Blood Rage of the Wastes (All-Orcs Giantslayer)

Game Master Thackery Baxter J Thorington

Current Battle Map
Sketch of Redlake Fort
Marching Order

Heading to Fort Redlake

The Town of Trunau

The Hoard of the Horde(loot)

Map of Belkzen

A slightly modified Giantslayer campaign featuring an orcs-only cast.


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NostrusUK wrote:

When I read this, the first thought I had was to play a Shaman. How are you on characters starting older than normal?

At the moment, I'm running two ideas around my head.

A Shaman with the battle spirit, or a Shaman with the Speaker for the Past archetype.

I'm ok with it. It makes perfect sense for the elders of a tribe to be literal elders.


Riuk wrote:

I have a question how are you running this game I've seen some people say they're going to play one class / another is that just multiclassing or are you allowing gestalt rules?

I know some people don't like gestalt but I have a lot of fun with gestalt customization you can do. being able to mix two classes together at the same time if no its cool I just have a question. I had an idea in my head for the Summoner / blood. Disciple, and then I was going to be taking levels in monk possibly concentrating on using a staff as a weapon

No gestalt. Ive never played it, and I'm a little leery of using something I have no experience in. I've been interpreting / descriptions as hybrid concepts, but only one class. If that proves to not be the case, I'll have people modify the builds when they're submitted.


rorek55 wrote:

Tetori probably wouldn't fit well here. So I'll probably go either martial artist or judo master.

Question, is energy drain looking to be used much in this ap?

There are some undead in the first book and they have a mild drain attack. The later books aren't out yet, but my read on it is that if there are drains in the later book, it won't be any more than in your typical AP. Probably a lot less.


Mauhur wrote:

Mauhur of the Defiled Corpse, ready to grunt, gesture, and hit things with a big club. True Primitive Barbarian with the Feral orc trait and the Orphaned by Giants campaign trait. He has a giant's femur that he has fashioned into a club, and some crudely stitched hides. A long-term goal I'd have for Mauhur would be to try to integrate into greater orc society in Belkzen without discarding his beliefs, maybe settle down and complete the Feral Heart story feat. The major problem with that plan is that as a Defiled Corpse, Mauhur has eaten a couple of the other tribes' minor leaders, and has quite a ways to go before the others forget about it.

True Primitives also get Favored Terrain for their homeland, what's the dominant terrain in the Defiled Corpse's territory?

The Cenotaph is in the Tusk Mountains: so the terrain is mountain.


I'm either going with a brawler (mutagenic mauler) or a fighter/alchemist MC (mutation warrior/beastmorph). I feel a strong urge to mutate... :-)


ok lighting struck going with a summoner Synthesist/ blood god decibel ^_^ of the Defiled Corpse clan

still trying to decide between orc or half...


Riuk wrote:

ok lighting struck going with a summoner Synthesist/ blood god decibel ^_^ of the Defiled Corpse clan

still trying to decide between orc or half...

Go orc, it just sounds funner


Dragonofashandflame wrote:
Riuk wrote:

ok lighting struck going with a summoner Synthesist/ blood god decibel ^_^ of the Defiled Corpse clan

still trying to decide between orc or half...

Go orc, it just sounds funner

ok so my two questions is it ok if i use the half orc fave class bonus since there is none written by paizo

Summoner Add +1 hit point to the summoner's eidolon.

and can orc's take some of the half orc alternate race traits only the ones that replace the same trait of course ^_^

edit

i have trying out my stats but the only way my character will really work is a half-orc so that's what im going with ^_^

its just the -2 to cha, wis and int is hard to get around since cha is my main stat and i will be useing the stats from my eidolon form since we will be fused all the time


Dot, maybe Brawler


@Riuk: sure. You can take botht the half-orc summoner favored class Bennie and swap out matching racial traits


oh crap, nvm some things came up I won't be able to play.

Silver Crusade

I'm very tempted to go down the judo master... Something about throwing giants seems... Fun..


The Flying Chicken wrote:
oh crap, nvm some things came up I won't be able to play.

Sorry to see u go, dude


Riuk wrote:


Summoner Add +1 hit point to the summoner's eidolon.

and can orc's take some of the half orc alternate race traits only the ones that replace the same trait of course ^_^

edit

i have trying out my stats but the only way my character will really work is a half-orc so that's what im going with ^_^

its just the -2 to cha, wis and int is hard to get around since cha is my main stat and i will be useing the stats from my eidolon form since we will be fused all the time

Sounds like a good plan. Although, a rampaging bloodthirsty orc in glowing armor on the shape of an otherworldly orc-God will forever be a favorite in the playground of my mind.


Dragonofashandflame wrote:
Riuk wrote:


Summoner Add +1 hit point to the summoner's eidolon.

and can orc's take some of the half orc alternate race traits only the ones that replace the same trait of course ^_^

edit

i have trying out my stats but the only way my character will really work is a half-orc so that's what im going with ^_^

its just the -2 to cha, wis and int is hard to get around since cha is my main stat and i will be useing the stats from my eidolon form since we will be fused all the time

Sounds like a good plan. Although, a rampaging bloodthirsty orc in glowing armor on the shape of an otherworldly orc-God will forever be a favorite in the playground of my mind.

lol i will be kind of a avatar of a orc blood god. the living form of its power ^_^

Silver Crusade

Karuum the wise fears not your blood powers. :p

Seriously though. My saves atr all insane for level 1 XD


ok here is what i have so far, still needs some work and background let me know what you think ^_^

Thoku The Bloodied one {Defiled Corpse} Clan

---===Statistics===---:
Summoner{Sunthesist}{Blood God Disciple 1

CN Medium Humanoid Half-Orc
Init +2; Senses Perception +1
------------------------------
-=DEFENSE=-
------------------------------
AC 12, touch 12, flat-footed 10 (+0 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
AC:20|T:20|FF:18 (+4 armorSpell, +2 dex,+0shield,+0 NA,+0 Magic)
hp 0 {+1d8,+0Con}
Fort +2, {+0Base,+2Con}
Ref +1, {+0Base,+1Dex}
Will +3,{+2Base,+1Wis}
CMD 10 {+ Base + Srt + Dex + size + misc}
SR:+7{6+HD}
------------------------------
-=OFFENSE=-
------------------------------
Speed 30 ft.
CMB +0; {+ Base +Srt + size + misc}
Base Atk +0;
Melee-1{+0Base,-1Str}
Ranged+1{+0Base,+1Dex}

--Melee-1
---Cold Iron trident{1d8}
--Ranged+1
------------------------------
-=STATISTICS=-
------------------------------
Str 8, Dex 12, Con 14, Int 16, Wis 12, Cha 17
------------------------
-=Traits=-
---------------------
-Heavy hitter-
-Blessing of the Feast-
-Deep Wounding-
Dragon Foe:+1 dodge bonus to AC against creatures with the dragon type and a +2 trait bonus on Reflex saves against breath weapon attacks.

---------------
-=Drawbacks=-
----------------

---------------
-=Race Traits=-
------------------
•Ability Score: +2 bonus to one ability score of their choice
•Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain- Endurance- as a bonus feat. This racial trait replaces the intimidating trait.
•Warded Skin:Half-orcs from are often protected by elaborate tattoos that redirect demonic magic. half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure. This racial trait replaces the orc ferocity racial trait.
•Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
•Darkvision: 60 feet.

-------------
-=Feats=-
----------------
-Extra Evolotion-
--------------
-=Skills=- (5 points; 2 class, 3 INT)
-----------
Craft (Int)____+0{+0rank,+3Int}
Intimidate(Cha)____+0{+0rank,+3Cha,}
Fly*(Dex)____+0{+0rank,+2Dex+3ICS }
Handle Animal (Wis)____+0{+0rank,+1Wis}
Knowledge (Arcana)**(Int)____+7{+1rank,+3Int }
Knowledge (Dungeoneering)**(Int)____+0{+0rank,+3Int }
Knowledge (Engineering)**(Int)____+0{+0rank,,+3Int }
Knowledge (Geography)**(Int)____+0{+rank,,+3Int }
Knowledge (History)**(Int)____+7{+1rank,+3Int }
Knowledge (Local)**(Int)____+7{+1rank,+3Int }
Knowledge (Nature)**(Int)____+7{+1rank,+3Int }
Knowledge (Nobility)**(Int)____+0{+0rank,+3Int }
Knowledge (Planes)** (Int)____+0{+0rank,+3Int }
Knowledge (Religion)** (Int)____+7{+1rank,+3Int }
Linguistics**(Int)____+0{+0rank,+3Int }
Perception**(Wis)____+0{+0rank,+1Wis }
Profession**(Wis)____+0{+0rank,+1Wis}
Ride*(Dex)____+0{+0rank,+1Dex }
Spellcraft**(Int)____+0{+0rank,+3Int}
Stealth* (Dex)____+0{+0rank,+1Dex }
Survival(Wis)____+0{+0rank,+1Wis}
Swim*(Str)____+0{+0rank,-1Str,}
Use Magic Device**(Cha)____+0{+0rank,+3Cha}

ACP -0

*ACP applies to these skills
**+3 In Class Skill bonus
-=Non-Standard Skill Bonuses=-
-=Languages=- Common, Orc, Demonic, Dwarvin, Giant

---===Special Abilities===---:

------------------------------
-=SPECIAL/CLASS ABILITIES=-
-=Summoner=-
------------------------------
Fused Eidolon
Fused Link
Cantrips
Eidolon
Blood Feast(Su)

---===Spells===---:

------------------------------
-=Spells=-
------------------------------
-=0th (at will)=-
-------------------------------
-Mending-
-Mage Hand-
-Detect Magic-
-Message-
-----------------------------
-=1st (2/day)=-
---------------------------
-Rejuvenate Eidolon, Lesser-
-Mage Armor-

---===Gear/Possessions===---:

------------------------------
-=GEAR/POSSESSIONS=-
------------------------------
Cold Iron Trident-30gp-4 lbs
Studded Leather-25gp-20 lbs
-=Carrying Capacity=-
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
-=Current Load Carried=- 24 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

---===Appearance and Personality===---:

Character look
Eyes:crimson red
Hair:In photo
Skin:In photo
Hight:6'2
Wieght:220

---===Eidolon Form===---:

Biped
Init +0; Senses Perception +0
------------------------------
-=DEFENSE=-
------------------------------
AC 19, touch 11, flat-footed 18 (+4 armor, +1 dex, +0 shield,+4 NA,+0 Magic)
HP: 12 {+1d10,+1Con,+1FCB}
Fort: +0, {+2Base,+1Con}
Ref: +0, {+0Base,+1Dex}
Will: +0,{+2Base,+2Wis}
CMD: 10 {+ Base + Srt + Dex + size + misc}
------------------------------
-=OFFENSE=-
------------------------------
Speed: 30 ft.
CMB: +0; {+ Base +Srt + size + misc}
Base Atk: +0;
Melee:+4{+1Base,+3Str}
Ranged:+2{+1Base,+1Dex}

--Melee+4
---- Bite (1d6+3srt,+1trait)
-----Claw 2(1d4+3srt,+1trait)
-----blood powerbleed{claws}{1d6}
--Ranged+2

Str 16, Dex 12, Con 13-=Free Evolutions=-
claws, limbs (arms), limbs (legs)
.
-------------------------
-=Evolutions=-=4/EVO-points
--------------------------
improved NA=1 point
Bite=1 point{1d6 bite}
Shadow Blend (Su)=2 points In any condition of illumination other than bright light, the eidolon disappears into the shadows, giving it concealment (20% miss chance). If it has the shadow form evolution, it instead gains total concealment (50% miss chance). The eidolon can suspend or resume this ability as a free action.
When using the Blood power gainBleed (Ex){claws}=1d6 bleed

.


Riuk wrote:

ok here is what i have so far, still needs some work and background let me know what you think ^_^

Thoku The Bloodied one {Defiled Corpse} Clan

** spoiler omitted **...

Looks ok.


My submission.

A Bit About Me:
I have been playing for over 25 years [DnD, World of Darkness, Dark Heresy, Call of Cthulhu] are the main games I have played. I run a V20 PbP on the boards and I also run a table top 3.5 DnD game with some Pathfinder modifications and have been since 2002. I live in NJ, My standard post rate is about 1x per day, unless work gets very busy. I am an attorney and work can tend to get busy. I generally do not post on the weekends (which is when I spend time with the family and as time permits update my own PbP.

Character Background:
Choot Othul is a member of the Empty Hand tribe and an Acolyte of Zagresh “the Destroyer”. In addition, Choot has Dragons Blood coursing through his veins giving him some Sorcerous powers. [In intend to multi-class as sorcerer for 1/3 of his levels, I think it will be an interesting mix.] As a young Orc, Choot reveled in the power and prestige of his tribe. The laws set in place by Belkzen were a hindrance, to say the least, to the practitioners of Zagresh. Still, when the tribe would attack Orcs or other races the desires of Zagresh, to destroy all in his path, were sated by Choot and his fellow warriors. Somewhat recently, that all changed. Grask Uldeth had the audacity big word for an Orc but Choot is not your average Orc to open markets in the city which allow the lesser races those who are not Orcs in to trade. And worse yet, back out again unharmed! Even the Elves! It is the last straw for Choot who has begun to search for a Warlord powerful enough to unseat Grask and return to the traditional ways of the Orc culture which of course consists of killing foes and taking slaves of those who seem fit for later sacrifice .
Choot’s driving goal is to oust Grask and replace him with a suitable leader, one who hopefully, will look to Choot as a spiritual advisor!
Appearance: As a disciple of a dark God, Choot is quite pale from continued time spent in dank underground shrines dedicated to the Destroyer. Ritual scars cover many parts of his body from where he has cut himself to make an appropriate sacrifice of his own self to the Death God. His hair is gone shaved off completely, his eyes are a soft black flecked with red dots. Despite his pale hard look, his face retains a calm affable look, a gift of the God perhaps or perhaps it is due to his charismatic personality. He stands 6’6” tall though he is rather thin and wiry weighing only 185 lbs.

Crunch:
Choot Othul. Alignment Chaotic Evil. Cleric 1 (Favored Class) (Zagresh the Destroyer) Undead Lord Template.
Strength 11, Dexterity 10, Constitution 13, Intelligence 13, Wisdom 15, Charisma 14

HP =9
AC= 15 – Scale Mail Armor

Fortitude 2
Reflex 0
Will 2

Initiative +2

Base Attack – 0

Weapons: Melee – Greataxe - +0 – 1d12 x3 Crit.

Weapons Ranged – Heavy Crossbow - +0 – 1d10 19-20 x2 Crit [20 Heavy Bolts]

Weapons: Daggers (4) (Melee and Ranged) - +0 – 1d4

CMD 10
CMB 0

Speed 30’

Skills: Acrobatic 1 (Class), Bluff 2, Climb 0, Diplomacy 6 (Class), Heal 2 (Class), Knowledge Religion 5 (Class), Perception 3, Sense Motive 6 (Class), Stealth 0, Survival 2, Swim 0 [-4 to Acrobatics, Climb and Swim in Armor]

Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Languages: Orc, Common, Giant

Channel Negative Energy 5x day - 1d6 – Will Save DC 16
Aura: Chaotic Evil

Feats: Command Undead, Improved Channel
Traits: Sacred Conduit, Magical Knack (Cleric), Vexing Defender (+4 Bonus to move through Enemy Space w/out provoking AOO), Reactionary
Weapon Proficiency: Simple Weapons, Light and Medium Armor and Shields.
Corpse Companion: 1 HD Zombie
Domains: (Death Magic) Death – Undead
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats.
I can use this ability 5 times per day.

Orisons:
0th – 3 – Resistance, Guidance, Create Water
Spells:
1st- 2+1 – Murderous Command, Cure Light Wounds, D: Cause Fear
(Spontaneous Inflict)

Gear: Silver Holy Symbol, Backpack, Grappling Hook, 50’ Silk Rope, Fling & Steel, Torch (1), Waterskin, Traveler Outfit for self & Companion (including Cloak for both), Pitons, Winterblanket, Belt Pouch
GP: 61 – SP 3 – CP 9

Silver Crusade

one more question, scorpion style/gorgons strike+ stunning fist.

By the reading, the first two only require you to hit with an unarmed strike to activate, while stunning fist calls for an attack action, could you combine stunning fist with one of the first two on a single attack?


rorek55 wrote:

one more question, scorpion style/gorgons strike+ stunning fist.

By the reading, the first two only require you to hit with an unarmed strike to activate, while stunning fist calls for an attack action, could you combine stunning fist with one of the first two on a single attack?

both of those are standard actions, flurry is a full-attack. I think the intent of the feats is you stun (or stagger) them first THEN flurry.

Gonna say no.

Silver Crusade

Ok, just saying that stunning fist isn't an action itself. But you da boss

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.


I submit Jalik for entry.

Jalik Daweri
Male orc cleric of Urazra 1
CN Medium humanoid (orc)

Character Statistics:

Init +2;
Senses: darkvision 60 ft.; Perception +5; Aura predator's grace (10 ft.)
--------------------
Defense ]
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 14 (1d8+6)
Fort +2, Ref +1, Will +5
Defensive Abilities: ferocity

--------------------
Offense ]
--------------------
Speed 30 ft. (20 ft. in armor)
Melee falchion +3 (2d4+4/18-20) and
bite -2 (1d4+1)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks channel negative energy 1/day (DC 8, 1d6)
Cleric Spells Prepared (CL 1st; concentration +4)
1st divine favor, magic fang[D], murderous command[UM] (DC 14)
0(at will) enhanced diplomacy, read magic, sotto voce (DC 13)
D Domain spell;
Domains Animal (Fur subdomain), Reformation inquisition

--------------------
Statistics]
--------------------
Str 16, Dex 12, Con 10, Int 12, Wis 16, Cha 7
Base Atk +0; CMB +3; CMD 14 (16 vs. awesome blow)


--------------------
Feats::
Tribal Scars

--------------------
Traits::
Traits: giant-blooded, sacred conduit, tactician, tusked
Racial Traits: SQ dayrunner

--------------------
Skills:

Appraise +1 [ 1 Int]
Diplomacy +7 [1 trained, 3 class, 3 Wis]
Heal +7 [1 trained, 3 class, 3 Wis]
Intimidate +3 [3 Wis]
Knowledge (religion) +5 [1 trained, 3 class, 1 Int]
Perception +5 [2 Tribal Scars (Night Hunt) 3 Wis]
Sense Motive +7 [1 trained, 3 class, 3 Wis]
Survival +5 [2 tribal scars, 3 Wis]

--------------------
Languages::
Common, Giant, Orc

--------------------
Combat Gear:
chainmail, crossbow bolts (20), falchion, light crossbow

Gear:

backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, mess kit, pot, sack, sack, scroll case, scroll case, soap, spell component pouch, tabard, torch (10), trail rations (5), waterskin, wooden holy symbol of Urazra

Wealth: (0 pp, 14 gp, 8 sp, )

Carrying Capacity:
Light (76 lbs or less); Medium (77-153 lbs.); Heavy (154-230 lbs.)
Current Load: 102
Age: 15, Height: 6'0", Weight: 230 lbs

==========================================

--------------------
Special Abilities
--------------------
Cleric Channel Negative Energy 1d6 (1/day, DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Cleric Domain (Fur)

Cleric Domain (Reformation Inquisition)

Granted Powers: You can speak with divine persuasiveness.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dayrunner -2 penalty on ranged attack rolls.

Ferocity (Ex) Fight without penalty even while disabled or dying.

Predator's Grace (+10 ft, 6/day) (Su) Swift action: +10 speed, Low-light vision for 1 round.

Sacred Conduit Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Tactician You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

--------------------

Description:

Jalik is a stout orc standing 6 feet in height with long burly arms dangling at his side. His skin is a gray green dulled by lack of direct exposure to sunlight unlike his dark mossy green head and arms. His face and head remain mostly clean cut however you can not overlook the over-sized and extended tusks protruding from his mouth.

He often wears a dark tunic over his chainmail armor. He chooses colors (brown, grey, & tan) that blend well with the urban & wood mix environment where he regularly travels.

Personality:

Jalik is a known for his imposing appearance yet calm nature. He maintains undying loyalty to friends but is not the easiest to become acquainted at first meeting. He is usually sharp tongued and often mean to those he first meets. If and when someone breaks through this barrier Jalik becomes attached. Although generally well liked and well respected once known even then his presence seems clouded by some unnatural force.

[Loyal] – Jalik’s upbringing although cruel and merciless left him with an unbreakable loyalty for those he calls friend.

[Diligent] – His intelligence and knowledge of problem solving make him an asset to any team. Jalik is a hardworking team member who focuses heavily on completion of a task before pleasure; however, his devotion to Urazra is overly apparent in his speech.

Background:

Jalik was born an oversized orc to a militant order of a traditional orc tribe (Night Hunt) in the foothills of the Tusk Mountains. As a boy he and his brother, Bazuuka, were raised as slaves to hobgoblins within a lawful society based heavily on order and honor where status was only gained on the battlefield.

The hobgoblins traded him and his brother to another tribe earlier in life. It was here they spent much of there life in a boot camp militaristic existence training with orcs and goblinoids under the command of a pair of Stone Giants (Ofga & Ulkri). Jalik was not the strongest, but his keen capability to learn quickly kept him exceeding his batch. During his training like his brother he was often beaten even sometimes to the point of death for his unusually large features. This experience only strengthened his resolve to overcome all odds. Additionally the experience sharpened his mind to understand that strength alone would not win every battle nor would direct contact with an enemy. Sometimes finding and honing in on a weakness or drawing an enemy to a more vulnerable position would be the way to beat the superior warrior. A skill he would need later in life.

After training he and his brother were sent to the frontlines of the raiding parties of his tribe fighting heavily throughout Southeast regions of the Tusk Mountains. It is on those lands he got first hand exposure to war and the consequences it brought. While involved in a continuous raiding campaign his tribe was weakened to extinction thereby forcing him to run away before being killed in the midst of an unwinnable war.

In the race away from the enemy he lost his brother, Bazuuka, and knows not whether he survived the escape. He spent weeks looking for him before deciding that he must move on.

At a mere fourteen Jalik would spend his days reading the manuscripts of Urazra and spreading its words wherever available. The loss of his brother is comforted by constant exploration in religion. A task that drives his will and requires his strength to maintain.

Now fifteen he is looking to rejoin a tribe in the Holds of Belkzen. He has been spending the days at the Flood Truce moving between the tribes. Eventually he will find a new home.

Goals:

His first goal is to join a new tribe, his time alone or in mixed company without family has been hard.

Sometime he hopes to find out what happened to his brother, Bazuuka.

He wishes to someday be the Tribal Shaman or even Chieftain of his own tribe. He knows that it will be his wisdom that people follow rather than his natural leadership.


rorek55 wrote:

Ok, just saying that stunning fist isn't an action itself. But you da boss

You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Ok, somehow, I read your question and got the words "flurry" instead of "stunning fist". I am insane.

Yes, you can use scorpion style/gorgon fist with stunning fist.

Silver Crusade

backstory so far-

Karuum Was born to a small tribe that was newly formed. The Leader was an arrogant Orc warlord that wanted to expand his influence far too rapidly. After a decade, the Orc warlord finally angered the Giants of the mountains the tribe lived in and soon after a rain of stone death crushed all of the tribe under tons of stone and rock... save one child. Karuum, at the age of 7, wandered the forests and mountains for days, living off rain water, plants and grubs until he was found by an orc shaman. When he was found Karuum was weak, frail, and everything an orc should not be. The shaman, After hours of mulling and communing decided to take the child as an apprentice even though he believed the chance of the half-orc living was low. After all, at least it was free labor until the child died worst case scenario. for 8 years Karuum endured the pains and "benefits" of being a shamans apprentice. Eventually, He was traded away to the Tribe of the Bloodied Gauntlet where he earned his "freedom" by defeating his new "master" in a duel after being trained for another 2 years in the ways of the Martial Arts. His body now a fine tuned weapon, bearing marks of the apprenticeship and the endurance he set forth to prove his worth.

I'll be working on it for a bit more to flesh things out, possibly changing a few small things.

But I want to keep a few things prominent-
1. A childhood (after being orphaned) of "indentured service"
2. A want to prove himself due to being looked down on in both of his early tribes in life.
3. A lust for power, and physical perfection. After all, what better way to prove your strength than besting others with naught but your bare fists.
4. Wears no shirt. heu heu.


Submissions have been updated in the "Submissions Doc" at the top of the page. But, for ease of reference, here's what i have so far....

Completed
Cor Bardagi NG Ranger
Choot Othul CE Cleric (Undead Lord) of Zagresh of the Defiled Corpse tribe
Jalik Daweri CN Cleric of Urazra

Incomplete
Kuraj Shur'andar CN barbarian (mounted fury)
Mauhur NE Barbarian (true primitive)
Thoku the Bloodied One CN Summoner (Blood God Disciple/Synthesist) of the Empty Hand tribe

lemme know if I've missed anything

Silver Crusade

Here is a rough crunch of Karuum- I will be going Master of many styles 2/ Brawler X.

Statistics:
Male half-Orc Monk (Master of Many Styles)
N Medium Humanoid (human, orc)
Monk FCB +1 hp
Alternate racials- Shaman’s apprentice, sacred tattoos, rock climber
Init +4; Senses Perception +12
------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 13 (+0 armor, +2dex +3 Wis)
hp 10
Fort +5, Ref +6, Will +7
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Unarmed Strike
To Hit: +4
Damage: 1d6+5

Temple Sword
To hit: +4
Damage: 1d8+6
Ranged

------------------------------
STATISTICS
------------------------------
Str 19, Dex 14, Con 12, Int 12, Wis 16, Cha 07
Base Atk +0; CMB +5; CMD 20
Traits Orphaned by giants, Iron fist, reactionary, bred for war
Drawbacks
Feats
1- Endurance, Ability focus (stunning fist), Pummeling Style
Skills 5/level
Acrobatics-1
Perception-1
Sense motive-1
Stealth-1
Climb-1
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Orc, Giant

Spells
[spoiler=Gear/Possessions]
------------------------------
Arms and Armor: A real man needs no weapons… but temple sword.

Gear: backpack, belt pouch, water skin (3), caltrops (3), 100ft silk rope, grappling hook, hammer, torch (5),
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 85 SP 0 CP


rorek55 wrote:

Here is a rough crunch of Karuum- I will be going Master of many styles 2/ Brawler X.

** spoiler omitted **

looks good!

I gotta say, I'm impressed with the character concepts I'm seeing. Everyone's managed to capture a different facet of orc culture. I can't wait to see the fleshed-out submissions for the rest that haven't been completed, yet!!!


I'll need to do the crunch, but I'll be forging ahead with Mogrun the Dead-Speaker, a Shamanic elder of the Steel Eater tribe.

Background:
Mogrun was once a warrior in the Steel Eater tribe although he was never the best at fighting. He was, however, tenacious. Where other orcs had natural skill with weaponry, Mogrun always had to battle his own body in order to fight even passably well, which shamed him greatly but his pride drove him on.

All of this shame vanished when Mogrun realised he could speak with those who had come before him. He was soon taken under the tutelage of one of the tribe's shamans and he proved to be a quick learner. Unlike many other shamans who had an animal companion, Mogrun seemed to be able to converse with the ancestors of the tribes much more freely than the other shamans and he soon earned the epithet "Dead-Speaker".

Mogrun now seeks to expand his power and influence within the power structure of Belkzen. In order to do so, he must take on greater and greater feats of strength with the eventual aim to start his own tribe in the future.

Further details and crunch shall be forthcoming.


Kraq Skysplitter

Changed the concept some, I assumed less then intelligent applicants so I went the Wizard route but still plan on taking 1 level of cross-blooded sorcerer and being mostly a blaster, but being a wizard brings more versatility. I haven't fully fleshed out a background and my goals but so far is to collect Rull's missing artifacts, and find the missing blue dragon that is friendly to our clan(Storm-Screamer of Rull and by friendly I mean he protects us for giving him treasure). Focusing on Electricity of course as any worshiper of Rull should.

Sovereign Court

GM, I have several concepts; many of them are Hobgoblin-tied.

Would you permit a Hobgoblin of the tribe to join in the fun? Very Belkzen focused and Orc tribes do often include goblins.


Alexander Kilcoyne wrote:

GM, I have several concepts; many of them are Hobgoblin-tied.

Would you permit a Hobgoblin of the tribe to join in the fun? Very Belkzen focused and Orc tribes do often include goblins.

No, sorry. Orcs a and half-orcs only.


Kraq is from Tribe Storm-Screamer of Rull, sorry I should have made that more obvious in my post.


I added one more tribe tot he Tribe Doc--the Mangled Limb a tribe of fleshwarpers and alchemists that are based in Dretha's Cradle near the border with the Realm of the Mammoth Lords. I can't believe I forgot that tribe! It's one of my faves!

Updated the submissions doc:

Completed
Cor Bardagi NG Ranger
Choot Othul CE Cleric (Undead Lord) of Zagresh of the Defiled Corpse tribe
Jalik Daweri CN Cleric of Urazra

Incomplete
Kuraj Shur'andar CN barbarian (mounted fury)
Mauhur NE Barbarian (true primitive)
Thoku the Bloodied One CN Summoner (Blood God Disciple/Synthesist) of the Empty Hand tribe
Kraq Skysplitter NE Wizard(admixture) of the Storm Screamers


I've got a question: How much downtime will there be in this game?

I'm asking because I'm looking at the Forgepriest archetype for the Warpriest but that feels rather wasted if there is no opportunity to craft my own gear.

I'm looking at either Forgepriest or Divine Commander.

The basic idea for my character itself is that (s)he is a Three-Quarters Orcs, technically a Half Orc, born of the unlikely union between a female Steeleater and a male Ice Tooth Half Orc who met when the two tribes got together to trade weaponry for beasts of burden.
The Forgepriest version would take more after mother while the Divine Commander version would take more after father.


Cuàn wrote:

I've got a question: How much downtime will there be in this game?

I'm asking because I'm looking at the Forgepriest archetype for the Warpriest but that feels rather wasted if there is no opportunity to craft my own gear.

I'm looking at either Forgepriest or Divine Commander.

The basic idea for my character itself is that (s)he is a Three-Quarters Orcs, technically a Half Orc, born of the unlikely union between a female Steeleater and a male Ice Tooth Half Orc who met when the two tribes got together to trade weaponry for beasts of burden.
The Forgepriest version would take more after mother while the Divine Commander version would take more after father.

Good question.

I'm of the opinion that tools you can't ever use, are tools that shouldn't exist in the game in the first place. If there's a feat that says "take 10 years and build a magic flying city on top of a carved off mountain and name it Netheril", then, I expect at some point, PCs will be allowed to do this. After all, I don't need feats for villains to make golems and whatever... i just give them that stuff and call it "Sinister Evil Plot Device Number 47"

Point is after this very long and semi-confusing post, you will have downtime. Lots of it. I can make things happen as fast, or slow, as you guys want. The Big Bad isn't really in a hurry to move his plots along--and if we're, say, in the middle of a dungeon-crawly part and want to work on your orc double axe of butter-spreading or whatever, we can just say it's being done during rest-time with tools and the divine power of his god, or whatever.

I think item crafting is gnarly.

We'll make it happen :)

As for the 3/4 orc, thing. You're right, the PC would be a half-orc, although a very orcish looking half orc. The 1/2 orcs of the Darklands tend to be like this. Since humans are so rare in the Darklands, half-orcs either breed true among themselves, or end up breeding with full-blooded orcs. In the former case, they tend to look like regular half-orcs, but the orc side is a bit more dominant. In the latter case, the orc side takes dominance; they might even look like full-blooded orcs, but because they have a hint of human blood in them, they aren't. If you want to use that little tidbit, you can. Or not. Just spitting out the info from the books.


Dragonofashandflame wrote:

I added one more tribe tot he Tribe Doc--the Mangled Limb a tribe of fleshwarpers and alchemists that are based in Dretha's Cradle near the border with the Realm of the Mammoth Lords. I can't believe I forgot that tribe! It's one of my faves!

Updated the submissions doc:

Completed
Cor Bardagi NG Ranger
Choot Othul CE Cleric (Undead Lord) of Zagresh of the Defiled Corpse tribe
Jalik Daweri CN Cleric of Urazra

Incomplete
Kuraj Shur'andar CN barbarian (mounted fury)
Mauhur NE Barbarian (true primitive)
Thoku the Bloodied One CN Summoner (Blood God Disciple/Synthesist) of the Empty Hand tribe
Kraq Skysplitter NE Wizard(admixture) of the Storm Screamers

one mistake

Thoku the Bloodied One CN Summoner (Blood God Disciple/Synthesist) of the Defiled Corpse tribe ^_^ should have my character completed in one to two days ^_^


Chool is empty hand tribe, correct on the link but incorrect in the update post DM. Just an FYI :-)

Silver Crusade

DM, would it be possible to "trade" racial abilities of half-orcs? Say, you wanted a bonus feat like a human, so you trade away darkvision and say intimidating. (or another thing) of = or greater value to the RP of the trait you would gain. It would allow for some diversity. Just wondering :3 Thought about it just now and thought it may be a cool Idea.


rorek55 wrote:
DM, would it be possible to "trade" racial abilities of half-orcs? Say, you wanted a bonus feat like a human, so you trade away darkvision and say intimidating. (or another thing) of = or greater value to the RP of the trait you would gain. It would allow for some diversity. Just wondering :3 Thought about it just now and thought it may be a cool Idea.

I'm willing to let orcs and half-orcs take each other's alternate racial traits provided that they feed off the same base shared by both species.

So, an orc could swap out Ferocity for the half-orc racial trait Acute Darkvision.
a Half-orc could swap out Weapon Familiarity for the orc trait Smeller, etc.

I don't think there are any racial traits that are common to both humans and half orcs, but this rule would apply that way, too.


Here's Hakak. The gear still needs fleshing out and accounting, but I think all the rest is there.

Silver Crusade

I can't bring myself to really like the brawler :/

so here is my fairly final submission crunch wise-

background is fairly same as before. He is an orc of the open hand tribe. (after moving around... a lot lol)

Statistics(Ken Karuumi ):
Male half-Orc Monk (Martial Artist)
N Medium Humanoid (human, orc)
Monk FCB +1 skill
Alternate Racials- Shaman’s apprentice, sacred tattoos, rock climber
Init +4; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 16, touch 16, flat-footed 13 (+0 armor, +2dex +3 Wis+1 dodge)
hp 10
Fort +6, Ref +7, Will +7
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Unarmed Strike
To Hit: +4
Damage: 1d6+5

Temple Sword
To hit: +4
Damage: 1d8+6
Ranged

------------------------------
STATISTICS
------------------------------
Str 19, Dex 14, Con 14, Int 10, Wis 16, Cha 07
Base Atk +0; CMB +5 CMD 20
Traits Orphaned by giants, Iron fist, reactionary, Deft Dodger
Drawbacks
Feats
1- Endurance, ability focus (stunning fist), Dodge
Skills 5/level
Acrobatics-1
Perception-1
Sense motive-1
Stealth-1
Climb-1
ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Orc,

Spells
[spoiler=Gear/Possessions]
------------------------------
Arms and Armor: A real man needs no weapons… but temple sword.

Gear: backpack, belt pouch, water skin (3), caltrops (3), 100ft silk rope, grappling hook, hammer, torch (5),
------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 85 SP 0 CP


Here's Shakraal Kringsdaughter, Half-Orc Scarred Witch Doctor. Shakraal's goal is to supplant her brutish mother as Chieftainess. She may need a strong male orc or half-orc to achieve this - someone not from her tribe, who can effect a pogrom of those not loyal to her in the Blood Trail. Which is mostly everyone. ;)

Shakraal's Tale:
The warriors shouted to the moons when Kring the Beautiful took a mate. A human. Who did not survive the mating. And thus Shakraal was brought into the world. Shakraal the Bright. Shakraal the Beautiful. Or as the Blood Trail curs liked to whisper, among themselves, behind her back - Shakraal Manfather. Beloved of her rough, domineering mother and despised by many of the Blood Trail for being at once less than and yet more than orc.

In time, Shakraal found tutelage under Mang Dew-Eye, ostensibly the shaman of the tribe. His legerdemain, rough magic and eldritch power was drawn from the creation of spirit masks - channeling the awesome power of bygone Orc Champions, from a time when, according to Mang, the Orcs ruled the world. And the greatest of these Champions, perhaps even of Giant-blood, sired the many children of the Blood Trail, a trail that led down the long ages to Kring herself. Thus Shakraal made her lacquered wood and bone mask, black and red like blood and sun.

"Blood for the Trail and Sun for the Pain" Mang intoned, with Shakraal echoing a thousand times as they prepared the mask in a long ritual that involved blood, pain, and the occasional inopportune advance from the lecherous shaman. Stabs in the nether regions with Shakraals knife let him know the impropriety of "courting" the future Chieftainess.

Somehow, the ritual of bonding mask and wearer changed Shakraal - a third eye, an abomination on her otherwise beautiful contenance appeared. Which Shakraal has taken to hiding by wearing her mask. Those whispers against her grew - Bog-Eye, or Mang's Eye among other, less polite appellations.

Shakraal ignored the jibes and curses of her tribe, and spent her time practicing the arts of combat in equal measure with that of magic and mysticism. For in these Giant-troubled lands, a strong blade is a surety and a boon companion.

Now Kring has sent Shakraal to meet with other orcs of other tribes. Members of tribes which, according to Kring, are debased and worthless. Like the Skull Eaters. Shakraal is wise enough to know that Mang is a mouthpiece for Kring, that Kring is no more special than Kring's blood-soaked sinews gripping the biggest flachion and empowered by the meanest glare. Shakraal knows guile and cunning are equal weapons, and though she also carries a valuable weapon, it is her mystic arts and Spirit Mask that will guard her.

She watches carefully. And listens. And makes direct eye contact, which the male orcs find threatening and offensive. Let them come. She will end them.

Just need to pick traits and purchase equipment.


Shakraal Kringsdaughter wrote:

Here's Shakraal Kringsdaughter, Half-Orc Scarred Witch Doctor. Shakraal's goal is to supplant her brutish mother as Chieftainess. She may need a strong male orc or half-orc to achieve this - someone not from her tribe, who can effect a pogrom of those not loyal to her in the Blood Trail. Which is mostly everyone. ;)

** spoiler omitted **...

She looks interesting, but, what's her alignment?


Hmm. I'd go with True Neutral. The excesses of Evil or Good do not appeal to her, and the requirements of pragmatism and politics (such as they might be within Orc "society") needed for her ambitions steer her toward moderation, rather than the cruelty and evil most often obtained in said culture.

I've edited her backstory (in the post above as well as profile) to reflect her traits - including a Mutant Eye, which Shakraal hides (for the most part) with her mask...

Silver Crusade

Karuum's alignment is NN


rorek55 wrote:

Here is a rough crunch of Karuum- I will be going Master of many styles 2/ Brawler X.

** spoiler omitted **

..

somehow, this just dawned on me.. but monks have to be Lawful.

Silver Crusade

Dragonofashandflame wrote:
rorek55 wrote:

Here is a rough crunch of Karuum- I will be going Master of many styles 2/ Brawler X.

** spoiler omitted **

..

somehow, this just dawned on me.. but monks have to be Lawful.

The martial artist archyetype does away with that requirement. (which is one reason I chose it... fits more for an orc theme)


rorek55 wrote:
Dragonofashandflame wrote:
rorek55 wrote:

Here is a rough crunch of Karuum- I will be going Master of many styles 2/ Brawler X.

** spoiler omitted **

..

somehow, this just dawned on me.. but monks have to be Lawful.
The martial artist archyetype does away with that requirement. (which is one reason I chose it... fits more for an orc theme)

So it does! I sit corrected!


ok this is my character -Thoku the Bloodied One- made a profile for him

I have added a back round and now I will work on my gear.

I do know much about the orc tribes so I had a little bit a creative leeway with his story hope that's ok

---===Background===---:

Defiled Corpse
chief=Ungukk Bugark Zomash
live near the Cenotaph

Worship= Zagresh exclusively. Hated and feared by other orcs for their perversions, cruelty, and cannibalism (they almost exclusively eat other orcs). Possess a two-headed flesh golem called the Carcass Man of Belkzen, which they employ in battle.

Thoku casually swatted at a dragonfly as he skulked through the rocks and hills of the mountain, stepping lightly on the dry fallen brush, looking around a bolder. He knew how to go about unnoticed in the rugged terrain and it always helped since the shadows would cling to him, but his quarry was less learned in the matter it seemed, as their passage made obvious by the disturbance they would leave in their wake. He could smell them too, humans always have an odd smell about them, their presence was always a constant offense to this particular half-orc. He quickened his pace, slipping this way and that through the rushes, stopping every now and then to listen. The constant howl of the wind and the sound of the mountain added a soft ambiance, a focusing theme for hunting. He heard them over the wind serenade after a short while, talking in their pompous tongue that the Thoku had learned long They complained of the hard walk, sharp wind and the scarce game and orcs, orcs most of all.

Thoku crept closer, staying low in the shadows until he could see them again. They were young things, would-be slayers playing at heroes. No doubt they were seeking to avenge some wrong, perhaps even some slight perpetrated by Thoku himself. He looked down at the hope knifes he had about his belt and smiled wickedly remembering all the hope he has taken over the years. Perhaps they had come looking for one of them. Regardless, they did not seem like they would be trouble, armed with their simple spears and hatchets and wearing no armor to speak of. They thought orc would be easy prey in the group they had, no doubt, Thoku would show them their error and take their hope to.
Soundlessly he waited for the humans to stop again, wiping sweat from their brows and swatting at flies. A brid called out from somewhere as Thoku took this distraction and charged them. His claws ripping into the biggest one a spray of blood flew in the air, his comrade wheeled about, suddenly afraid, gripping his spear so that his knuckles were white. Thoku swiped at him to crippling his leg, and he staggered, dropping his spear in surprise and pain.

The hulking red orc moved up to the downed human, a menacing purpose in his stride. The second cried out “Demon!” and made attempts to locate his spear. Thoku stood over the first human but did not take his eyes off of the second as he lifted the human and tore his neck open with the slow drag of his claw. The human screamed un till the scream turned into a gurgle of blood. The second had stopped looking for his spear and was staring, wide-eyed and shaking. Thoku held the human over his head with one arm and let him suffer as he let the blood wash over him, until he stopped thrashing and the smell of blood was heavy in the air.
“My mountain,” he said to the remaining intruder in the common tongue. He stared at the human, allowing him to back away slowly. He orc grinned wickedly as he did so, finding much joy in knowing that these humans had come expecting to find some easy killing among his kind. The human turned to run as best as his injury would allow, and Thoku let him go, with his hope.

Someone had to tell his people of Thoku the Bloodied one, after all.
When Thoku was young he was a small child and week having the miss fortune of birthing into the Defiled corpse tribe meant his life would end soon. It was only because his father was a string shaman of the tribe that they held off on eating him. Thoku was far more intelligent than most of the other children in the tribe taking to the shamans teachings fast but, sadly even at the dawn of his tenth year his was still a scrawny mass of useless muscle. It was the event of the tribal hunt were ten youngest would be sent out for a week and only the strongest one would come back to be part of the tribe as a man.

So they set out all the while Thoku knew he would not be returning from this trial. If only the other ten killed him on the first night that would have been the end of Thoku’s story but, that was not the case…

The other children wanted to play with what they thought would be food for the first night. Betting Thoku and chasing him onto a small cave, as weak as he was he could not die without doing something so like most children do he ran forward and did the only thing that came to mind. That was to bite with all the strength his small body could. Tarring a piece of flesh off the boy gave Thoku a taste of power he did not know he had. This blood turned him into a powerful red orc demon, and he used it to make short work of the rest of the children.

So a week passed and the tribe’s men came to find the survivor and hail him a man. Only when they found the cave the trail lead them to what they found made them think it was Nulgreth in the flesh. For what was before them was a pool of blood and only the red orc sitting in it. The shaman recognized this beast of a orc as Thoku right away. Surprised by the revelation of this, the orc cheered for they knew that Nulgreth must have blessed Thoku to give him this power.

Now a man but still learning his power Thoku wants to be come the left hand to Nulgreth and serve as his herald in the future. In order to do this Thoku knows he must become a great orc and have the name The Bloodied one known by all.

just a few questions on gear

1, can I buy armor that is for my alterd form, since I will be in that form all the time. if needed I will put it on after I change ^_^

2, how strict are you going to be with carrying capacity ??

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