Half-Orc

Brokethegm Steeltusk's page

6 posts. Organized Play character for AdAstraGames.


Full Name

Brokethegm Steeltusk (formerly Glassjaw)

Race

Half-Orc

Classes/Levels

Ranger 4, Fighter 1

Gender

Male

Size

6'5, 280 lbs (Medium)

Age

23

Alignment

CN

Deity

Gorum

Occupation

Scout

Homepage URL

Dear Mom: Letters to Belkzen

Strength 21
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Brokethegm Steeltusk

Build Info:
Stats: STR 16+2+1 [10] DEX 14 [5] CON 14 [5] INT 10 WIS 12 [2] CHA 8 [-2]

Traits:

Tracker of the Society (+1 Init, +2 to Survival when in favored terrain)
Magical Talent: Message spell 1/day as spell like ability, caster level 1. (10 minutes, 1 additional person).

Feats:
1st: Toothy (Alternate racial trait); replaces Orc Ferocity.
1st: Exotic Weapon: Orc Double Axe (Racial Weapon)
1st: Iron Hide: +1 to Natural AC
1st: Favored Enemy: Humans
1st: Animal Empathy: Roll 1d20+1 to change attitude of animal as if with Diplomacy
1st: Track: Add 1/2 of character level (minimum 1) to Survival skill.
2nd (Ranger): Two Weapon Fighting
3rd (Fighter): Weapon Focus: Orc Double Axe
3rd: Double Slice
4th (Ranger): Endurance
4th (Ranger): Favored Terrain (+2 Init, skill mods) in Urban areas.
5th: (Ranger): Boon Companion (Druid level for Animal Companion is 5)
5th: (Ranger): Axe Beak Animal Companion, 1 Spell/day.

Favored Class
1st: HP (10+2+1=13)
2nd: HP (13+6+2+1=22)
3rd: None (22+6+2=30)
4th: HP (30+6+2+1=39)
5th: His HP: (39+6+2=47) Graark's: (43+1=44)

PFS Info - 12 XP, 17/23 PA:

First Steps - Part I: 1 XP, 2 PA
First Steps - Part II: 1 XP, 2 PA
First Steps - Part III: 1 XP, 2 PA
The Hydra Fang Incident: 1 XP, 1 PA
Tide of Morning: 1 XP, 2 PA
Prince of Augustana: 1 XP, 2 PA
Many Fates of Grandmaster Torch: 1 XP 2 PA
City of Strangers I: 1 XP, 2 PA
City of Strangers II: 1 XP, 2 PA
Quest for Perfection I: 1 XP, 2 PA
Quest for Perfection II: 1 XP, 2 PA
Quest for Perfection III: 1 XP, 2 PA
Tower of the Iron Watch: 1 XP, 2 PA

Stat Block:

Brokethegm Steeltusk, CN Ranger 4, Fighter 1
AC: 10+6+2+1=19, HP: 47, Init +3
BAB +4
Melee, Single Attack: +10, 1d12+8 20/x3 (Orc Double Axe, Lead Blades).
Melee, Two Weapon Fighting: +8, 1d12+6 20/3x, +8 1d12+6 20/3x, (Orc Double Axe, Lead Blades), bite attack, +5, 1d4+2 20/2x.
CMB: +10, CMD: 22/23 vs Disarm & Sunder with Axe.
Saves: Fort: +7, Ref: +5, Will: +2
Senses: Perception +6, Darkvision 60'

Skills, 26 of 26 ranks spent:

Climb: +5 (1 rank, 3 class, 4 STR, -3 ACP)
Survival: +10 (4 ranks, 5 class, 1 WIS)
Intimidate: +7 (2 rank, 3 class, -1 CHA, +2 Race)
Perception: +9 (5 ranks, 3 class, 1 WIS)
Handle Animal: +7/+11 (5 rank, 3 class, -1 CHA)
Heal: +6 (2 rank, 3 class, 1 WIS)
Knowledge (engineering): +4 (1 rank, 3 class, 0 INT)
Knowledge (nature): +4 (1 rank, 3 class, 0 INT)
Knowledge (dungeoneering): +4 (1 rank, 3 class, 0 INT, 1 Trait)
Stealth: +6 (4 rank, 3 class, 2 DEX, -3 ACP)
Swim: +5 (1 rank, 3 class, 4 STR, -3 ACP)

Equipment, 150 Initial
First Steps Part I (GM) = 417 GP
First Steps Part II (GM) = 419 GP
First Steps Part III (GM) = 401 GP
The Hydra's Fang Incident = 456 GP
Tide of Morning = 546+50 GP
Prince of Augustana = 462+20 GP
The Many Fates of Grandmaster Torch = 940+10 GP
City of Strangers I (Tier 3-4) = 1,268+10 GP
City of Strangers II (Tier 3-4) = 1,350+20 GP
Quest for Perfection I (Tier 4-5) (GM) = 1,895
Quest for Perfection II (Tier 4-5) (GM) = 1,839
Quest for Perfection III(Tier 4-5) (GM) = 1,840
Tower of the Iron Watch (Tier 8-9) = 5,512+50 GP
Total: 17,594, 61 unspent:

Equipment Consumed:

Equipment Used:
Orc Double Axe - Sold: -30
Antitoxin: -25
40 Arrows: -2

Breastplate Armor: 200 GP
Adamantine Orc Double Axe: 3,060 GP
+1 enhancement on Adamantine Head: 2,000 GP
+1 enhancement on Steel head: 2,000 GP
Longbow, Composite, STR 18, Masterwork: 850 GP
Quiver, 40 arrows, 49 left: 2 GP
Antitoxin, 1 bottle: 25 GP
Wand of Cure Light Wounds (2 PA) (19/50)
Wand of Lead Blades (2 PA) (39/50)
Hunting Lodge Vanity (2 PA)
Amulet of Menacing Bites (Graark) (4,000 GP)
Mithral Chain Shirt Barding (1400 GP)

51 GP unspent.

Appearance:

Brokethegm (Brok-e-thame) is a towering half-orc, with green skin, prominent tusks capped in steel, dark hair and a fringe beard. He dresses in a breastplate of simple steel, painted black, and bears the distinctive double-bitted war-axe of Belkzen's Axe Dancers. He is gruff, but not unfriendly.

Background:

Brokethegm was a (comparatively) frail child of a half-orc father and an orcish mother of the Black Sun tribe, and grew up within two days ride of Urgir. He was picked on, and teased, for being the runt of his social group...though he was known for his ability to learn, and his ability to play practical jokes was mildly renowned. As was his glass jaw. He was EASY to beat into unconsciousness compared to his social circle.

One vicious game involved biting through a steel bar, while your friends try to beat you into unconsciousness before you succeed. He won, but the effort of biting through the steel broke his tusks. He had to spend his winnings on dentistry. His re-built tusks have been fused with steel. He has to be very careful about cleaning his teeth to keep them from rusting...however, they're now something he can bite with and do vicious damage.

Being the scrawny weakling of the tribe, and not being good at A) setting things on fire, or B) turning hot metal into sharp pointy things, limits your role in an orc tribe. He was begrudgingly taken in as a scout, and proved to be adept at it. He learned to hunt for game, and to keep watch. He learned the scout's tricks of the bird-whispers, and learned to read captured human books. He even taught his mother to read and write, mostly by sending her letters.

Seen as nearly useless by tribal leaders, when the Pathfinder Society came looking for a guide to Urgir, he was sent with them. While in Urgir, and acting as a de-facto bodyguard and "keep the idiot pinkskins from getting killed" native guide, he learned of the Society. He learned that the Society sought out hidden knowledge. And they had a library, and nobody would try to beat him up for using it.

He returned to Absalom with them, gaining further training at their hands. He still writes to his mother. They, in turn, have been installed as his tribe's "factors" in Urgir, and are known to be reliable local contacts in Belkzen, offering a safe place to sleep, and news on which tribe (or tribes) are trying to stage a coup against the Empty Hands tribe.

His experience in Absalom is that most people mistrust a six-and-a-half foot tall half-orc with glistening steel tusks. And the librarians don't beat him up for studying in the library...though they don't trust him to remain there alone.

What is considered cowardly and introspective in Urgir is brash and impulsive in pinkskin lands. His flimsy and frail frame is still more than a match for the merely human, and his artistry with the Axe Dance of Belkzen makes him somewhat distinctive within the ranks of the Society.

Graark's Stat Block:

Stats: STR 18+1 DEX 15+1 CON 16 INT 2+1 WIS 11 CHA 10
Graaark, Large N Animal Companion
AC: 10+5+3-1+4=21, HP: 44, Init +3
BAB +3
Melee, Axe Beak Bite: +8, 1d8+6 20/x2, Free Trip Attempt if done as part of a charge.
Melee, Axe Beak Bite, Flanking: +12, 1d8+7, 20/x20, Free Trip Attempt if done as part of a charge.
CMB: +8, CMD: 20
Saves: Fort: +7, Ref: +7, Will: +1
Senses: Perception +7, Low Light Vision
Languages: Orcish (Linguistics)

Skills (5 ranks total):

Linguistics: -3 (1 rank, 0 class, -4 INT)
Acrobatics: +8 (2 ranks, 3 class, 3 DEX)
Perception: +4 (1 rank, 3 class, 0 WIS)
Climb: +8 (1 rank, 3 class, 4 STR)

Feats:
Toughness
Weapon Focus (Beak)
Additional Traits: Sacred Touch (Stabilize as Standard Action), Dirty Fighter (+1 to base damage when Flanking.)

Tricks (11 total, assumes Amulet of Menacing Bird Nibbles):
#Gang Up: Graark will Aid Another with designated person to aid to-hits rather than attack. This is, when flanking, +6 to hit due to the Amulet of Menacing Bird Nibbles.
Defend: Graark will Aid Another to aid someone's AC
#Medic: Graark will use his Sacred Touch to stabilize the humanoid Broke identifies. If Broke is ever unconscious in a fight, Graark will do this on Broke.
Attack: Graark attacks the creature Broke designates.
Attack Greater: Graark will attack creatures outside of the normal type.
Flank: Get into position against opponent. Wait until Broke is flanking, then do trick designated.
Come: Graark goes to the humanoid Broke identifies.
Fetch: Graark will pick up the object designated by Broke
Heel: Graark will follow Broke closely.
Guard: Graark will challenge anyone who approaches the designated item or person
Seek: Graark will seek out anything obviously animate or alive.