Master Chymist

Krah of Rage's page

504 posts. Alias of Garfrum Helhammer.


Full Name

Krah

Race

Gnome

Classes/Levels

Bloodrager 3 [HP: 31/31 | AC:17/19ug| T: 13/15ug | FF: 15 | Fort: +6 / Ref: +5 / Will: +3 | Init: +2 / Perc: +8 (Darkvision 60ft) Bloodrage: 11/11

Gender

M

Size

S

Age

45

Special Abilities

Bloodragin'

Alignment

CN

Deity

Brigh

Languages

Commons, Sylvan, Gnome

Strength 14
Dexterity 14
Constitution 16
Intelligence 8
Wisdom 10
Charisma 14

About Krah of Rage

Krah - Bloodrager Iron Gods
Male gnome bloodrager 3
CN Small humanoid (gnome)

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:
1) Krah wants to understand what happened to him with the black slime (what gave him his bloodline and turned him into a bloodrager) and who built the robots, especially the one that ruined his life. He feels incredibly vengeful against anyone who would use robots and does not trust androids. He is no fan of the Technic League.
2) Krah has put her into the deepest parts of his mind but he would like to find his mother again and know whether or not she is okay.

Two secrets:
1) Krah knows he is becoming increasingly unstable and the part of him that is Tulin is being suppressed more and more by the darkness in his blood.
2) Krah is being targeted by the Technic League for extermination. They know something about what he was exposed to and want him destroyed.

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!
2) Employer: Brune Stonebellows – Dwarven merchant and smith who routinely uses Doric and Krah as protection for his skymetal caravans.
3) Mother: Maren, his archeologist mother. Her location is unknown.
4) Friendly acquaintance: Miss Reln – A blind halfling woman who rents a room to Krah in Torch. She is kind and cannot see the aberrant tendencies he displays. Krah lets his guard down around her and feels relaxed eating late dinners with her and helping her carry supplies around town.

Key memories:
1) Brune provided Krah his greatsword after several successful caravan runs. He saved Brune’s life with it that same week when two rogue androids attacked Brune’s cart. Krah has noticed his rage becoming more controllable, and more powerful during that fight.
2) Krah is still a gnome and carries fey magic in his blood. Besides Miss Reln, he speaks to caravan horses and mice using his “Speak with Animals” ability. This has only increased his value to Brune as it helps him understand how to keep his horses healthy. The first time Krah did this he was able to find a shard of skymetal lodged in the hoof of one of Brune’s mares. Krah kept it and put it on his necklace.
3) Krah still remembers in detail waking up from his first bloodrage and finding his father dead. Krah’s knuckles were bloodied with pieces of metal dug into them. He buried his father outside of the Numerian ruin he died in using pieces of the robot as a a shovel and tombstone. Krah has never returned to that spot.

Stats:

Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.

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Klot
Male fox (protector) (Pathfinder RPG Ultimate Magic 112)
CN Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (1d8+1)
Fort +4, Ref +4, Will +2
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Offense
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Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +3; CMB +3; CMD 12 (16 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Skill Focus (Perception)
Skills Acrobatics +6 (+18 to jump), Climb +6, Handle Animal +1, Intimidate -1, Perception +10, Spellcraft -1, Survival +2 (+6 to to track by scent), Swim +6; Racial Modifiers +4 Survival to to track by scent
SQ loyal bodyguard
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.