Koth Orcsmith
A towering and brawny half-orc in
the service of Gnarion, Koth is a freedom fighter, a scourge of tyrants,
bullies, slavers, and racists, protector of the defenseless, the voice of
those who dare not speak for themselves, and the fist of those who dare not
fight. Koth is a holy warrior of sorts, fiercely dedicated to the ideals of
his faith more than the actual religion itself. Despite his intimidating
size and apparent ferocity, Koth is a free-spirited and friendly individual,
with a kind heart and a warm smile.
The second-born son of his human
mother and orcish father, Koth was raised in a small fishing village north
of the city of Palumbton (creatively called North Palumbton), where his
family operated the local smithy, a trade practiced by his ancestors for
generations in the lands of Barnstenagor. The townspeople lived a sad
existence under the subjugation of Palumbton and its tyrannical ruler (the
Bane, racist high cleric of both Tyrogatore and Dedestroyt), though most of
the residents either never noticed or acknowledged it.
Except, of course, for Koth, who
found inspiration for heroism in his genetics; for generations, his
ancestors, besides being master blacksmiths, served the Amber Lands as
clerics and knights of the Lady Protector before the Return of Amat and the
death of Forsha almost 500 years ago. The values of protection, duty, and
righteousness they upheld were passed from father to son for centuries in
the Orcsmith family, and provided the motivation for Koth, along with Malek
and several of their childhood friends, to aspire for freedom from the
oppression and fear that had become a part of life.
Their first attempt to strike a blow
against their oppressors occurred several years ago with the rescue attempt
of a skittish sandoo and a foppish dwarven Silversword, who washed up on the
shores of their village and were arrested by the town guard. Though
successful, the group was forced to flee their homeland from the wrath of
the Bane. Koth swore an oath to his ancestors that he would one day return
to North Palumbton to free it.
After several years of travel (most
notably a stint in Port Springs where he worked as a deputy constable and
acquired a severe distaste for a demon-loving cult calling themselves the
Day Turned Dark), Koth returned to Barnstenagor with a small army of
adventurers to overthrow the Bane and his allies. After many months and many
hardships, the group was finally able to defeat the Bane, but now they find
themselves with a much more daunting task: not only do they need to
establish the independence of their village, but also must combat the other
forces of corruption and evil that exert their will on the people of the
Amber Lands.
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Class: |
Berserker 5/ Fighter (Footman) 2/ Cleric (Gnarion)
2/ Crafter (Blacksmith) 1/ Liberator 3 |
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Size: |
Medium |
Height: |
6'6" |
Weight: |
285 lbs. |
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Hair: |
Shoulder Length Black |
Eyes: |
Brown |
Skin: |
Grey |
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Age: |
21 (10/17/761) |
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Str: |
21 (+5) |
HP: |
130 |
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Dex: |
14 (+2) |
Initiative: |
+2 |
Dex (+2) |
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Con: |
16 (+3) |
Speed: |
30 ft. |
Fast Movement (+10), Breastplate (-10) |
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Int: |
12 (+1) |
AC: |
23 |
Dex (+2); |
Armor (+5); Magic (+6) |
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Wis: |
14 (+2) |
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Cha: |
12 (+1) |
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Notable Skills: |
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Notable Equipment: |
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Climb +9 |
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+1 Berserking Bane (Sutyr/Frostine)
Great Hammer |
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Intimidate +22 |
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+3 Breastplate |
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Jump +14 |
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+4 Belt of Strength |
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Swim +13 |
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+3 Ring of Protection |
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Survival +8 |
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Ring of Frost Resistance |
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Bracers of Minor Fire Resistance (DR5) |
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Languages: |
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Wand of Cure Light Wounds |
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Common, Orcish, Dwarven, Barbarian, Giantish(Common) |
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Excessively Large Silver Symbol of
Gnarion |
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Notable Feats: |
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Half-Orc |
Power Attack |
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Notable Abilities: |
1st |
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Extra Rage |
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Commanding Presence |
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3rd |
Two-Handed Power Strike |
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Fear of Blades |
6th |
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Powerful Charge |
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Area of Expertise (Blacksmith) |
9th |
Endurance |
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Rage (4/day) |
Fighter 1st |
Cleave |
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Fast Movement |
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Cleric Favored |
Exotic Weapon Prof (Great Hammer) |
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Uncanny Dodge |
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Footman |
Weapon Focus (Great Hammer) |
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Improved Uncanny Dodge |
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Fighter 2nd |
Improved Critical (Great Hammer) |
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Trap Sense+1 |
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12th |
Practiced Spellcaster |
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Innate Freedom |
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Anti |
Living Faith/ Iron Will |
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Can't Be Contained |
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Spells Usually Memorized: |
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1st - Enlarge Person, Shield of Faith, Divine Favor,
Lesser Vigor, Protection from Evil |
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2nd - Bull's Strength, Bear's Endurance, Owl's
Wisdom, Resist Energy |
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3rd - Dispel Magic, Magic Vestment |
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Domains: |
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Strength, Liberation |
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Tactics: |
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"Koth's typical combat tactics can be reduced to a
simple two step process:
1. Charge it.
2. Hit it until it stops moving.
If given the opportunity to prepare, Koth casts a few spells on
himself, starting with Enlarge Person. He always focuses in on the
biggest threat first, but will not hesitate to switch targets if a
companion is in trouble. Koth is a self-taught, untrained combatant
that fights with passion and raw emotion, often relying on sheer
force of will to carry him through a battle." |
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