood within its iron walls, and below its iron floors. He would join ventures to map Nar-voth, serving as a protector to parties of the Darklands.
Korbin would take after stone, becoming unmoving and unflinching. A Dwarf of the Iron Mountain. His ventures far across the caverns beneath the Mindspun Mountains would take him to see all that the underworld had to offer. Merciless conflict with duergar, the looming shadows of the drow, the depraved troglodytes and vicious subhumans. Forgotten and casted aside from the world above. In the shadows of darkness, it is perhaps easy to see how a glimmer of light changed Korbin's life. During his expansive travels through the Mindspin Mountains, Korbin would eventually find The Crystalrock, the Heart of the Word. While he was told not to approach the Crystalrock by elders, Korbin could not resist. The Heart of the World pulsated as he approached, a strange occurrence for its then-yearly pulses. It was merely happenstance that Korbin was present as the first Summer tremor occurred. It was said to have truly changed Korbin. His beard grew quick, reaching his knees in a matter of days in his voyage back home. A strange crab would follow him around, inexplicably ending up wherever Korbin was. Even stranger was the feeling Korbin had. An voice almost, though not that one that spoke to him in words. It enlightened him, gave him wisdom otherworldly at times. He made a contract with this calling, and his powers over his beard grew. His patron would claim to be a voice of Wisdom, and claimed that Korbin was destined to leave these Caves. In time, Korbin would gain control of his beard. He would mix his studies of Stone with this power, shaping his hair into bearded fists. Striking with strands. Despite attempts to trim, the hair would always come back, and Korbin decided to keep it as it remains. Korbin felt a calling one day, and simply left Janderoff. He took only what he needed, leaving the rest to his brothers and sisters. He started a long journey, a thousand mile expedition across Varisia, seeking something, though he knew not what it was. He started west, taking his first steps out from Janderoff, breathing in fresh air for the first time in his life. King Crab proved to be all the company Korbin needed. While he occasionally provided labor to villages and hamlets, he was never one to exchange stories. Abken was the first real place he reached, though he felt unwelcome even as a guest. He would take his journey north into the Cinderlands. The air was stale here, much like the passages below the surface that Korbin spent much of his life, but was hot. It was a strange sensation. Finding comfort in the ridges of mountains, Korbin take west to the Wyvern Mountains. He ascended the strange steps to Spindlehorn, but did not find what he searched for at its top. Korbin's journey would take him to Minderhal's Anvil. Few giants roam the area now, but Korbin saw enough to know he didn't like them. He narrowly escaped with his life from this place, but something fulfilled him. Was it adventure? Was it adreneline? Strange as it seems, a dwarf found meaning in this altar of Giants. His encounters with Giants would not end there. Korbin would journey across the Gnashers, unaware he was treading on earth claimed by those large, lumbering figures. While most encounters would lead to his retreat, Korbin would at times be cornered to fight. He developed methods for taking down these colossi. He trekked westward. The giant-free ranges of the Stony Mountains were not without hazard. Korbin would face monsters and creatures unlike anything he would find below the surface. There were times he would join the travels of others, who would inform him of the treacheries of the area. Riddleport would prove to be the most dangerous place for Korbin. His order did not match the chaos of the thieves and scoundrels of the city. Without the knowledge of the underhanded dealings of these people, Korbin would frequently be forced to defend himself. He made enemies of the crime lords, not for actively opposing them, but simply for existing righteously in such a twisted town. As the bounty on his head accrued, Korbin was forced to take his march south. The Fogscar Mountains would largely shape how Korbin would view Goblins. When they weren't attempting to cut his throat or nibble his beard, they were observing trinkets and trash. Nevertheless, it was a perilous place, and were it not for his wisdom over the little creatures, Korbin would of met his demise. Korbin quickly grew to hate goblins, finding their antics to age than they do. Through these mountains and the coastline, Korbin would find his calling. Windsong Abbey. A place where he could call home. He would stay here for many years, assisting the Masked Abbess in whatever way he could. The Varisian bay was soothing. The people of the abbey wise as Korbin. While the politics of religion were of little importance to Korbin, the great minds and charismatic individuals he would meet were. Korbin had found peace, and the adventuring spirit within him quelled for a time. Almost a decade later, he experienced another calling. He heard rumors of a Goblin attack on a town on the nearby coast. Sandpoint they called it. For some reason, he suddenly felt a strange guilt. This was his fault, he told himself. His time at the abbey spent wasted, that despite the inner peace he felt, the world was crumbling in turmoil still. He resolved to help the people of Sandpoint. He ventured south, following the coast on foot. While he arrived too late to help against the goblin scourge, Korbin was relieved to know that there were other brave heroes who helped the village. He set out to find these men and women, and to assist them in however he can. Korbin is gruff, superstitious, stubborn. Hesitant to start fights, but quick to protect those that need help. Well built, but his real muscle is found in his beard. He doesn't talk all that much, and has been in and out of vow of silences for most of his life. Currently he speaks, though isn't to soft with his words. While he may be one to share wise expressions or stories, he is also one to accidentally insult who he speaks to. Notable, Korbin fights with his beard, which he shapes into a multitude of fists. He flurries with many small fists, occasionally spiraling them together to create one huge one. They seem to have a mind of their own, often posing, flexing, pointing. Their flamboyant nature contrasts his mellow one. Korbin is stout, a short 4'2'' while a solid 200lbs. His head his bald, but his beard seems endless. He dresses light, in humble robes and a worn out backpack. A single amulet hangs on his neck, hidden away in his beard. His eyes are like uncut jade, and his hair is an orange-auburn. Korbin often asks deep, existential questions to his familiar, a king crab named "King Crab." While the crab never responds, Korbin takes its silence as deep insight to the problem at hand. Melee:
Combat, +1 attack/damage to Giants. See Korbin Google Doc below for detailed info on melee. Skills:
4+int per Level. 28 total ranks. 33/35
Acrobatics: + 9, (3 Class, 5 rank, 1 dex) Climb +4 (3 class + 1 rank) Craft(Alchemy) + 7(3 class + 1 ranks + 3 int) Craft(Beer) +7(3Class, +1 rank, 3 int) Heal: + 12, (3 class, 4 rank, 4 wis) Know History + 8(3 class, 1 rank, 3 int +1trait) Know Nature + 7(3 class, 1 rank, 3 int) Know Arcana + 8(3 class, 1 rank, 3 int +1 trait) Know Planes + 7(3 class, 1 rank, 3 int) Know Religeon+ 7(3 class, 1 rank, 3 int) Perception: + 12 (3 class, 5 ranks, 4 wis+2 Alertness) Profession (Barber) +9 (3 class, 1 ranks, 4 wis+1 Masterwork) Sense Motive +12 (3 class, 5 ranks, 4 wis +2Alertness) Spellcraft, +10 (3 class, 3 ranks, 3 wis) Stealth +5(3 class, 1 rank, 1 dex) Survival +5(1 rank, 4 wis) Racial Feats:
Defensive Training. Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Giant Hunter. Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait. Weapon Familiarity. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Darkvision. Dwarves can see perfectly in the dark up to 60 feet. Lorekeeper Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stonecunning. Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. Feats:
Weapon Focus (Beard), first level. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved grapple, Monk 2nd Level. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. Feral Combat Training, 3rd Level Feat. Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike. If you are a monk, you can use the selected natural weapon with your flurry of blows class feature Kracken Style, 5th Level feat. When you succeed at a grapple check while using this style, your opponent takes an amount of bludgeoning damage equal to your Wisdom modifier in addition to any damage your grapple deals, such as when you choose to harm your opponent as part of a successful check to maintain a grapple. In addition, you gain a +2 bonus on combat maneuver checks to maintain a grapple. Traits:
Scholar of the Ancients,You know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of pilgrimage and a strange patron of Wisdom, you’ve pieced together the language and partial historyof this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Blooded (Dwarf): You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs. Monk Things:
Iron Monk. At 2nd level, a monk of the iron mountain gains Toughness as a bonus feat. In addition, the monk gains a +1 natural armor bonus.This ability replaces evasion.
Bastion Stance (Ex). At 4th level, a monk of the iron mountain becomes like stone, nearly impossible to move when he stands his ground. If the monk starts and ends his turn in the same space, he cannot be knocked prone or forcibly moved until the start of his next turn, except by mind-affecting or teleportation effects. At 16th level, he is immune to any attempts to force him to move, even mind-affecting and teleportation effects. This ability replaces slow fall. Iron Limb Defense (Ex). At 5th level, a monk of the iron mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4. This ability replaces high jump. Punishing Kick. At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone. This ability replaces stunning fist. Steal Ki (Ex). At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw. This ability replaces purity of body. Witch Business: Patron of Wisdom:
2nd—shield of faith, 4th—owl’s wisdom, 6th— magic vestment, 8th—lesser globe of invulnerability, 10th—dream, 12th—greater globe of invulnerability, 14th—spell turning, 16th—protection from spells, 18th—mage’s disjunction. Spells, Today, Bolded have been used.:
Spell List:
Familiar:
KING CRAB:
+2 CMB to Grapple for Korbin. AC 20. TAC 14. FFAC 18. Empathetic Link:The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells. The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Store Spells. Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. Deliver Touch Spells. If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. |