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About Korum Tarrickson

Korum Tarrickson, Fighter - Level 1
LG Medium Humanoid (Dwarf)
Favored Class: Fighter (1st Lvl Bonus = )

HD: 1d10 + 2(Con) (12 HP)
Current HP: 10
Init: +2; Senses: Darkvision 60 ft.; Perception + 5
Movement: 20'

STR: 17 (+3)
DEX: 14 (+2)
CON: 17 (+3)
INT: 13 (+1)
WIS: 13 (+1)
CHR: 10 (+0)

Armor Class: 17 = 10 (Base), + 2 (Dex), + 5 (Armor)
Touch: 12 Flat Footed: 15

SAVES:
Fortitude: 5 = +2 (Base), +3 (Con)
Reflex: 2 = +0 (Base), +2 (Dex)
Will: 1 = +0 (Base), +1 (Wis)
+2 racial bonus versus poison, spells and spell-like effects.

COMBAT:
Base Attack Bonus: +1
CMB: +4 = 1 (BAB), +3 (Str)
CMD: +16 = 10 (Base), +1 (BAB), +3 (Str), +2 (Dex)

Dorn-Derger: +4 2-Handed (1d10 + 4, x2, )
Gauntlet: +4 (1d3 + 3, x2, )
Unarmed Strike +4 (1d3 + 3, x2, )

SKILLS:

Climb: +4 = +3 (Str) +1 (Rank) +3 (Class) -3 (AC Penalty)
Intimidate: +4 = +0 (Chr) +1 (Rank) +3 (Class)
Perception: +5 = +1 (Wis) +1 (Rank) +3 (Class)
Profession - Guardsman: +5 = +1 (Wis) +1 (Rank) +3 (Class)
Survival: +5 = +1 (Wis) +1 (Rank) +3 (Class)

Knowledge History (related to dwarves): +2 (Lorekeeper)

Feats:

Power Attack:
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.

Cleave:
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Traits:

• Armor Expert:
-1 Armor check penalty.

• Militant Merchant:
You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Encumbrance & Carrying Capacity
Carrying: lbs. ( lbs in backpack - lbs w/o backpack)
Light: 86 lbs; Medium: 173 lbs; Heavy: 260 lbs

Equipment:

Worn: Scale Mail Armor, Dwarven Dorn-Dergar, Backpack, Belt Pouch
Pouches: Flint & Steel, flask.
In Backpack: Hempen Rope, Waterskin.
Remaining Coin:

Special Abilities:

Armor Expert -1 Armor check penalty.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

Korum is a town guardsman who has only recently begun to work for Sheriff Hemlock. He has some difficulty getting along with the Sheriff thus far as the rare need for his physical prowess in battle makes the dwarf so bored that he spends too much time on duty drinking from a few waterskins filled with ale.

He's good with training with the militia, however, and is generally reliable which is why Hemlock hasn't fired his broad ass yet. Korum is trying to keep employment long enough to have the funds to start his own adventuring company, ideally to venture into the wilds in search of giants, who he has hated with a dwarven passion his entire life. His hatred stems from an encounter with giants as a young dwarf that led to the death of his elder brother. He remembers little of that ordeal but has nurtured a hatred for the race ever since, a hatred fostered by his father.

Despite his rashness, Korum is well known and liked in Sandpoint. He enjoys an evening at the Rusty Dragon, always trying to talk Ameiko into either telling stories or joining forces him to create an adventurer's company "that will spawn legends of our glory!"

Mystery:

Lately Korum has been having disturbing dreams. He can’t remember them very clearly, only dim images of large creatures looming over him, and larger objects falling all around him, threatening to smash and crush him. They make him really uncomfortble especially when he wakes up to his cheeks wet with tears. He’s thinking about talking to Father Zantus about the dreams.

Hero Lab:

KORUM TARRICKSON CR 1/2
Male Dwarf Fighter (Two-Handed Fighter) 1
LG Medium Humanoid (Dwarf)
Init +2; Senses Darkvision (60 feet); Perception +5
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DEFENSE
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AC 17, touch 12, flat-footed 15. . (+5 armor, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +1
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Dwarven dorn-dergar +4 (1d10+4/20/x2) and
. . Gauntlet (from Armor) +4 (1d3+3/20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
--------------------
STATISTICS
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Str 17, Dex 14, Con 17, Int 13, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 16
Feats Cleave, Power Attack -1/+2
Traits Armor Expert, Militant Merchant
Skills Acrobatics -1, Climb +4, Escape Artist -1, Fly -1, Intimidate +4, Perception +5, Ride -1, Stealth -1, Survival +5, Swim +0 Modifiers Lorekeeper
Languages Common, Dwarven, Giant
SQ Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2
Combat Gear Dwarven dorn-dergar, Scale Mail; Other Gear Backpack (3 @ 14 lbs), Flask, Flint and steel, Pouch, belt (2 @ 2.08 lbs), Rope, hempen (50 ft.), Waterskin
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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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Armor Expert -1 Armor check penalty.
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Militant Merchant You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.

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