The Clockwork General

Kranken's page

2 posts. Alias of Nazard.


About Kranken

CONSUMABLES:

Ammunition
javelin (5) X X X X X

Spell-Like or Racial Abilities
Earthsense (2 rounds/day) - 2
Stone in the Blood (12/day) - 12
Treacherous Earth (1/day) - 1

Class Abilities
Bloodrage (14 rounds/day) - 14
Elemental Form (9 hours/day) - 9
Elemental Strikes (+1d6 fire damage on melee attacks; 3/day) - 3
Minor Aspect (8 minutes/day) - 8

Potions

Wands
mage armour CL 1 - 20

KRANKEN

Male oread Bloodrager 1/Shifter (Elementalist Shifter) 5
N Medium outsider (native)
Init +1; Senses Perception +13, Sense Motive +4; Darkvision 60
Languages Common, Druidic, Terran, Ignan

DEFENSE
AC 17 (Wis +5, Dex +1, deflection +1), touch 17, flat-footed 16
CMD 31 (+2 vs bull rush, hamstring, overrun, sunder)
HP 58 (6d10+18)
Fort (6) +11, Ref (4) +6, Will (1) +6
Defensive Abilities None
Immune None
Resist acid 5

OFFENSE
Speed 30 ft
Melee
MW earthbreaker +11/+6 (2d6+6; 20/x3; B)
Ranged
javelin +7 (1d6+4; 20/x2; 30 feet)
Special Attacks
elemental strike +2d6 acid or fire to melee attacks

STATISTICS
Abilities Str 18 (+4), Dex 12 (+1), Con 17+2 (+4), Int 10 (+0), Wis 16+2 (+4), Cha 6 (-2)
Base Attack +6/+1; Melee Touch +10; Ranged Touch +7
CMB +10 (+2 bull rush, hamstring, overrun, sunder)

Feats
Extra Rage (1)
Powerful Maneuvers (3)
Shifter’s Rush (5)

Traits
Earthsense
Vandal

Skills
Climb (6) +13
Perception (6) +13
Stealth (6) +10
Survival (6) +13 (+2 to follow tracks)

Background Skills
Handle Animal (6) +7
Linguistics (1) +1
Profession - Gambler (5) +12

SQ
Bloodrage, Defensive Instinct, Elemental Aspect, Elemental Form, Elemental Speech, Elemental Strike, Fast Movement, Stone in the Blood, Track, Trackless Step, Treacherous Earth, Woodland Stride

SPECIAL ABILITIES
Bloodrage (Su) The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he increases his base land speed by 30 feet, and takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Defensive Instinct (Ex) At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Earthsense (Trait) You were inexplicably transformed in the womb by elemental forces, making your connection to the earth exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.

Elemental Aspect (Su) At 1st level, a shifter gains her first aspect—a category of elemental to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects. At 1st level, an elementalist shifter chooses one elemental aspect rather than a shifter aspect. This ability otherwise functions as shifter aspect. As the elementalist shifter gains levels, she gains more elemental aspects: a second aspect at 5th level, a third at 10th, and a fourth at 15th.

Elemental Form (Su) At 4th level, when an elementalist shifter uses wild shape, she is instead affected as if by elemental body I, but she gains only the benefits listed in her elemental aspect. While in an elemental form, the elementalist shifter can speak only the elemental language associated with that form, and she can do so only if she knows it.

Elemental Speech (Su) When in her elemental aspect, an elementalist shifter gains the benefit of tongues with creatures of the elemental subtype that matches her elemental aspect.

Elemental Strike (Su) At 1st level, as a swift action, an elementalist shifter can charge her melee attacks with elemental energy. The elementalist shifter can charge her attacks only with an element she has chosen with elemental aspect. Once charged, each melee attack the elementalist shifter makes until the start of her next turn deals an additional 1d6 points of energy damage based on the element she chooses when taking this action (see Elemental Aspects). This additional damage increases by 1d6 at 4th level and every 4 levels thereafter, to a maximum of 6d6 points of energy damage at 20th level. An elementalist shifter can’t use elemental strike while under a polymorph effect.

Elemental Strikes (Su) At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal 1d6 points of additional damage of your energy type. At 8th level, you can use this ability up to five times per day. At 20th level, all your melee attacks deal this damage, and this ability no longer requires a swift action to activate.

Fast Movement (Ex) A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Shifter’s Rush (Feat) When you use a move action to move 10 feet or more or when you charge, you can use wild shape as a free action during that movement.

Stone in the Blood (Racial) Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Track (Ex) A shifter adds half her level as a bonus on Survival checks to follow tracks.

Trackless Step (Ex) At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Treacherous Earth (Racial) Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Vandal (Trait) You gain a +2 bonus on Strength checks to break objects, and when damaging an object with a weapon, natural weapon, or unarmed attack, you ignore 2 points of its hardness.

Woodland Stride (Ex) A shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

COINS
PP – zz
GP – 510
SP – zz
CP – zz

EQUIPMENT
Carrying Capacity: Light – 100 lbs; Medium – 200 lbs; Heavy = 300 lbs; Current – zz lbs (Light)

Weapons – MW earthbreaker (340 gp, 14 lbs))
Armour
Other Combat Gear
Other Magic Items – belt of constitution +2 (4000), headband of wisdom +2 (4000), +1 ring of protection (2000), +1 cloak of resistance (1000), +1 amulet of mighty fists (4000)
Mundane Gear

BACKGROUND
Kranken is a first-generation geniekin. His mother, a Taldane scholar studying ancient religions at a prestigious university in Katheer, had no idea the exciting young man she met at a party that night and took to her bed was a lonely shaitan in disguise, so she was quite surprised when the offspring nine months later was several steps paler in complexion than she had been expecting. Still, she loved her little pebble and gave him a good home. The two traveled the Inner Sea together, wherever his mother's study of ancient religions took them. Oddly enough, it was the Verduran Forest that became the best home of all. So enamored with her study of the Green Faith that she became indoctrinated herself by the druids of Verduran, the little rocky desert tyke became a permanent resident of Taldor's largest and deepest forest.

Not all was smooth sailing for the young lad, however. The boy was incredibly strong and possessing of a wicked, fiery temper. After a particularly prodigious blowout, he was sent on a personal pilgrimage: to quiet the raging earth and fire coursing through his blood, he was to visit the magma chambers of twelve extinct volcanos. Of course, this "pilgrimage" was merely a ploy by the archdruid to rid his forest of this teenage menace for a few months, figuring the boy would grow tired of his travels and return a little worn from his trip and a little more contrite.

In the twenty years since, Kranken has given up his rather arbitrary quest (though he still carries a trio of basalt stones he scooped himself from magma chambers deep beneath the Fog Peaks), and has lived a varied life. He spent a few months living with a revolutionary group in Galt, four years making a living in gambling dens throughout the River Kingdoms, and fighting demons in several intra-crusade skirmishes along the edge of the Worldwound.

Visiting Kerendas for Armasse (good gambling during such a festival), a massive demon and silver dragon fought through the city, destroying much of it. Ten feet away from him, a massive hole opened in the ground, swallowing a quartet of fresh-faced adventurers. Overcome by an inexplicable urge to revisit the depths of the earth again, he threw himself at the hole, only for it to seal up again before he had the chance. Still, the urge to go down was now strong upon him, and eager to avoid a full-blown crusade, he eagerly signed up when the Mendev officials were seeking skilled adventurers to explore the mysterious depths of a newly-discovered mega dungeon on their eastern border.

DESCRIPTION
Kranken stands at 6'3" weighing close to 300 pounds. His stony complexion and square jaw leave no doubts as to his unusual extraplanar heritage and his affiliation to the element of earth (though his lesser innate fire only shows itself when he's angry).