Krojun-Speaks-With-Thunder's page

885 posts. Alias of Feral.


About Krojun-Speaks-With-Thunder

Krojun is a towering musclebound Shoanti warrior standing over six and a half feet tall and weighing in well over three-hundred pounds. As is tradition among his people, his head is kept shorn of most hair and twisting red tribal tattoos run the length of his body from the top of his skull down to his calves. The largest of this body art is a large Drimiil rune symbolizing a guardian's heart spanning the Shoanti's broad muscular back. He wears a hide vest and leather breeches. A deadly battleaxe hangs from a hoop at his waist. Aside from his massive frame, Krojun's eyes are his most striking feature, pale auburn with flecks of silver like starlight.

History:
It has been a glorious battle. The tribe of foul ogres, too long encroaching on shoanti lands, was finally broken and scattered. During the celebratory feast, as the warriors shared their tales of battle among the tribe, one champion kept coming into mention – Hargev Earth-Hammer. Already well known for his fits of battle-rage, Hargev was said to fight like a man possessed on that day, performing with a skill and ferocity even the monstrous ogres stood no chance against. Whispers passed among his peers that the Earth-Hammer was truly spirit-blessed. That night his lifemate, Tanja Sky-Whisper, experienced that ferocity firsthand when the two made love. Nine months later, Krojun was born.

Krojun was marked by the spirits at a young age. He was large, even as a boy, and as he aged he grew mightier still, bigger and stronger than the already powerfully built shoanti. His most striking feature, beyond his great strength, was his eyes. At first glance they appeared a pale auburn, the same his mother and father bore, but at closer glance fleck of silver like starlight could be seen.

Showing such favor, he was groomed personally by the elders and wisemen of his Quah. In addition to the weapons training and survival skills all Shoanti youth were taught, Krojun received lessons on his tribe's storied history and the struggles the shoanti people had endured. The young Shoanti proved a natural both in battle and in his studies and after showing particularly strong ties to the sky spirits, began training in the ways of the Thundercaller.

When he came of age and the time for his rite of passage, Krojun was faced with the choice of which neighboring Quah he would visit for his Journey. Among the Shundar-Quah, the Journey was the test that all young Shoanti took at adulthood, a test that called for one to be sent away from the comfort of home and to live among a distant tribe for a handful of years with the intent to learn their ways and try to grow the disparate Shoanti tribes just a little closer. Krojun considered his options but none of the sister-tribes interested him as much as the Tshamek city of Korvosa. Its people were not Shoanti but they certainly possessed a strength worth learning about. They did not endure the trials his people did, but survival so close to hated Cheliax was no small task.

The elders disapproved but granted the young Thundercaller his wish and for three years Krojun lived in Korvosa but it was not three years of learning and adaptation as a Journey was meant to be. Krojun, young and naïve, was picked up almost immediately by the crimelord Gaedren Lamm and introduced to addictive and pervasive shiver. The young barbarian became quickly addicted and was soon on Lamm’s payroll doing whatever it took to pay for his next fix. After three years, nearing the end of his Journey, he was found by Sera the Red and painfully, broken from the grip of Lamm’s drugs. Suddenly once again in control of his life, Krojun was grateful to Sera - He owed her a debt that he could never repay. Despite this debt, he quickly fled back to the wilds to return home – shamed but alive. Expectedly, the elders were disappointed in one who had shown so much potential. He’d spent years among the Tshamek and done nothing but defile his own body.

A few years later, the tribe elders began to be visited by dark omens. The wisemen of the Quah were unable to determine their full meaning but something was driving the spirits into a frenzy. The only clue that could be gleaned was that it, whatever it was, could be found in Korvosa. Krojun was shaken by the idea of returning to the city that had nearly claimed his life, but eager to find the man that had taken advantage of him and earn the favor of his quah where he’d shamed them previously, Krojun headed back toward Korvosa. It seemed his Journey had just begun.

Persona:
True to his namesake, Krojun is difficult to overlook and even harder to ignore with a deep resonant voice that seems to penetrate your very bones when the Shoanti is angry or excited. Despite his fearsome size and strength, he is kind (if not naive) and he is often still willing to give others the benefit of the doubt.

Krojun Speaks-With-Thunder
Male Agathion-Blooded Shoanti Bard Thundercaller 4 [barbarian variant multiclass]
NG Medium outsider (human, native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 42 (4d8+16)
Fort +6, Ref +5, Will +5; +4 vs. bardic performance, language-dependent, and sonic
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee +1 longsword +8 (1d8+5/19-20) or
. . dagger +7 (1d4+4/19-20) or
. . mwk whip +8 (1d3+4 nonlethal)
Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +2, thunder call [DC 14]), rage (7 rounds/day)
Bard (Thundercaller) Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—blistering invective[UC] (DC 14), heroism
. . 1st (4/day)—cultural adaptation, cure light wounds, remove fear, saving finale[APG] (DC 13)
. . 0 (at will)—detect magic, ghost sound (DC 12), light, mending, message, prestidigitation
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Statistics
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Str 19, Dex 10, Con 16, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +8 (+9 grapple); CMD 19
Feats Toughness
Traits auspicious tattoo (shoanti), bred for war (shoanti), drug addict (personal)
Skills Climb +6, Escape Artist -2 (-1 competence to break a grapple), Handle Animal +7, Intimidate +10, Knowledge (history) +7, Knowledge (nature) +9, Perception +6, Perform (oratory) +9, Perform (percussion instruments) +8, Spellcraft +7, Survival +7, Swim +3; Racial Modifiers +2 Handle Animal, +2 Survival
Languages Common, Shoanti
SQ scion of humanity, versatile performance (oratory)
Combat Gear
Other Gear mwk lamellar (leather) armor, buckler, +1 longsword, dagger, mwk whip, armbands of the brawler, cloak of resistance +1, backpack, hemp rope (50 ft.), 22 gp
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Special Abilities
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Armbands of the brawler +1 to Escape Artist to break a grapple.
Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Consumables/Resources

potion of cure light wounds (2)
scroll of heroism (2)