Krul

The raging barbarian of Owlbear Keep

Description:

KRUL
Male Human Barbarian 2
CG Medium Humanoid (Human)
Init: +5; Senses: Perception +6



DEFENCE
AC 15,  Touch 12,  Flat-Footed 13  ( +3 Armor, +2 Dex)
HP  25  (2d12)
Fort +6,  Ref +2,  Will +1
DR   1/-,   2/Leathal


OFFENCE
Speed   40 ft.
Melee
          Greatsword +5 (2d6 +4/19-20/x2)


STATISTICS
Str 17, Dex 14, Con 15, Int 12, Wis 13, Cha 13
Base Atk +2; CMB +5; CMD 17
Feats Extra Rage, Power Attack (-1/+2)
Traits Poverty-Stricken, Resilient
Skills Acrobatics +6, Climb +7, Escape Artist +1, Fly +1, Knowledge (Nature) +6, Perception +6, Ride +1, Stealth +1, Survival +7, Swim +7
Languages Common, Hallit
SQ Fast Movement +10 (Ex), Rage (14 rounds/day) (Ex), Reckless Abandon (+/-1) (Ex)
Combat Gear Crossbow Bolts (20), Light Crossbow, Greatsword, Masterwork Handaxe, Masterwork Handaxe, Studded Leather
Other Gear Backpack (7 @ 7.48 lbs), Bedroll, Flint and steel, Rations – trail (10), Rope – Hempen (50 ft.), Torch (5), Waterskin, Whiptale Centipede Tail (2)


SPECIAL ABILITIES
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Power Attack (-1/+2) You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-1) (Ex) Trade AC penalty for to hit bonus while raging.

Bio:

Krul grew up on the barren plains of Numeria, part of a small Kellid tribe struggling to survive in the brutal landscape. He was the eldest son of the tribal chief and was expected to take over when his father died. At least that was the plan until sometime during his 17th year, when another tribe attacked without warning.

That was two years ago.

Krul does not remember the fight, he never does when the rage takes hold; what he saw after he awoke, however, will be forever burned into his mind. Being the only soul left alive and knowing there was nothing left for him in Numeria, Krul gathered a few belongings, including his father’s prized greatsword and headed east, into Brevoy and found himself in Silverhall. There he signed on with the city guard, needing to find some way to survive in this new unusual environment.

Krul quickly found that city life was not for him. The crowded spaces made him feel uncomfortable and his bones were soon aching for some real action, this guard posting was making him soft and the people had little love for his brutish ways. When he was offered a new position by a wealthy Elven merchant, guarding a trade caravan, he took it knowing the bandit raids would be more fun than dealing with the occasional drunk in the local bar.

The new job was just what he was looking for, it kept him out of the cities for the most part and allowed him to travel. Fighting off bandits was a challenge worthy of his skills and was enough to settle his rage. He also met a young half-elf, who would often accompany the caravans when particularly valuable cargo was being transported.

When he heard that they needed people to travel south on some dangerous task, Krul signed on immediately. An adventure like this could not be passed up, especially one heading south into the Stolen Lands .

Krul

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