Koro

A feral goblin barbarian who is obsessed with food

Description:
ATTRIBUTES   SKILLS   MOVEMENT
STR 7d6 15   Acrobatics 3d6 Stealth 1d6   Speed 13
AGI 5d6 17   Religion 3d6 Herbalism 1d6   Climb 6
END 6d6 21   Survival 3d6 Medium Armor 1d6   Swim 6
INT 5d6 15   Swords 2d6 Heavy Armor 3d6   Other 6
LOG 2d6 3   Knives 1d6 Intimidate 1d6   Jump 34 / 15
WIL 3d6 6   Martial Arts 3d6 Axes 2d6   Initiative 8d6*
CHA 3d6 8   Hardy 3d6       Perception 8d6
LUC 4d6 6   Running 1d6       Carry 360 lb
REP 5d6 16   Reactions 2d6       Age 27
MAG - 0   Perception 2d6       Size Small
ATTACKS
Attack Damage Rng Wt Notes
Korotana 9d6 5d6 + 9 - 3 SADISTIC, Slashing, Vicious, High Damage, Serrated
Icerazor 9d6 3d6 + 8 - 1 Piercing, Close Quarters, High Damage, Elemental Cold, Vuln Cold
Phase Axe 9d6 3d6 + 1 5 5 Slashing, Thrown, Rangefinder, Returning, Phasing
Bite 9d6 2d6 + 7 - - Piercing
Silver HQ Katana 9d6 3d6 + 9 - 3 Slashing
DEFENSES   SOAK
Melee Ranged Mental Vital Health   Natural 2
41 39 28 34 48   Armor 16 (21)
9d6 + 9 9d6 + 7 6d6 + 7 9d6 + 2   Magic 6
EQUIPMENT
HQ sm Stone Coat (FCSSpTU) 50   Small mail coif 0.5   Gauntlets of Goblin Strength 0.5
Goblin Tower Shield (door) 20   Any general item up to 100gc 100   Amulet of Gorum (15 charges)
Goblin Cards   9 MP Ioun stone (5d6 10’ heal) 1   Girdle of Goblin Strength
Climbing Gear 5   Grevious Plate   Boots of Teleport
  Most High Ceoptra nose   Lamia Cleric Nose (2) 2
Warrior of Wrath nose (6) 4   Sinspawn nose (6) 4   Thassilonian Mummy tongue 3
Warden of Wind nose (3) 1   Advanced Denizen nose (4) 4   Khalib’s nose 1
COIN Purse 8411   WEIGHT 189
EXPLOITS
Pack Attack Gain +1d6 to attack a target for every Small ally also adjacent to the target.
Between the Legs Freely move through the squares of large-sized or larger creatures which have two or more legs.
Darksight See in darkness as though it were normal light.
Light Sensitivity Vulnerable to bright light: lose Natural Cunning in direct sunlight and cannot shake off blindness if it is caused by bright light (must retreat to a darker area where the condition becomes temporary ending after 5 minutes).
Natural Cunning Gain +1d6 to Initiative checks when not in direct sunlight.
Scavengers Use any organic material as food, no matter how strange or rotten. Immune to ingested poisons.
Fleet Gain +2 to Speed. Does not stack with other exploits
Feral Gain a bite attack; natural damage increases by +1d6 and becomes piercing damage
Primal Charge When charging, you howl and screech, moving twice your Speed and gaining +2d6 to damage
Frenzy Fly into a berserk rage. When berserk, must always attack the closest active enemy. Gain Soak +5 (even when wearing armor) and +1d6 damage. In each round of rage, take 1d6 damage; do not stop raging until pass out or until all enemies are dead
Weapon Synthesis When using any Eastern weapon, gain one free unarmed melee attack whenever making two weapon attacks
Feint In melee combat take one action to Feint and grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action
Alert Constantly aware of surroundings, gaining +1d6 to INT (perception) checks, and always win Initiative ties.
Deadly Strike Inflict an additional 1d6 damage with a successful hit
Set in the Old Ways Gain +5 to Mental Defense
Trophy Collection Collect gruesome trophies from vanquished foes – teeth, skulls, bones, etc. Each trophy replenishes one LUC die, and loses its power once the LUC die is spent. May only claim a trophy from a vanquished foe if delivered the killing blow. Must be a creature of medium size or larger
Gladiator’s Skills Gain two universal exploits: Disarm, Trip, Achilles Heel, Blinding Attack, Crippling Strike, Quick Stand, Taunt.
Crippling Strike Target opponent’s legs, wounding him to inflict the Slowed condition. Still do normal weapon damage.
Quick Stand Once per turn stand immediately from prone as a free action or reaction. Immune to Downed condition.
Signature Move (Crippling Strike) Gain a permanent +1d6 when using chosen Gladiator Skill
Quick Step Move 5’ as a free action once per turn
Predictive Reflexes Good at reading the situation. Gain permanent +1d6 bonus to initiative checks.
Exhibitionist Replenish LUC pool by 1 die every time defeat an opponent
Leathery Skin Gain +2 natural soak
Prison Tough Gain +1 to all four Defenses. May repeat this exploit
Leaping Attack Leap into the air during a melee attack to gain +1d6 damage, but opponent gets free attack on miss
Prison Tough Gain +1 to all four Defenses. May repeat this exploit
Gladiator’s Cut Once per round, your successful strike with an edged weapon inflicts the Bleeding condition
Bio:
Age Stats Skills Exploits XP (Total)
Race Goblin - AGI+2
INT+2
Running
Survival
Stealth
Pack Attack, Between the Legs, Darksight, Light Sensitivity, Natural Cunning, Scavengers -
Origin Primitive 13 STR+1
AGI+1
END+1
INT+1
Acrobatics
Herbalism
Fleet 10 (10)
Career 1 Barbarian 16 STR+1
AGI+1
END+1
INT+1
Hardy
Swords
Feral 20 (30)
Career 2 Barbarian 20 STR+1
AGI+1
END+1
INT+1
Acrobatics
Swords
Primal Charge 30 (60)
Career 3 Berserker 23 STR+1
END+1
CHA+1
LUC+1
Religion
Swords
Frenzy 40 (100)
Career 4 Warrior Monk 27 AGI+1
END+1
INT+1
WIL+1
Acrobatics
Martial Arts
Weapon Synthesis 50 (150)
Incremental Advances Knives
Medium Armor
6 (156)
Career 5 Barbarian STR+1
AGI+1
END+1
INT+1
Hardy
Acrobatics
Set in the Old Ways 60 (216)
Career 6 Barbarian STR+1
AGI+1
END+1
INT+1
Hardy
Acrobatics
Trophy Collection 70 (286)
Incremental Advances Reactions
Perception
Heavy Armor
9 (295)
Career 7 Gladiator AGI+1
END+1
CHA+1
REP+1
Acrobatics
Heavy Armor
Gladiator’s Skills (Crippling Strike, Quick Stand) 80 (375)
Incremental Advances Martial Arts
6 (381)
Career 8 Gladiator AGI+1
END+1
CHA+1
REP+1
Martial Arts
Heavy Armor
Signature Move (Crippling Strike) 90 (471)
Incremental Advances Intimidate
3 (474)
Career 9 Man-at-Arms STR+1
END+1
WIL+1
LUC+1
Survival
Martial Arts
Quick Step 100 (574)
Career 10 Man-at-Arms STR+1
END+1
WIL+1
LUC+1
Survival
Martial Arts
Predictive Reflexes 110 (684)
Career 11 Gladiator AGI+1
END+1
CHA+1
REP+1
Religion
Martial Arts
Exhibitionist 120 (804)
Incremental Advances Axes
3 (807)
Career 12 Barbarian STR+1
AGI+1
END+1
INT+1
Religion
Axes
Leathery Skin 130 (937)
Career 13 Prisoner STR+1
END+1
INT+1
REP+1
Religion
Survival
Prison Tough 140 (1077)
Career 14 Barbarian STR+1
AGI+1
END+1
INT+1
Religion
Survival
Leaping Attack 150 (1227)
Career 15 Prisoner STR+1
END+1
INT+1
REP+1
Religion
Survival
Prison Tough 160 (1387)
Incremental Advances Reactions
6 (1393)
Career 16 Gladiator AGI+1
END+1
CHA+1
REP+1
Reactions
Axes
Gladiator’s Cut 170 (1563)
Incremental Advances END+1
Hardy +3
Perception +2
Heavy Armor +3
168 (1731)

Koro

Sins Of The Past DSMfive