Sage

Mythril DM's page

1,726 posts. Alias of MythrilDragon (RPG Superstar 2008 Top 16).


Race

Male catfolk barbarian 10 || AC/Touch/FF 23/13/21 || hp 101/101 (10d12+32) || Damage Reduction 2 || Init +5 || STR/DEX/CON 20(+5)/16(+3)/14(+2) || Fort +9, Ref +6, Will +2 || Perception +14 || Acrobatics +3

Classes/Levels

|| Stealth +8 || Rage Used Counter 0/24

Gender

World Map

Size

Medium

Age

17

Alignment

Chaotic Neutral

Deity

Desna

Languages

Catfolk, Common, Draconic, Halfling, Orc, Sylvan

Occupation

Explorer with Attitude

Homepage URL

World Map

Strength 20
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 8
Charisma 12

About Krokkin

Defense:

AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 Deflection)
hp 92 (9d12+27)
Fort +8
Ref +6
Will +2
Defensive Abilities trap sense +3, improved uncanny dodge
Damage Reduction 2/-

Offense:

Speed 40 ft. (30 ft. in armor)
[b]Melee

+1 scimitar +9/+4 (1d6+6 S/18+)
mithral short sword +9/+4 (1d6+5 P/19+)
blade boot +8/+3 (1d4+5 P)
dagger +9/+4 (1d4+5 P or S/19+)
Light Shield Bash +9/+4 (1d3+5 B)
gauntlet (from armor) +6 (1d3+3)
unarmed strike +8/+3 (1d3+5 B)
2 claws +11 (1d4+4 P & S)
Ranged
composite longbow +10/+5 (1d8 P/×3)
Special Attacks
rage (22 rounds/day), rage powers (abyssal blood, lesser abyssal blood, brawler, greater brawler, knockdown, strength surge +9)

Statistics:

--------------------
Str 20
Dex 16
Con 14
Int 10
Wis 8
Cha 12
Base Atk +9
CMB 14
CMD 28

Feats
Bludgeoner
Catfolk Exemplar (sharp Claws)
Extra Rage Power
Extra Rage Power
Improved Unarmed Strike

Traits
improvisational equipment
reactionary
savage

Skills:

Acrobatics +3
Bluff +1 (-1 for 24 hours when you fail an opposed Charisma based check)
Climb +6
Diplomacy +4 (+2 for 24 hours when you fail an opposed Charisma based check)
Disguise +1 (-1 for 24 hours when you fail an opposed Charisma based check)
Handle Animal +8 (+6 for 24 hours when you fail an opposed Charisma based check)
Intimidate +9 (+7 for 24 hours when you fail an opposed Charisma based check)
Linguistics +6
Perception +13
Ride +3
Sleight of Hand +7
Stealth +8
Survival +5 (+6 to get along in the wild)
Swim +5
Racial Modifiers
+2 Perception
+2 Stealth
+2 Survival

Languages:

Catfolk, Common, Draconic, Halfling, Orc, Sylvan

Gear:

potion of bull's strength
potion of bull's strength
potion of feather fall (CL 3rd)
potion of protection from evil
adamantine chainmail
light steel quickdraw shield
+1 scimitar (2)
blade boot
Composite longbow
shrinking great sword
dagger (4)
mithral short sword,
bag of holding, minor
belt of giant strength +2
cracked dark blue rhomboid ioun stone
dusty rose prism ioun stone
iron-tipped distance arrow (20)
ring of protection +1
smoke arrows
backpack, belt pouch
blanket
collapsible plank
flint and steel
hemp rope (50 ft.)
pot
skeleton key
soap
torch (10)
trail rations (5)
waterskin
wrist sheath spring loaded
wrist sheath spring loaded
3,068 gp, 16 sp

Special Abilities:

Abyssal Blood (1/day) (Su) You can choose to grow one size larger when raging.
Abyssal Blood, Lesser (Su) Gain 2 1d6 claw attacks when raging (1d4 if small).
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
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).
Brawler, Greater While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks. A barbarian must have the brawler rage power to select this rage power.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.

Prerequisites: Catfolk.

Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the normal requirements
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Knockdown (1/rage) (Ex) 1/rage, make a Trip maneuver without AoO
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Rage (22 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sprinter (Ex) +10 ft to speed when charge, run, or withdraw.
Strength Surge +9 (1/rage) (Ex) As an immediate action, gain a bonus to one STR check, CMB or CMD.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

Background Details:

Krokkin grew up in an environment of protection. The entire clan moved as a unit carefully chosing the safest options for exploration. As a youngling, Krokkin was always mistaken for being more mature than his age due to his size and musculature. He learned how to fight and protect his clan faster than an previous youth.

He always wanted to explore more dangerous paths than the clan would choose. As he approached adulthood, he was more vocal about taking larger risks. This matched his fighting prowess. By the time of his coming of age, he challanged 5 youth to an exhibition battle against him. To the spectators, it first looked like a fight that was going to be completely one sided. It was one sided but in the opposite way. Krokkin easily defeated the 5 youth even though they were coordinating their attacks.

Once done he boasted that he could protect the clan and urged the elder counsel to take other paths and could have greater reward.

The counsel retired to deliberate and returned an hour later. Their answer was to tell Krokkin to explore the land on his own and come back to them once he could answer and explain the following riddle.

"Everyone wants more of it to feel special, yet the more you have of it the less special you feel."

He boasted that he would conquer this new quest and make the clan proud.

In the clan culture, those who were given a quest had to be marked in a specific way. The shaman of the clan asked Krokkin what color he wanted the markings and he did not hesitate, Emerald Green was the reply.

The shaman then started chanting and mixing her herbs. As she finished mixing and chanting two other members of the counsel dumped the brew pot over Krokkin. As the brew ran down and off his body, his hair turned a emerald blue/green in bands over his shoulders, arms, back and tail.

Krokkin knew little of the ways of man as his clan rarely met anyone else. After traveling east for weeks he came upon a group of creatures being attacked by a large bird of Prey that his clan had encountered from time to time. The creatures had strange carts and weapons that he had never seen before. The creatures were working together to ward off the birds attacks. It was not enough and moments later one of the creatures that had metal all over was picked up by the bird and flown up into the air and dropped. The bird then landed and began to eat the creature.

Krokkin saw this as his opportunity for a fight to break the weeks of wandering and boredom. He quickly flanked the bird, scaled a tree and leapt out at the bird with his scimatars drawn, stabbing the bird where the wing joints connect to the body rendering the bird flightless. Leaving the swords embedded he surged forward and raked both claws on either side of the neck and bit the area where the sweet blood essence of the bird flowed. The bird crumpled to the ground and jumped flipping off the bird landing beside it in a spray of blood and feathers facing the creatures.

He quickly noted that they were now raising weapons toward him but backing away in fear. One of the creatures started jibbering in common.
"Please oh please just go away, don't kill us, we are just merchants trying to make it to Restive. We will never come this way again, just let us be, we won't fight you, our fighter is dead, the bird killed him, just let us go, I hate this place."

Krokkin started laughing then stopped as their eyes widened in new panic.

"Rest easy, you are not my prey. What are you, I have not seen your kind before."

Their faces went from shock to wonder as he spoke.

"we are humans from Sendariel in Durvan, we are merchants who bring goods across the three continents. who, what are you."

I have heard only vaguely of humans, you dont seem to be as scary as the elders said, I do not know of where you speak or what you do. I will leave you now.

"Wait" One of the merchants speaks up."we are traveling back to the city we mentioned. We could take you there and show you around. We could use your protection, we can pay you"

Krokkin considered for a minute. They were in need of protection, that was obvious and wasn't he out here to explore and learn how to proctect his tribe. He agreed to join them.

So began the jouney of a lifetime. The merchants realized that he had no idea about how human cities worked, what money was, or any of the interpersonal skills that humans take for granted. He did however have excellent sense of direction, tracking skills, and could fight unlike anything they had seen before. In the months that followed they taught him many things
as they traveled through Restive, over the sea, and into Durvan itself.

As they neared Sendariel, they began to talk about what would happen when they reached this journey's end. The group would be staying in the city and not leaving again. Krokkin expressed his desire for more action and adventure. The merchants offered to help him find a new group to adventure with.


in game connection:

During the travels with the initial group of merchants one of the merchants found krokkin to be a curiosity and would ask questions. The way that her hair moved was hypnotic to Krokkin and he soon found excuses to have conversations with her. She was the one who taught him many of the things to look out for when working with humans. She would comfort him when he was done on himself after Martin's verbal abuse and would explain why Martin said the things he did. She convinced him to see Martin's words as someone reacting out of fear and jealousy. Krokkin could not bring himself to talk with her about his feelings. When they reached Sendariel, he left the group and found a hair clip that he knew would convey his feelings. It was to him a shining silver and emerald comb with a feline on it. He went back to the group and presented it to her. He felt that strange warmth again as she smiled and took the comb. She then turned and introduced him to Warren Motter, who immediately put his arm around her as she kissed him. Krokkin stood there with a numb emptiness, moving even though he was not giving the commands to his body or mouth. The void was slowly filled with a rage. In his tribe if you wanted a mate you had to show that you were better than the competition. From that moment on Krookin was near to Warren watching, studying, and plotting how to show he was better. On the few times that they have worked together so far he has developed the type of relationship with Warren that soldiers of different divisions would behave. Krokkin follows orders as needed and works as a team well but outside of the objective they are not good friends. He can't even admit to himself that he is starting to like the music and the other skills that Warren brings. If he did, he would have to stop looking at him as a rival.

in game rival:

Beginning rival is the clan leadership of my tribe. Krokkin wants to prove to them that their ways are old and not going to allow our tribe to grow and thrive. He wants to show them that he can solve their riddle and lead the tribe to better ways even though I dont know what those ways are. With the confidence born of ignorance he will show them.

After meeting the humans and traveling with them, Krokkin found another rival. Martin Shorthall, one of the merchants, has never spoken to Krokkin in a respectful manner. No matter what Krokkin does, Martin see fault in it somewhere. Krokkin's youthful competitive drive causes his to try even harder the next time. There is no reason that he needs to please this man. He starts to study Martin and tries to do everything better or faster than the merchant. This ends up providing just the kind of fodder that Martin needs to continue to verbally abuse him. Even after they part ways whenever Krokkin sees Martin, his hackles raise and he fights to one up or be better.

Goals:

1. his first goal is to see the world and beat any challenge presented to him. He wants to prove that he is a fighter worthy of protecting his tribe. In a small dark corner of his mind he even has fleeting thoughts of ruling his tribe and ushering in a new era of prosperity.
2. thru the course of the game he will answer the riddle presented by the elder counsel. He will figure it out as he beings to understand that knowledge is its own burden and furthermore that knowledge without wisdom is a receipe for foolishness. He will return to the counsel and answer their riddle. He will let them know that he still wants them to change their ways and be less reclusive but not for the childish reasons he left the tribe with.