Akron Erix

Lucas Kage's page

8 posts. Alias of Fiendish_Dr_Wu.


About Lucas Kage

Crunch:

Kage CR 7
Human(Garundi) Fighter(Brawler) 8 | Barbarian (Urban/Invulnerable Rager) 8
CG Medium Humanoid
Init 2; Senses Normal; Perception +12;

DEFENSE
AC 22, touch 15, flat-footed 19(+7 armor, +2 deflection, +2 Dex, + monk, + natural, + shield, + Wis, +1
Dodge)
hp 112(8d12 + 16) (+16 while raging)
Fort +9, Ref +6, Will +7; +2 racial bonus on saving throws against poison, spells, and spell-like abilities; +4 bonus on Fortitude saves against disease and poison, including magical diseases

Defensive Abilities; DR 4/-; DR 5/Cold Iron; Immune; Resist ; SR
Weaknesses
OFFENSE
Speed 20 ft.

Rage Duration (20 rnds); While raging, can apply a +4 morale bonus to her Strength, Dexterity, or Constitution; no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Melee unarmed strike +20/+15 (1d3+17/19-20x2) B
Melee unarmed strike +17/+12 (1d3+26/19-20x2) B (Power Attack)
Melee unarmed strike +22/+17 (1d6+19/19-20x2) B (while Raging)
Melee unarmed strike +19/+14 (1d6+28/19-20x2) B (while Raging+Power Attack)
Melee morningstar +1 +16/+11 (1d8+8/20x2) BP
Ranged javelin +10/+5 (1d6+7/20x2) P 30ft
Space 5 ft.; Reach 5 ft. (10 ft. with some weapon)

STATISTICS
Str 24, Dex 14, Con 15, Int 10, Wis 12, Cha 14
Base Atk +8; CMB +15 (+17 to Bull Rush); CMD 30(32 vs. Bull Rush)
Feats Defensive Combat Training, Dodge, Improved Critical (Unarmed Strike), Improved Unarmed Strike, Iron Will, Power Attack, Toughness, Weapon Focus (Unarmed Strike), Weapon Specialization (Unarmed Strike), Extra Rage Power
Skills Acrobatics +5, Appraise +1, Bluff +1, Climb +10, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Escape Artist +1, Fly +1, Heal +1, Handle Animal +6, Intimidate +12, Knowledge: Nature +8, Knowledge: Dungeoneering +6, Knowledge: Engineering +6, Linguistics +2, Perception +1, Perform (Untrained) +1, Profession: Soldier +5, Ride +6, Sense Motive +1, Stealth +1, Survival +6, Swim +11,
Languages Common, Osirani, Sylvan
SQ Bravery, Close Combatant, Close Control, Menacing Stance, Skilled, Weapon and Armor Proficiency, Weapon Mastery, Controlled Rage, Crowd Control, Extreme Endurance, Increased Damage Reduction, Invulnerability, Rage, Rage Powers, Renewed Vigor, Skilled, Skills, Weapon and Armor Proficiency, Weapon and Armor Proficiency,
Combat Gear ring of protection +2; belt of physical might (str/dex) +2; breastplate +1 (brawling); cloak of resistance +2; morningstar +1, Javelin(x3); Pouch (Belt) ; Backpack [ Bedroll; Flint and Steel; Pot (Iron); Mess Kit; Rope (Hemp/50 ft.); Soap (per lb.); Torch (x10); Rations (Trail/Per Day) (x5); Waterskin;Pot (Iron) ; Waterskin ; Other Gear Potion of Cure Moderate Wounds; Potion of Shield of Faith +2 (x2); Potion of Shield of Faith +3, non-
magic gear, 630 gp
SPECIAL ABILITIES
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
Close Combatant (Ex) At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Close Control (Ex) At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Menacing Stance (Ex) At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a -1 penalty on attack rolls and a -4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of -4 on attack rolls and -7 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious. This ability replaces armor training 2, 3, and 4 and armor mastery.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Weapon Mastery (Ex) A brawler must select a close weapon for this ability. (Unarmed Strike)

Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Controlled Rage (Ex) When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.
Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds (Core Rulebook 436). This ability replaces fast movement (current level bonus is +4)
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense. Extreme Endurance / Cold
Increased Damage Reduction (Ex) Your damage reduction increases by 1/--. This increase is always active while you are raging.
Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Powerful Blow (Ex) You gain a +3 bonus on a single damage roll.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess.
Regenerative Vigor (Ex) After using her renewed vigor rage power until her current rage ends, the barbarian gains fast healing 1 for every 6 barbarian levels she has (maximum fast healing 3). She regains hit points from fast healing at the start of each of her turns. A barbarian must have the renewed vigor rage power and be at least 6th level before selecting this rage power.
Renewed Vigor (Su) As a standard action, you heal 2d8+5 points of damage. This power is can only be used once per day and only while raging.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skills An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Race Enhancer
Hardy (3 RP): +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Healthy (2 RP): +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Greater Paragon(2 RP): +4 to one ability score, -2 to one physical and one mental
Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.

Background:

Born in Korvosa, to a Garundi mother and a Taldane father who was a military man, but killed on some far off assignment. With his father presumed dead, his mother tried raising him as best she could, but could barely make ends meet since she could only find work as a seamstress. When Luke was eight and living in The Shingles, he started running with a bad crowd and committing petty acts of crime with his gang the Rivals. His mother was constantly telling him to stay out of trouble because he was constantly getting into fights. He tried, but most of his friends were petty crooks and they would always lead him astray. When he was fourteen, one of his petty crimes brings violence to his house and his mother gets hurt in the scuffle sending Luke into a rage and taking out the men who would dare hurt his mother.

Seeing the error of his ways,Luke then vows to turn his life around and go straight. He also needed to learn to control the anger that had been seething deep inside him. He started doing odd jobs while his mother healed from her injury. He works the docks doing heavy labor, repair, cargo hauling or anything to make a few coins and take some burden off his mother. The heavy labor also allowed him to learn to focus his anger to aid in his work. He does odd jobs for the next three years lots of people in The Shackles and grows in size and strength while doing so. He still has to say no every now and then to old friends in the Rivals trying to get him to help them with an "easy score". Having to say no hurt him, but he knew it was the right decision.

Eventually, he would join the Korvosan military to try make a better life for himself and his mother. After five years in the military and multiple life and death assignments, he is doing well and is well liked by his fellow soldiers. He was known for being a no non-sense person and straight to the point kind of guy. Whenever, someone needed help, he would be the first to offer it. There were multiple times where he would get chewed out for helping civilians while trying to contain various threats. Even so, life was good, until Wilson Fisque, Jr, arrived to take command of their squad. While trying to make a name for himself, Sgt.. Fisque ordered his squad to engage three Otyugh that had come up from the sewers and wreaking havoc. There were only six of them facing the Otyugh and they should have waited for back up as Luke suggested, but Fisque ordered them to engage anyway. Luke and one other were the only survivors since Fisque ran away after getting injured. When Luke and his fellow soldier limped back into the garrison, they see Fisque talking to the Commander. When he approaches Luke to congratulate him on surviving the Otyugh, Luke punches him in the face, barely able to contain his rage. He beats Fisque into unconsciousness before he is pulled off and sent to "cool off". With a little persuasion from the Fisque family, his incident would land him in the Korvosan prison.

Six months later, while surviving in prison, Luke is kidnapped from his cell one night and taken to a secret laboratory where he is poked and prodded for days and subjected to great amounts of pain. Something the wizard had done to him kept him drowsy and disoriented Just when he thinks it's over, the wizard's golem moves him to a new room which houses a large vat of some alien liquid. As Lucas was harnessed to the apparatus above the vat, he could see other mutated creatures lined along the walls. Fearing that he would end up like the creatures in the cages, he dug deep within himself and raged. He and the golem began to fight practically destroying the laboratory. The wizard became infuriated and blasted them both in the vat of otherworldly liquid.

Unknown to him the foreign liquid was gathered from the First World and contained unpredictable powers of transformation. Luke absorbed the strength and durability from the golem and liquid. Collapsing while the place blew up around him, Luke doesn't remember how he escaped. With his new found powers, he has been traveling the world and doing what he can for the downtrodden.