Boggard

Kroak's page

18 posts. Alias of Phaesius.


Full Name

Kroak

Race

Grippli

Classes/Levels

Witch 1 - 9/9HP - AC14 (T14/F11 - F2 R3 W3 - +3 Perc - +7 Init - CMD10

Gender

Male

Size

2 ft. 1 inch

Age

18

Special Abilities

Spells, Hex, Familiar, Camouflage, Swamp Stride, Darkvision, Patron

Alignment

Chaotic Neutral

Deity

Gozreh; Patron: Old Spirit from the Swamp

Languages

Common, Draconic, Elven, Grippli, Sylvan

Occupation

Pathfinder

Strength 6
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 12

About Kroak

Kroak

CN Grippli Witch 1
Age: 18
Height: 2 ft. 1 inch
Weight: 33 lbs
Init: +7; Senses: Darkvision 60', Perception +3
Languages: Common, Draconic, Elven, Grippli, Sylvan
Str 6, Dex 16, Con 14, Int 16, Wis 12, Cha 12
XP:

Spells:
0: Guidance, Resistance, Stabilize
1: Ray of Enfeeblement, Mage Armor

Feats: Extra Hex
Traits: Magical Trait, Spiritual Forester
Favored Class: Witch (+1 HP @ 1)
Skills Purchased (5): Heal, Knowledge Arcana, Knowledge Planes, Spellcraft, Use Magic Device

Combat
DEFENSE
AC: 14, Touch 14, Flat-Footed 11 (3 dex, 1 size)
HP 9
Fort +2, Ref +3, Will +3
CMD 10

OFFENSE
BAB +0; CMB -3.
Spd 30 ft, climb 20 ft. (A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.)

Melee Weapons:
Longspear -1 to attack (5 gp, 4,5 lbs., 1d6 -2, x3, brace, reach)
Dagger -1 to attack (2 gp, 0,5 lbs., 1d3 -2, 19-20/x)
Missile Weapons:
Net +3 to attack (20 gp, 10 ft., 3 lbs) When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Equipment
In hand: Longspear
Worn: Net, dagger, cloak, beltpouch

Gear
Backpack (2gp, 1 lbs), bedroll (1sp, 2.5 lbs), Book, Journal (10gp, 0.5 lbs.); Ink (8gp); Inkpen (1 sp), Fishhook (1sp), String, 50 ft. (1cp, ¼ lbs.), Healer’s Kit (50 gp, ½ lbs), Cauldron (1 gp, 2 ½ lbs), Waterskin (1 gp, 1 lbs), Cup (1gp), Pouch, belt (5gp) (total 16 ¾ lbs) (total 105 gp, 3 sp, 1 cp), Bottle of Holy Water, Potion CLW

Money: 94gp, 6sp, 9cp

Light Load: 20 lbs. or less
Medium Load: 21–40 lbs.
Heavy Load: 41–60 lbs.

Skills
Acrobatics*: +3 (Dex)
Appraise: +3 (Int)
Bluff: +1 (Cha)
Climb*: +6 (Str) (climb speed 20 ft., can always take 10)
[c]Craft(any) +3 (Int)
Diplomacy: +1 (Cha)
Disguise: +1 (Cha)
Escape Artist*: +3 (Dex)
[c]Fly*: +3 (Dex)
[c]Heal: +5 (Wis) (+7 with healer’s kit)
[c]Intimidate: +1 (Cha)
[c]Knowledge Arcana: +7 (Int)
[c]Knowledge History: +3 (Int)
[c]Knowledge Nature: +8 (Int)
[c]Knowledge Planes: +4 (Int)
Knowledge (Any Other): +3 (Int)
Perception: +3 (Wis)
Perform: +1 (Cha)
[c]Profession: +1 (Wis)
Ride*: +3 (Dex)
Sense Motive: +1 (Wis)
[c]Spellcraft: +7 (Int)
Stealth*: +7 (Dex) (+11 in marshes and forested areas)
Survival: +1 (Wis)
Swim*: -2 (Str)
[c]Use Magic Device: +5 (Cha)
* Armor Check Penalty (0)

Special Abilities
Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Swamp Stride (Ex) A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
Weapon Familiarity: Gripplis are proficient with nets.
Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

Hex: Slumber, Healing

Patron: Plague (Old Spirit from the Swamp)
Plague: 2nd—detect undead, 4th—command undead, 6th—contagion, 8th—animate dead, 10th—giant vermin, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—energy drain.

Spells
Level 0: 3; Level 1: 2

Traits and Feats
[T]Magical Talent (1x/day spell-like ability: Detect Magic)
[T]Spiritual Forester (+1 trait bonus on Knowledge Nature and Planes)
[F]Extra Hex (Healing)

Background
Born in swamp in a Grippli treetop village. Both parents are dead after some raiders robbed them during a trading trip. Older brother and Kroak were adopted by another family, as was customary in the village. Kroak’s biological parents were traders in precious gems, and his adoptive parents were cultists of the Swamp Spirits (major spirits in the lives of Gripplis, next to the general worship of Gozreh). During his youth Kroak stumbled upon some minor magic items in the swamps, at a place where during ages past a battle had occurred, involving loads and loads of magic and magic weaponry. Kroak played around with these items for some time and developed a sense for lingering magic, which he has been able to use ever since. The Swamp Spirits eventually came to him through a familiar, a greensting scorpion, that instructed him in the ways of witchcraft, spirits and natural lore. An influential associate during his time among the Grippli tribe was a Mystic (an important member of the Swamp Spirits cultists) who, like the scorpion, opened his eyes to possibilities magic and spirits could present him with.
Life in the swamps was dangerous. Venomous plants and creatures were aplenty, but even worse were the Boggarts, the natural enemies of the Gripplis. After a raid by a Boggart tribe killed his grandparents Kroak became enraged and murdered a Boggart soldier out of sheer hatred. Kroak still has mixed feelings about doing so. On the one hand this seemed to be a just thing to do, but on the other hand his rage scared him to some degree.
Kroak had a few significant relationships, but it never worked out. Most of the Gripplis found him to be too ‘weird’. When he became an adult Kroak decided the swamp was too cramped for him, and he wanted to see more of the world, and decide what his place in the world is. After some travelling he stumbled upon a Pathfinder (an Elf). Her stories convinced Kroak that joining the Pathfinders would benefit him in the long run, because it would take him to other places and find out about the truth of things. He has done accordingly and went to Absalom with the Elf and joined the Pathfinders.

Personality
Calm. Friendly, but scary at times when he becomes mad (which is a ‘calm’ type of mad). Life and death are just the two faces of existence that need to be in balance. This philosophy might be a bit off-putting to others as Kroak has no problem with undead or similar ‘non-living’ (how others would perceive them) beings, as life in his opinion isn’t necessarily beholden to ‘living’ creatures. His use of magic is accordingly.

Appearance
Bright green colour, with orange patches at throat, chest and stomach. Orange hands and feet. One blue eye, one yellow (depicted by cultists as a sign of the Swamp Spirits). Clad in robe made from swamp-plants. Carries a longspear that also functions as a walking stick and staff (features some feathers, string and bone).

Future goals
Learn more about the ways of the world, life and death and how everything is interconnected. Improve his magic. Meet interesting beings that can tell him all about the previous topics. Find interesting magical items and see how they work.

FAMILIAR
Greensting Scorpion
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

Defense:
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4
Fort +2, Ref +3, Will +2
Immune to mind-affecting effects

Offense:
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Statistics:
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats - Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Special abilities:
Familiar
The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.
Alertness, empathic link, improved evasion, share spells, store spells