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About Kronek
Kronek
Male Human (Kellid) Bloodrager 3
NG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 natural)
hp 38 (3d10+16)
Fort +6, Ref +2, Will +2; +1 trait bonus vs. cold damage, +1 trait bonus vs. arcane spells, +2 vs. spells cast by self or ally
Defensive Abilities Blood sanctuary, uncanny dodge
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Offense
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Speed 45 ft.
Melee* Spear of Manhunting +8 (1d8+11) or Bardiche +7 (1d10+10/19-20) or Battleaxe +7 (1d8+7/x3)
Ranged sling +4 (1d4+5/×2)
Special Attacks bloodrage
*Power Attacking
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Statistics
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Str 20, Dex 13, Con 16, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +8*; CMD 19
*Power Attacking not built into CMB.
Feats Power Attack, Step Up, Tribal Scars
Traits ice walker (kellid), superstitious (realm of the mammoth lords)
Skills Acrobatics +8 (+12 jump), Climb +8, Intimidate +3, Linguistics +1, Perception +7, Spellcraft +5, Survival +7, Swim +8; +2 bonus to Intimidate when hood of cloak of the yeti is pulled up
Languages Common, Hallit, Skald
SQ bloodlines (arcane), disruptive bloodrage, endure elements (cold only), fast movement
Other Gear Belt of Mighty Constitution +2, Cloak of the Yeti, Studded leather armor, Heavy steel shield, Spear of Manhunting, Alchemist's fire, Bardiche, Battleaxe, Old Man Dansby's dagger, Sling, Barbarian's kit, Cold weather outfit, Trail rations (5), Potion of feather step, 802 GP
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Special Abilities
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Bloodrage (13 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cloak of the Yeti Provides constant endure elements in cold weather only, +1 natural armor bonus, and confers a +2 competence bonus on Intimidate checks when the hood is pulled up
Spellbook
Cold weather outfit +5 Fort save vs. cold weather.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Step Up Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Superstitious (Realm of the Mammoth Lords) +1 trait bonus on all saving throws against arcane spells.
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