About Krah of RageKrah - Bloodrager Iron Gods
Tracked Resources:
Bloodrage - 11/11 Javelin - 6/6 Talk with Animals 1/day Prestidigitation - 1/day Ghost Sound - 1/day Dancing Lights - 1/day Potion of CLW 1/1 Potion of CMW 0/1 Potion of Enlarge Person 1/1 Potion of Magic Weapon: 1 / 2 Wand of Infernal Healing 40 / 50 Wand of Enlarge Person 49 / 50 Wand of Magic Missile 44/50 Iron Gods Background:
5 Blurbs: 1) Krah was born Tulin Markengear and his parents were archeologists and machinists that traveled through Numeria, often through Torch. 2) When Tulin was old enough to help his parents with their work he would routinely tinker with devices he found and was becoming quite the mathematical prodigy. He has a belt that can emit a temporary shield around him before it overheats. (Spell: Shield) 3) During one excursion into a ruin Tulin’s father pulled a large canister from the wall and a robot sprung to life in the ceiling. The robot sprung on his father and was immediately grappling him. One of its appendages opened to reveal a spinning blade and moved towards his father’s face. The only way he could defend himself was to put the canister in between him and the blade. The canister burst open, black viscous liquid sprayed forth hitting Tulin in the face and getting into his mouth, nose, and eyes. Tulin does not remember anything after that but when he finally came to his father was dead, his arm having been cut off and the robot was smashed into pieces. 4) Tulin’s mind degenerated, becoming more angry and alien. He would spend hours at night starting into the night sky and would wander off for weeks, returning with new scars and pieces of metal strung on a necklace. His mother fell into depression having lost her husband and finally having enough of life was nowhere to be found when Tulin returned from a rather long rage-about. 5) Krah was a joke name given to Tulin to mock his “battle cry.” It’s become his identity though, and those who mock him do not stand on two-feet for long. He isn’t completely “feral” and understands how to work with others. He’s mainly used as “surprise” muscle on Numerian caravans and Krah appreciates the coins he gets in payment that pay for the small comforts he cares about like a strong weapon and a comfy bedroll. Having spent time in Torch recently he has heard there are robots being brought out of the ruins. He’s ready to put them down if they prove harmful. Two goals:
Two secrets:
People tied to him: 1) Friendly Rivalry: Doric Trull, a fighter and fellow caravan guard who competes for the same jobs as Krah. He is fascinated by the gnome and respects his strength but doesn’t like the idea of competing with a gnome!
Key memories:
Stats:
Init +2; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size) hp 31 (3d10+11) Fort +6, Ref +5, Will +3; +2 vs. illusions, +2 bonus vs. spells cast by self or an ally Defensive Abilities blood sanctuary, bond to the land, uncanny dodge -------------------- Offense -------------------- Speed 30 ft. Melee club +6 (1d4+2) or mwk cold iron greatsword +7 (1d10+3/19-20) Ranged javelin +6 (1d4+2) Special Attacks bloodrage (11 rounds/day), staggering strike Spell-Like Abilities (CL 3rd; concentration +5) 1/day—dancing lights, ghost sound (DC 13), prestidigitation, speak with animals -------------------- Statistics -------------------- Str 14, Dex 14, Con 16, Int 8, Wis 10, Cha 14 Base Atk +3; CMB +4; CMD 16 Feats Aberrant Tumor[ACG], Alertness, Iron Will Traits mathematical prodigy, robot slayer Skills Acrobatics +4, Climb +4, Handle Animal +8, Intimidate +6, Knowledge (arcana) +6, Knowledge (engineering) +6, Perception +8, Sense Motive +2, Spellcraft +3, Survival +4, Swim +4 Languages Common, Gnome, Sylvan SQ fast movement, gnome magic Combat Gear oil of magic weapon, potion of cure light wounds, potion of enlarge person, wand of enlarge person (50 charges), wand of infernal healing (50 charges), wand of magic missile; Other Gear chain shirt, club, javelin (6), mwk cold iron greatsword, swarmbane clasp, backpack, belt pouch, chalk, marbles[APG], powder[APG] (2), waterproof bag (worth 0.666667 gp, 0.5 lb), waterproof bag (worth 0.666667 gp, 0.5 lb), waterskin, x2 spring-loaded wrist sheath (worth 5 gp), 1,212 gp, 1 sp, 4 cp -------------------- Special Abilities -------------------- Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally. Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Bond to the Land (Underground) +2 dodge bonus in selected terrain. Darkvision (60 feet) You can see in the dark (black and white only). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Staggering Strike (DC 14) (Su) On critical hit when raging, target is staggered 1 rd (Fort neg). Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed. -------------------- Klot
|