Gadka Burtannon

Kranzer Kraken-Mouth's page

300 posts. Organized Play character for DystopianDream.


Classes/Levels

Male CG dwarf rogue 3 | HP: 30/30 | AC:16 T:12 FF:13 | CMB:+4 CMD:17 (21 vs bull rush/trip)| Saves F:+5 R:+6 W:+4 (+2 vs poison/spells) | Init:+2 | Per:+7 (+8 traps) | SM: +6

Strength 16
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 12
Charisma 9

About Kranzer Kraken-Mouth

Soapmaker, Gambler
Kranzer Kraken-Mouth
Dwarf rogue 3
CG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (3d8+12)
Fort +5, Ref +6, Will +4; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, trap sense +1
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Offense
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Speed 20 ft.
Melee cold iron dagger +5 (1d4+3/19-20) or
. . mwk short sword +4 (1d6+3/19-20) or
. . mwk short sword +4 (1d6+1/19-20)
Ranged shortbow +4 (1d6/×3)
Special Attacks hatred, sneak attack +2d6
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Statistics
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Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 9
Base Atk +2; CMB +5; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Quick Draw, Toughness, Two-weapon Fighting
Traits indomitable faith, resilient
Skills Acrobatics +6 (+2 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +6, Disable Device +10, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +7 (+9 to notice unusual stonework), Profession (gambler) +6, Sense Motive +6, Sleight of Hand +7, Stealth +7, Survival +1 (+3 to avoid becoming lost), Swim +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ rogue talent (combat trick), trapfinding +1
Combat Gear potion of cure light wounds, wand of cure light wounds, alchemist's fire, holy water, tanglefoot bag; Other Gear mwk chain shirt, cold iron dagger, mwk short sword, mwk short sword, shortbow, cloak of resistance +1, wayfinder[ISWG], backpack, bread (2), chalk, cheese, grappling hook, masterwork thieves' tools, silk rope (50 ft.), soap, 1,795 gp, 8 sp, 4 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Scenarios Played:

The Slave Ships of Absalom
The City of Strangers, Part 1: The Shadow Gambit (GM)
The City of Strangers, Part 2: The Twofold Demise (GM)
The Confirmation
The Wounded Wisp
The Consortium Compact
The Night March of Kalkamedes
Slave Pits of Absalom (GM)

Description:
Kranzer stands 4 feet tall and weighs 185 lbs. He wears a dagger concealed beneath the folds of his studded leather armor and carries the majority of his equipment in his ratty backpack that he used when on patrol. His breath smells faintly of soap, particularly in the morning.

Background:
The only child of itinerant dwarven traders, Kranzer Kraken-Mouth has known sacrifice in many forms throughout his life. When Kranzer was only a babe, the trading party that his family called home were set upon by orcs near the Hold of Belkzen. The orcs were routed by a company of Lastwall soldiers, but the battle had moved away from the site of the ambush, and the baby that was Kranzer was left alive in the wreckage and lay for two days before a patrol from Trunau found him and took him in. When Kranzer was of age, he joined the Trunau patrols himself, but eventually grew disheartened by the constant sacrifice, the friends he lost on patrol. He still has nightmares of them sometimes and what he had to do to survive.

In his downtime, he plays cards at the various brothels and taverns around the Inner Sea, and always tries to cheat. His conscience nearly always gets the better of him when he is successful, though, and he returns any ill-gotten gains back the next morning. One traveler that Kranzer cheated, an adventurer alchemist, did not take kindly to this and attempted to poison Kranzer in the night, but due to his hardy nature, Kranzer resisted. An odd chemical reaction occurred in the pit of his stomach, though, which made Kranzer's breath utterly vile when he woke up the next morning and thereafter. His breath is particularly odious when burping, as he is like to do when drunk. He is able to mask the odor nowadays with chewing bars of soap that he himself makes, but it did not stop him from being branded with the moniker "Kraken-Mouth".

Kranzer has recently likened himself as an adventurer, saying he's "Waiting for the right time to head off." Whether this is because of townspeople using him as comedic relief for their hard lives, or something else, it is not known. Kranzer had secretly put in an application to the Pathfinder Society for induction, and his Confirmation saw him promoted to full agent of the Pathfinder Society in swift order. Since then he has completed various missions around the Inner Sea, most often times seeking to stick close to Varisia and his new home town of Kaer Maga.

Bot Me:

Start of Combat
Kranzer does not have any social skills to avoid combat, so usually lets his more charismatic team members do the talking, attempting to aid where he can. Once combat starts, and there is a surprise round, he will use his quickdraw feat to draw his bow and fire at an enemy flatfooted. If there are no such enemies, he will quickdraw his swords and move to melee. If nonlethal damage is warranted, Kranzer uses his sap instead.

Melee, Middle of Combat
Kranzer always seeks to flank with a team member and get in multiple sneak attacks. If the enemies remain at range, he attempts to do the best he can with his bow.

Healing
If dropped below 15 hp, Kranzer will step away and drink a potion of cure light wounds.

End of Combat
Kranzer will not execute prisoners or those that surrender to him.

Dice Rolls
[dice=mwk shortsword, TWF]1d20+6-2[/dice]
[dice=DMG, sneak attack]1d6+3+2d6[/dice]

[dice=Shortbow]1d20+4[/dice]
[dice=DMG]1d6[/dice]