Harsk

Kromnir Deepcairn's page

80 posts. Alias of Javell DeLeon.


Full Name

Kromnir Deepcairn

Race

Dwarf

Classes/Levels

Barbarian 1

Stats:
AC 18; Hp's 24; Per: +6; Fort: +7/Ref: +5/Will: +6
Exploration action: Scout

Gender

M

Size

Med

Alignment

CG

Location

Otari

Languages

Common, Dwarven, Kobold

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Kromnir Deepcairn

Exploration Activities
Encounter Mode Rules

Backstory:
Kromnir throws the wood down in the stockpile, arranging it correctly before wiping the sweat from his bow afterward. A large man can be seen walking towards him from behind as the dwarf puts his sweatrag back in his pocket. "Deepcairn! Quittin' time!" the large man calls out over the noise. Klorte Hengus, an extremely large man with a commanding deep voice, is the foreman of Giant's Wheel and you pretty much did whatever he told you to do, else, you were jobless.

But Kromnir couldn't help himself. It's just who he is. Grinning ever so slightly, the dwarf turns around to address the big fella. "C'mon, Cap'n! Just let me work through it! I've got nothin' else goin' on! 'Sides, I could use the wages!" he yells back, both having to talk over the noise.
Klorte, as he continues toward the dwarf until he finally meets up with him, simply stares at the dwarf with nary an expression upon his face and says, "I said quittin' time, Deepcairn! And stop calling me Captain!"

The dwarf returns the larger man's stare with a look of indifference and a slight grin. As he's pulling off his gloves and his apron, "Aye aye, Cap'n. But ya know I'm the best worker ye got," he brags, grinning wryly. "Most of this lot is at best fair ta midlin'. Ya know it ta be true," he finishes as he hands over his gear. He then gives the foreman a two-fingered salute. "See ya next week, boss," he tells him as he takes his leave.

Klorte can be seen clenching his jaw as the dwarf walks away. "Bah! That one irritates me to no end. I should've fired him a long time ago. I still might," he mutters under his breath. Not that that was necessary considering all the noise. Klorte then looks around at the workers still there and yells, "C'MON YOU LOT! LET'S GET TO WORK!" before returning back to his office.

After leaving the Giant's Wheel, Kromnir then makes his way to the Rowdy Rockfish. Entering, he pauses a moment and looks around until he sees what he's looking for. Grinning, "Hey, Brelda lass, how are ya?!"

Brelda turns to look to see who it is that called her and proceeds to walk over to him in a proper manner. "Mr. Deepcairn, I would appreciate it if you would keep your voice to a minimum. It is just as simple to come up to the bar and address me proper rather than yelling across the room. Thank you," she says in a lowered voice, giving him a reprimanding look.

Kromnir crosses his arms as she speaks and is unable to contain a slight grin after she finishes talking. Nodding, "Well, um, yes ma'am. I'll be sure to remember that."

She looks to him through narrowed eyes. "You've said that before, Mr. Deepcairn, and yet you continue on as if you never have."

The barbarian ponders that a moment before nodding matter of factly. "Okay, fair enough. I must've forgot. Ya know, I could use a bite ta eat. How about a cup of coffee and the house special, hm? I could use some of that famous stew of yours," he says with a grin.

As it nearly appears she's just about to smile, "Very well. And I must say, it's quite good today," she claims before returning back to the kitchen.

Kromnir finds himself a seat and relaxes as he looks over in the direction of Brelda. Poor lass. Man I wish I knew what happened to her son. Goin' ta have ta look into that," he thinks, stroking his beard. And she had me worried there for a moment. If that smile would've came out I'd be almost afraid her face would shatter. She is a tough nut ta crack when it comes ta gettin' a smile from her. But it's understandable. And I'm goin' ta keep tryin'. She's a nice lass.

Kromnir really is a laid back kind of dwarf. Living in Otari has really helped create that. Which is a good thing because he doesn't want to expose his "other self" to others because he likes the quiet life. The talk would become unbearable if they knew what happens to him when his anger gets the best of him.

Dice:

[dice=Fort]1d20+7[/dice]
[dice=Ref]1d20+5[/dice]
[dice=Will]1d20+[/dice]

[dice=Perception]1d20+6[/dice]

[dice=Athletics]1d20+7[/dice]

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[dice=Guisarme(10' reach)]1d20+7[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Guisarme(10' reach)]1d20+7-5[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Guisarme(10' reach)]1d20+7-10[/dice]
[dice=Damage]1d10+4[/dice]

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[dice=Scythe]1d20+7[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Scythe]1d20+7-5[/dice]
[dice=Damage]1d10+4[/dice]

[dice=Scythe]1d20+7-10[/dice]
[dice=Damage]1d10+4[/dice]

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[dice=Javelin]1d20+5[/dice]
[dice=Damage]1d6+4[/dice]

Kromnir:

Kromnir(KROM-near) Deepcairn
Hero Points: 1
Barbarian 1
Ancestry Dwarf(Strong Blooded)
Background Ruin Delver
Speed 20'
Alignment CG
Languages Common, Dwarven, Draconic
Perception +6 (Expert(+5)/Wis+1)
Class DC: 17 (10/Trained(+3)/+4Str)
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Offense
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Melee [one-action]: Guisarme +7(1d10+4/slashing) (Reach, Trip);
. . Scythe +7(1d10+4/slashing) (Deadly d10, Trip)
. . Clan dagger +7(1d4+4/piercing) (Agile, Dwarf, Parry, Uncommon, Versatile B)

Ranged [one-action] Javelin +5 (thrown 30'), 1d6+4 piercing

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Raging
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Bear: Jaws +7(1d10+6/piercing; unarmed); Claws +7(1d6+5/slashing; unarmed, agile)

Simple wpns; martial wpns; unarmed attack: ★Trained(2+lvl): ; ★★Expert(4+lvl); ★★★Master(6+lvl); ★★★★Legendary(8+lvl)
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Defense
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AC 18 (+3, +3 Hide , +2 Dex)
Hp 24 (+12 class/+10 dwarf/+2 Con)
★★Fort +7 (+5/Con+2)
Ref +5 (+3/Dex+2)
★★Will +6 (+5/Wis+1)
Resist Poison resistance: 1

Light armor, medium armor, unarmored defense: ★Trained(2+lvl); ★★Expert(4+lvl); ★★★Master(6+lvl); ★★★★Legendary(8+lvl)
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Attributes
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Ancestry(Dwarf): +2 Str/+2 Con/+2Wis/-2Cha
Background(Ruin Delver): +2 Dex/+2 Str
Class(Barbarian): +2 Str
Free: +2 Str/+2Dex/+2 Con/+2Int

Str 18(+4), Dex 14(+2), Con 14(+2), Int 12(+1), Wis 12(+1), Cha 8(-1)
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Feats
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Ancestry feats: (1st): Rock Runner
Background feats: (1st): Cat Fall
Class feats: (1st): Sudden Charge

--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------
Skills: Athletics; +4 skills of choice(Craft, Nature, Survival, Stealth); +2 Background(Acrobatics, Lore(Roseguard))
--------------------------------------------------------------------------- --------------------------------------------------------------------------- ----------------
Acrobatics +5 (+3/Dex+2)
Arcana +1 (Int+1)
Athletics +7 (+3/Str+4)
Crafting +4 (+3/+1int)
Deception -1 (Cha-1)
Diplomacy -1 (Cha-1)
Intimidation -1 (Cha-1)
Lore (Roseguard) +4 (+3/Int+1)
Medicine +1 (Wis+1)
Nature +4 (+3/Wis+1)
Occultism +1 (Int+1)
Performance -1 (Cha-1)
Religion +1 (Wis+1)
Society -1 (Cha-1)
Stealth +5 (+3/Dex+2)
Survival +4 (+3/Wis+1)
Thievery +2 (Dex+2)

★Trained(2+lvl): ; ★★Expert(4+lvl); ★★★Master(6+lvl); ★★★★Legendary(8+lvl)

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Barbarian(Animal Instinct: Bear)
-----------------------------------------------

Anathema: Flagrantly disrespecting an animal of your chosen kind is anathema to your instinct, as is using weapons while raging.
Animal Instinct(Bear): The fury of a wild predator fills you when you Rage, granting you ferocious unarmed attacks. Cultures that revere vicious animals (such as apes or bears) give rise to barbarians with this instinct. You might also be at war with an uncontrollable, animalistic side of your personality, or you might be a descendant of a werewolf or another werecreature. Select an animal from Table 3–3: Animal Instincts that best matches your chosen animal.
Bestial Rage (Instinct Ability) When you Rage, you gain your chosen animal's unarmed attack (or attacks). The specific attack gained, the damage it deals, and its traits are listed on Table 3–3: Animal Instincts. These attacks are in the brawling group. Your Rage action gains the morph, primal, and transmutation traits.
Rage [one-action] (barbarian, concentrate, emotion, mental) Requirements: You are not fatigued or already raging.
Effect: You can tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier(+3). Your rage lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging, you:
• You deal 2 additional damage with melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
• Take a –1 penalty to AC
• Can’t use actions that have the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

Sudden Charge [two-actions] You dash up to a foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Ruin Delver: You’ve looked through some of the smaller ruins in the Otari hinterlands but have never quite built up the courage to check out the creepy lighthouse called Gauntlight. You’ve heard that these ruins are pretty well picked over, and mostly collapsed, but you always planned to some day explore them and perhaps find some bauble left behind from the centuries-old battle where the Roseguard slew an evil sorcerer. You know that the crumbled stone of old ruins has a tendency to shift, so you’d better step lightly if you get the chance to explore Gauntlight.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost. You’re trained in Acrobatics and the Roseguard Lore skill. You gain the Cat Fall skill feat.

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Gear
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Clan dagger (1gp, 1 bulk)
Club
Guisarme (2g, 2bulk)
Javelins: (x4) (4sp, Lx4)
Club
Scythe (2g, 2bulk)
Hide armor: (2g, 2 bulk)
Adventurer’s pack:
. . .Backpack: (1sp, L)
. . .Bedroll: (1cp, L)
. . .Chalk: (x10) (1cp, -)
. . .Crowbar(x2) (5sp, L)
. . .Flint & steel: (5cp, -)
. . .Grappling hook: (1sp, L)
. . .2 weeks rations: (8sp, Lx2)
. . .Pitions(x4): (4cp, -)
. . .Soap: (2cp, -)
. . .Repair Kit (2gp, 1 bulk)
. . .Rope 50': (5sp, L)
. . .Waterskin: (5cp, L)

Adventurer’s pack, which is included in each kit, contains a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Total = 8Bulk(Max 9), 10g
Remaining = 1 Bulk, 5g