KelethBloodrager (Blood Conduit)Description:
Keleth is large, in fact large barely sums up this mountainous mass of muscle. There are half-giants that look eye to eye with him, and generally they flinch first because of the two he looks meaner. He is not pretty, his features are misshapen and look mottled. Hands tipped in claws that seem red and scaled, as if from long hours in the sun and baked on dirt, only begin the differences. His head grows hairless, more and more with each passing year, while the rest of his body struggles to shirk off any plumage or covering. In delightful company, he dresses in loose fitting robes of crimson, which seem to match him well and do not do nearly enough to disguise his size. When getting down to business, he wears boiled leather plates hardened into armor, dyed red as well, and wields nothing.Personality:
Some phrases which have been used to reference Keleth's personality follow: "He's big, he's mean, and he's not very bright," "I've never seen him take no for an answer; I've occasionally seen him not take yes for an answer either," and "He's like a vicious attack dog that only has two modes, attack and eat." None of these are particularly far off the mark, though he's not necessarily as stupid as everyone else seems to think him. Oh he's no genius, certainly, and he doesn't try to bandy about what little he does know as if it were somehow important. After all, the fox knows many things but the hedgehog knows one important thing. Or to use an analogy that might fit better, when all you have is a hammer everything starts looking like a nail. He is a hammer. If he can't cow it or make it get out of the way, he breaks it. He can talk, but talking doesn't get the job done most of the time. What gets the job done is putting boot/claw/fist/head to ass, and crushing any who oppose whatever it is you happen to want to get done at that point in time.History:
Keleth is the son of a prize-wife, or a battle-bride, any of a number of terms for a woman who was taken, and taken, following the siege of her town. His father was a marauder who subsequently died (in mysterious circumstances, not in battle), leaving Keleth and his mother alone to fend for themselves, which suited Keleth's mother just fine. She was a strong enough woman in her own right, having given birth to what was largely believed the most massive child ever. Occasional jokes were made as to whether she had bedded a Bulette. She simply smiled, and said that her man had certainly acted enough like one, which always gained a chuckle and appreciative nods. It was good to respect the dead, even if you didn't like them much in life.
Growing, Keleth had a sort of problem with authority. His mother would certainly try to beat some sense and learning into him, but to little avail it seems. He was an unruly child and remains an unruly adult. Adding to the strife of his childhood was the lack of a father figure or really anyone who could put him in line. By the time he was in his teens, most were fearful of his wrath more than they were of whatever he had already done. He stole something? Well at least he didn't burn the shop down. He burnt a shop down? Well at least he didn't murder the owner and his family. He murdered.... well, okay, he tended not to go that far, and in his defense the burning down of shops were VERY isolated incidents, and there were usually extenuating circumstances. Usually. Sometimes. Occasionally. Well what jail would you trust to hold him? The trouble with being an unruly youth that develops into an unruly adult is that you wear out your welcome pretty quick. Places decide that they don't want to have to rebuild, or hire clerics to heal, or any of the myriad of problems that a young man too large for the town he's in could cause. So he went to a larger city and tried his luck there, but there were actually people and facilities there to combat his rambunctious behavior! When a disagreement caused him to put a noble's head through a wall (a rather solid wall, in fact), they locked him up! Four years, they had him locked in stir, and this did miraculous things for his temper. It stoked the fires of his rage and anger. It gave him a reason to hate, a reason to destroy, a reason to... well who really needed a reason anyway?
Free and in his late twenties, Keleth is now an adventurer, a soldier of fortune, a mercenary for the highest bidder as long as they don't somehow piss him off in the process of bidding, as if he could be bought like some kind of farm animal. Mmmm.... farm animal. His venture to Heaven's Fall is almost as much for the chance to beat up very large animals and eat them as it is for the money. He heard there was interesting wildlife. The entire pitch to him went something like: Travel to exotic lands. Meet new and interesting creatures. And eat them. What more could you ask for than the chance to test your mettle against what the world has to offer, and to eat it? Dragon heritage rearing its ugly head, though he likely knows nothing of it himself yet, he has come to seek his hoard, to find rare and precious jewels, and perhaps also to start his brood. The world quakes and trembles when such ambitions come to rise. Who should be more afraid, the damsels or the dinosaurs?
Male human (shoanti) bloodrager (blood conduit) 5
CN Medium humanoid (human)
Init +1; Senses Perception +8
AC 20, touch 14, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +2 shield)
hp 44 (5d10+10)
Fort +7, Ref +4, Will +3; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary; Resist draconic resistance
Speed 30 ft.
Melee unarmed strike +10 (1d3+5)
Special Attacks blood casting, bloodrage (14 rounds/day), claws, spell conduit
Bloodrager (Blood Conduit) Spells Known (CL 5th; concentration +7)
. . 1st (2/day)—enlarge person (DC 13), long arm[ACG], shocking grasp
. . Bloodline Draconic
Str 21, Dex 12, Con 14, Int 8, Wis 10, Cha 14
Base Atk +5; CMB +11 (+13 grapple); CMD 24 (26 vs. grapple)
Feats Eschew Materials, Improved Grapple, Improved Unarmed Strike, Snapping Turtle Clutch[UC], Snapping Turtle Shell[UC], Snapping Turtle Style[UC]
Traits bred for war (shoanti), deft dodger
Skills Acrobatics +4, Climb +8, Intimidate +11, Knowledge (arcana) +7, Linguistics +0, Perception +8, Spellcraft +7, Survival +4, Swim +8
Languages Common, Draconic, Shoanti
Other Gear +2 lamellar (leather) armor, belt of giant strength +2, cape of free will +1/+2, ring of protection +1, backpack, belt pouch, blanket, flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 281 gp
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (14 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Cape of free will +1/+2 Spend 1 power as immediate action to reroll failed Will save.
Draconic Resistance (Ex) Gain Fire resistance 1 and +5 natural armor.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magic Claws (Ex) 2 Magic Claw attacks deal 1d6 damage.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Shell AC bonus increases by 2, and opponents receive -4 on critical confirmations
Snapping Turtle Style +2 Gain +1 shield bonus to AC when at least one hand is free
Spell Conduit (Su) As a swift action after hit with unarmed strike or certain maneuvers, cast touch spell (auto hits).
Zaer is a good poster, albeit sometimes there is a difficulty in translation.
eBadger has played that character and is familiar with it.
Autocad is simply mahvelous.
Chulanowa is aware of how to play, and posts with passion and intensity.
Blinkin posts. With regularity.
Ghostwheel is a good player and writes some evocative stuff.
To my knowledge I have not had the pleasure of playing with Oyabun, Feycro, Biblio, or Dyna. If I have and I forgot, I lament.