Appearance
Krug Fredder is not particularly good looking. He has a strong phisique, but has many scars and a somewhat goofy look. It doesn't help that he tries to look like what he thinks is tidy, but his fighting posture usually takes over and he relaxes to favor a more bestial look. Still, his eyes show caring and despite his bulky look and arms, he doesn't look menacing.
Personality
Krug likes to be decisive in many situations, acting more than thinking. Still, he is not reckless and likes to act favoring the greater picture whenever he can see it. In order to do this, he listens and pays attention until a course of action is clear, then he carries it ahead. On the other hand, he is a lonely person and the chance of making friends might give him pause.
Background:
Being born in an Varisian orc tribe, Krug Fredder was shunned for his human ancestry, being considered too weak. Although the wiser orcs could see the potential in him, he refused his rite of passage, which included the cruel murdering of a prisoner, and fled.
After answering the call to Iomedae, he wondered for a while trying to find himself. One day in Magnimar, he was reading about Iomedae's cult when he encountered some texts about ancient Thassilon and thus began a tireless search for more knowledge about this, including learning the ancient language. He found to have a great interest in reading, history and learning languages. He tried to learn too many things and found he isn't as clever as he thinks, but still he tried.
Eventually he heard of the goblin problem in Sandpoint and decided to travel there. He arrived shortly after the town heroes come back from Thistletop, having guaranteed the town's safety for now. There, he hopes to find what Iomedae has in store for him, and also the chance to not feel so lonely anymore.
Basic info:
STR 14, DEX 12, CON 14, INT 10, WIS 19, CHA 10
Male
Medium Size
LG Half-orc Cleric lvl 4 (Iomedae)
Favorite class bonus (cleric): 4 hp
BaB 3
CMB +5 (3BaB +2 strength)
CMD 16 (3BaB +2 strength +1 dexterity + 10)
Init +1; Senses: Perception: +9, Sense Motive +4, Darkvision 60ft, Scent
Channel positive energy 2d6: 3/day
Defense
AC 21, touch 11 flat-footed 20 (+7 Armor +3 Shield +1 Dex)
HP 35 (8 1stHD + 5*3 HD + 4*2 Con + 4*1 FavCl)
Fort +7 (+4 base +2 Con +1 Cloak)
Ref +3 (+1 base +1 Dex +1 Cloak)
Will +9 (+4 base +4 Wis +1 Cloak)
Orc Ferocity 1/day
Offense
Speed 30 ft
Melee +1 Longsword +7 (1d8+3 19-20/x2)
Ranged light crossbow +4 (1d8 19-20/x2), Range 80ft
Space 5 ft, Reach 5 ft
Domains:
War domain
Lvl 1 - Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.
Good domain - Archon subdomain Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Traits:
Scholar of the Ancients: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.