About Brokethegm SteeltuskBuild 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)
Feats:
Favored Class
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:
Breastplate Armor: 200 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)
Feats:
Tricks (11 total, assumes Amulet of Menacing Bird Nibbles):
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