Fighter

Krul the Breaker's page

22 posts. Alias of WerePox47.


About Krul the Breaker

Backstory:

Krul was born Axe Clan.. Born to ride the waves and protect the western borders of Varisia.. Growing up Shoanti isn't exactly easy.. At an early age children were taught to fight and to never surrender.. Never retreat, never surrender.. To the death they fight.. Because of this mentality often young boys are taught the ways of the Berserker.. Sea Reavers they as called.. Krul was no different and took to it easily, earning his stripes at a young age.. By the age of 16 he was entered into the fold and was taken to sea.. And that's where he's been since..

That was his former life.. A few years after joining the reavers he grew tired of the monotony of patrolling the coast.. He wanted something different.. He wanted some excitement.. He wanted to see more the a few hundred miles of coastline.. So he made his way to the Shackles.. Knowing the life he looked for was entailed in the stories he had heard of the waters surrounding the Eye..

Krul is a massive man.. Standing 6'6" tall and weighing around 275lbs he's a very intimidating looking fellow.. He wears normal pirate
attire , including an eye patch which is only for show.. He carries a wicked looking curved blade and mean mug face for the most part..

Crunch:

Krul the Breaker
Human (Shoanti) Barbarian (Sea Reaver, Beast Totem) 2
CN Medium Humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 28 (2d12+4)
Fort +5, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee Masterwork Falchion +7 (2d4+6/18-20/x2) and
Heavy flail +6 (1d10+6/19-20/x2)
Ranged Javelin +2 (1d6+4/x2)
Special Attacks rage (8 rounds/day), rage powers (reckless abandon [+/-1])
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Statistics
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Str 18, Dex 12, Con 15, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats Power Attack -1/+3, Raging Vitality
Traits Auspicious Tattoo (Shoanti), Besmara's Blessing (1/week), Indomitable Faith
Skills Climb +7, Intimidate +3, Knowledge (nature) +4, Perception +7, Profession (sailor) +9, Survival +5 (+7 to get along in the wild), Swim +9; Racial Modifiers +2 Profession (sailor), +1 Swim
Languages Common, Shoanti
SQ eyes of the storm, heart of the sea, marine terror
Combat Gear Potion of cure light wounds (2), Potion of enlarge person (2), Alchemist's kindness (5), Sunrod (3); Other Gear Mwk Lamellar (leather) armor, Dagger(2), Cold Iron Heavy Flail, Javelin(5), Mwk Falchion, Mwk Backpack, Baijiu, Barbarian's kit, Eye patch, Manacles, Nautical chart, Pirate clothes, Mwk Snorkel, Mwk Survival kit, Tindertwig (3), Spring loaded wrist sheath(2)(Daggers), 8gp
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Eyes of the Storm (Ex) Ignore less than total concealment from weather & ½ perception penalty.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Marine Terror (Ex) Hold breath Con x4 rds, unslowed by 1 ft water/bog & ignore cover from water.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.