Krath Oakskin

Description:

Krath head
Krath
Krath Oakskin, level 17
Goliath, Warden, Stoneblessed
Build: Earth Warden
Guardian Might Option: Earthstrength
Early Life – Lost Everything (+2 to Endurance)
Theme: Earthforger

FINAL ABILITY SCORES
STR 23, CON 22, DEX 11, INT 11, WIS 12, CHA 9

STARTING ABILITY SCORES
STR 17, CON 16, DEX 10, INT 10, WIS 11, CHA 8

AC: 32 Fort: 29 Ref: 23 Will: 24
HP: 151 Surges: 15 Surge Value: 37

TRAINED SKILLS
Athletics +18, Endurance +20, Nature +16, Perception +14

UNTRAINED SKILLS
Acrobatics +5, Arcana +8, Bluff +7, Diplomacy +7, Dungeoneering +9, Heal +9, History +8, Insight +9, Intimidate +7, Religion +8, Stealth +5, Streetwise +7, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Earthforger Attack: Stone Panoply
Goliath Racial Power: Stone’s Endurance
Warden Feature: Warden’s Fury
Warden Feature: Warden’s Grasp
Warden Attack 1: Strength of Stone
Warden Attack 1: Weight of Earth
Warden Attack 1: Form of the Fearsome Ram
Warden Utility 2: Nature’s Abundance
Earthforger Utility 6: Earthforger’s Passage
Warden Attack 7: Mountain Hammer
Warden Attack 9: Form of the Stone Sentinel
Warden Utility 10: Earthstride
Stoneblessed Attack 11: Mountain Sweep
Stoneblessed Utility 12: Summit Advantage
Warden Attack 13: Ponderous Strike
Warden Attack 15: Form of the Rowan Sentinel
Warden Utility 16: Verdant Life
Warden Attack 17: Eager Vine Strike

FEATS
Level 1: Weapon Expertise (Axe)
Level 2: Crushing Earthstrength
Level 4: Weapon Focus (Axe)
Level 6: Sudden Roots
Level 8: Weapon Proficiency (Waraxe)
Level 11: Agile Athlete
Level 12: Danger Sense
Level 14: Vengeful Grasp
Level 16: Blood Thirst
Level 16: Improved Initiative

ITEMS
Adventurer’s Kit
Giantkind Gloves (heroic tier) x1
Throwing Shield Heavy Shield (heroic tier)
Eternal Chalk
Goggles of Night x1
Trollskin Earthhide Armor +3 x1
Baldric of Time (paragon tier) x1
Steadfast Amulet +3 x1
Premonition Ring x1
Stone of Earth
Katar
Earthstriders x1
Ring of Fireblazing x1
Strikeback Tattoo x1
Bloodclaw Waraxe +4 x1
Iron Armbands of Power (paragon tier) x1
Vimak’s Heavy Shield of Thundering Ram Tribe x1

== Specialty Item ==
Vimak’s Heavy Shield of Thundering Rams Tribe
Arm/Off Hand; Level 16; Price: 45,000g

Armor Bonus: 2
Check: -2

PROPERTIES: Gain resist 5 fire

POWER * DAILY (Standard)
CLOSE burst 5
KEYWORDS (Conjuration, Primal)

You spend a healing surge and conjure the spirit essence of your fallen clan members in an unoccupied square in the burst. The spirit lasts until the end of your next turn. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. The spirit and allies can benefit from flanking but the spirit cannot make oppertunity attacks. The spirit gets 1 standard action at the end of your turn. The spirit can be targeted by melee or ranged attacks as normal

SUSTAIN MINOR: You can sustain this power until the end of the encounter.

SPECIAL: You can conjure 1, 2, or 3 spirits when you activatethe sheild’s daily power You must be able to spend a healing surge for each spirit and each additional spirit conjured up a magic item daily.

Bio:

As a teen, Krath’s tribeprospered in the open wild along the mountain range that the elders called Kuruk’s Massif. Krath had always thought it a strange name since Kuruk isn’t an dwarven or giant word. His tribe was friendly in trade with a small clan of dwarves, clan Dragonhammer, who lived in the mountains near the springs hunting grounds.
Krath often wandered along among the jagged cliffs, always pushing and testing himself, going further into the wild. The sun always seemed to beat down hotter and shade was little and far between. And ther rocks were sharper and heavier than they seemed. Everytime he ventured in further, he left battered and bruised, usually with a sever injury. But Krath always returned, determined to conquer the area. The day had come when he were feet away from the top, further than he had ever been and in good time. But this would be the last time he came to this summit. Krath had already broke his right hand and had a gashon his left leg that he tied off but that didn’t do muchto stop the trickle of blood. As he began to manuver through that last of the mountains jagged crevases, a large shadow passed overhead, followed by the distant sounds of a forced march.
The day became known as Blood Rock. The first wave was a disorganized horde of kobolds, thousands pouring through the low mountains like water. Then, a far more organized wave of kobolds came, well equiped for siege. The tribe had been split and battered, but held its own, and even managed to regroup after the initial loses. The tribe might have even prevailed from the horde, but then she came.
The red wyrm
And all was lost. Survival was the new goal, save those that could be saved. In the end, few escaped the carnage. When Krath finally made it back down the summit, he join a very small group of his tribe to make their way to Clan Dragonhammer’s stronghold. But before reaching it, they were met by a group of the dwarves led by Noram Dragonhammer, who informed Krath and the surviors that the keep had been lost and they were venturing thru the mountains pass to the dwarves of Clan Earthvein. Finding that little was known about the red wyrm that attacked, Krath left on his own to the Crossroads Keep, looking for a man named Browin, who leads a local adventurers and sell-sword union. Browin was a distant cousin to Noram Dragonhammer, and offers to put Krath on one of his teams after seeing Kraths skills in the battle rings. Krath’s new life of adventure started, and a way to find vengence for the death of his clan.

Krath Oakskin

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