Lokansir

Krümvar's page

11 posts. Alias of Valjoen_KC.


Full Name

Krümvar

Classes/Levels

Half-Giant Barbarian 3 (Invulnerable Rager) /Sorcerer 3/Gestalt 3/Champion 1

Strength 22
Dexterity 15
Constitution 17
Intelligence 10
Wisdom 10
Charisma 16

About Krümvar

Krümvar
Male Half-Giant Barbarian 3 (Invulnerable Rager) /Sorcerer 3/Gestalt 3/Champion 1CG Large humanoid (giant, human)
Hero Points:1
Init +3; Senses low-light vision; Perception +6

Character Sheet:
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 enhancement, +1 natural, -1 size)
Vig 34 (3d12) Wnd 37 (Threshold 17)
Fort +7, Ref +5, Will +4
Defensive Abilities hard to kill; DR 1/—, 2/lethal; Resist fire 5, extreme endurance
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 greatsword +8 (3d6+13/19-20) or
. . chakram +6 (2d6+8) or
. . chakram +6 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks gatecrasher, mythic power (5/day, surge +1d6), rage (11 rounds/day), rage power (reckless abandon[APG]), wild arcana[MA]
Sorcerer Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)— protection from evil, shield, silent image (DC 14)
. . 0 (at will)— ghost sound (DC 13), message, open/close (DC 13), prestidigitation, spark[APG] (DC 13)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 17, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +9 (+11 bull rush, +11 drag, +11 overrun, +13 sunder); CMD 23 (25 vs. bull rush, 25 vs. drag, 25 vs. overrun, 25 vs. sunder)
Feats Alertness, Combat Reflexes, Combat Stamina, Dual Path[M], Eschew Materials, Improved Bull Rush, Improved Drag[APG], Improved Overrun, Improved Sunder, Intimidating Prowess, Power Attack, Powerful Maneuvers, Toughness
Traits Armed with Steel, Bred in the Pits
Languages Common, Draconic, Giant
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), dragon's flight, enduring armor[MA], fast movement, hero points, improved bull rush, improved drag, improved overrun, improved sunder, intimidating prowess, mage strike[MA], power attack

Skills:

Acrobatics +2 (+6 to jump)
Appraise +4
Bluff +9
Climb +10
Disguise +4
Handle Animal +9
Intimidate +20
Knowledge (arcana) +5
Knowledge (geography) +1
Linguistics +4
Perception +6
Profession (gladiator) +6
Sense Motive +2
Sleight of Hand +8
Survival +4

Gear:
Other Gear greatsword, chakram[APG], chakram[APG], backpack, bandolier[UE], bedroll, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), hooded cloak, mug/tankard, sack, tabard[UE], waterproof bag[UE], waterskin

Special Abilities:
--------------------
Special Abilities
--------------------
Armed With Steel: Living in Tyr under the rule of the Tyrant is not without its benefits. You have managed to acquire a steel weapon worth no more than 100 ceramic pieces. While wielding this weapon, you gain a +2 trait bonus on
Intimidate checks.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Bred in the Pits: You were born in the gladiator pits of one of the city-states and have spent the majority of your life training in life-or-death situations. You gain a +1 trait bonus to initiative and a +1 trait bonus to Reflex saves.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dragon's Flight (30 ft, average, 1 minutes/day) (Ex) Familiar can sprout draconic wings.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enduring Armor +4 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extreme Endurance (Fire) (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.
Familiar Bonus: +3 to Intimidate checks You gain the Alertness feat while your familiar is within arm's reach.
Far Hand You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range. Manifesting Time: 1 action. Range: Close (25 ft. + 5 ft./2 levels). Target: A non-magical, unattended object weighing up to 5 lb. Duration: Concentration, up to 1 min. Saving Throw: None; Power Resistance: No; Power Points: psionic focus or 1
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Bull Rush [Combat Trick] Spend stamina points up to Str or Dex bonus, bonus to CMD against Bull Rush equal to stamina spent.
Improved Drag You Drag at +2 and don't cause an attack of opportunity.
Improved Drag [Combat Trick] Spend stamina points up to Str/Dex, bonus against drag equal to stamina spent.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Improved Overrun [Combat Trick] Spend stamina points up to Str/Dex, bonus against overrun equal to stamina spent.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Sunder [Combat Trick] Spend stamina points up to Str/Dex, bonus against sunder equal to stamina spent.
Intimidating Prowess [Combat Trick] 2 stamina points per size category to ignore size penalty on Intimidate.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mage Strike (Su) As a swift action, use 1 power & a spell for extra melee att (2x spell lev energy dam & att bonus).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

Progression Plan:
Feats
1: Intimidating Prowess (1st)
2: Powerful Maneuvers (2nd)
3: Deceitful (3rd)
4: Conceal Spell ??? (4th)
5: Dodge/Mobility or Signature Skill (5th)
6: Vital Strike (6th)
7: Cornugan Smash (7th)
8: (8th)
9: (9th)
10: Improved Conceal Spell (10th)

Mythic
1: Wild Arcana
1: Mage Strike

Mythic Path Abilities:
1: Enduring Armor
2: Mythic Sustenance
3: Impossible Speed

Mythic Feats
1: Dual Path
3: Power Attack
5:
7:
9:

Rage Powers
2: Reckless Abandon
4: Superstition
6: Witch Hunter
8: Spell Sunder
10: Eater of Magic
12: Come and Get Me

Background Story:

Krümvar spoke with a slow cadence. ”I know not where Krümvar comes from. I only know that he lived in the slave pits,” the half-giant grumbled when asked about his origins. He sat and took a small bite of the food he had been offered. His back hunched and his head held low, he did not make eye contact but rather gazed at the ground. Slowly, he chewed the dried meat. Salty… he thought. It was taste he knew well. Fresh meat was rare and seldom offered to him.

Without thought, he rubbed his scarred legs with his right, dominate hand. The touch of his hand gave him some relief, but the many wounds he had suffered before the crowds still ached at times. His eyes scanned the intricate weave of scars that covered his lower extremities. ”Always in the slave pits until Krümvar was the size of a man… then I was made to fight in the stadium,” he glanced at his benefactor then looked back to his legs. ”I was only a child but still strong enough to survive. Victories, I won… many times… no one wounded Krümvar’s chest but always hard to guard my legs,” he continued as he rubbed his legs harder. ”And my hands… sliced this one badly, a Mal did,” he motioned to his left hand before rubbing the pair together. He grimaced as he recalled the divine healing that prevented him from losing the appendage.

His forearms bore similar scars but the wounds were masked with the dark tattoos set upon his arms and torso to commemorate the battles he had fought and won. For a handful of years, the gladiatorial stadium of Tyr had given him purpose to wake each day, and the tattoos had given him the pride to hold his head high as the crowds roared and jeered. Their voices echoed in his head and still made his blood boil with a surge of power that he thrived upon.

A smile began to form on the lips of the half-giant, as his hands found their way up his steely arms to touch those portions off his skin that a blade had never found. His right hand clenched into a fist as he beat his chest once. ”I lived and won my life when my master crossed over. Krümvar kneels to none now.” He began to point out the tattoos across his chest and shoulders, describing the battles they they referenced in the hidden, ancient script. He could read them as the old woman… she was a witch… that inked them upon his skin had taught him to read and to speak. But the script was weaved into the delicate patterns of the tattoos, and they had yet to be recognized by the any other mortal.

Much of his life story… but not that of the dragon… Krümvar told that night as they ate and drank together. He would keep many secrets from all as to reveal them might mean his death. But soon the dragon will be released…

History:
Krümvar knows little of his birth and early childhood. His first memories is that of a slave. As he grew, he was brought to the gladiatorial stadium to fight. He was probably 10 to 12 years old but the size of a full grown human at that point. He is unsure of his exact birthdate or how old he truly is. It was intended that he die that first day in the stadium, but his savage barbarian side came out and he ripped his opponent apart. For the next couple of years he was bought and sold several times as his value as a gladiator continued to rise. By the time he reached his full size, he was a recognizable "champion" in the stadium. His master at that time, fell ill and released him upon his deathbed. Since then, Krümvar has stayed in the general vicinity of Tyr. He has survived by handouts from those that might recognize him. He will often provide services to his random benefactors although neither party considers him in their "employment". Rather, it is a mutual gifting. They "gift" him some food, water and a place to stay as their "guest", and Krümvar "gifts" them his presence, stories and occasionally the use of his sword.

Appearance & Personality:
Krümvar is scarred on his extremities and tattooed upon his arms, chest and back. The tattoos are intricate patterns and designs that hide many draconic runes that he was taught to read and speak by an old woman that adorned him with the tattoos at the behest of his last master.

While Krümvar is of average intelligence, he lacks any formal education and all social graces. He speaks with poor grammar, often switching back and forth between referring to himself as "I" and "Krümgar". This is out of habit of listening to others speak and refer to him. In essence, he is a socially uncomfortable, semi-celebrity that fears being discovered for who he truly is.