Berserker Cannibal

Droguk "Many Scars"'s page

599 posts. Alias of Javell DeLeon.


Full Name

Droguk "Many Scars"

Size

Med

Age

20

Alignment

CG

Deity

Desna

Location

Realm of the Mammoth Lords

Languages

Common, Hallit, Giant

Strength 17
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 14
Charisma 7

About Droguk "Many Scars"

Appearance:

Droguk is a large, imposing figure. Standing at 7' and around 270lbs, with black hair running nearly to the middle of his back and a beard nearly as long. He also sports ice blue eyes. He bears scars on his face and other places unseen. His clothing and armor consists of hide from the mammoths that roam their lands.

The avatar pic is a perfect representation of him.

Personality:

Honorable, stoic, and brusque, yet, friendly in an odd sort of way. Not real trusting of magic. Very battle minded more so than diplomatic. But willing to listen to reason also.

Background:

A large man with a full head of black hair and a beard to match sits next to the campfire, looking out among the landscape watching the snow fall steadily.

"I will be traveling back to Heldren again. It is that time," he says in a deep voice to the man sitting across from him, who's equally as large - if not larger - and older.

"Yes. I know." the elder responds in a voice equally as deep, the irritation of the younger's statement obvious.

Turning to him, "Why does it trouble you, Leader? I've been making the journey ever since Telka made her home there."

"Because it's dangerous, boy. Here, the danger can be prepared for, there are enough here to withstand it. But walking the land alone is a death wish, Droguk, you know this. Plus, all those people live there," he says with obvious distaste.

Finding his father's dislike for urban life somewhat amusing, Droguk makes no show of it. "Death has yet to find me so far, Leader. Anyway, it has been a boon to us ever since she made her home there. She has not abandon us or forsaken us and look at what she crafts for us!" He holds up one of the weapons he possesses. "We are able to arm ourselves with more than just spears, Leader, but spears made from the very metal that the fey of Irrisen fear! Now they are made even weaker before us... as it should be," he concludes, looking back upon the land.

"True. But she works for that Taldan... whatever his name is. I do not trust him."

"You do not trust anyone. And his name is Iskar. He has been good to Telka and as far as I'm concerned, he has my trust as long as he has hers. As long as he does not break that, I will not break him," he states candidly. "You know, winter's teeth has grown sharper, longer. There is something wrong."

"I know, Droguk, I have felt it as well," he responds, the concern in his voice obvious.

"I blame the demon witches. I do not doubt they are behind this. If I'm wrong, maybe Telka will know something of it. We shall see. I will leave at first light."

The older one takes a deep breath, "Very well. But do not forget, son: Always step first with your spear."

Grinning, "You know since I was a boy, the ice has been no different than land to me. But I understand and I shall be wary, do not fear. After all, when you've acquired such trophies as I've had," he points out the scars upon his face and arms, "'wary' becomes your friend."

Letting out a light chuckle, "At least you've earned your Title appropriately, boy," he says, grinning.

Narrowing his eyes as he works up a response, "Fair enough. Hopefully I can earn a greater one than that. Of course, surviving my coming of age ritual was one thing. That I look upon my scars with honor. But surviving after becoming a chew toy for a handful of those demon winter wolves is not nearly as honorable, yet I survived. And I will make my excuse and claim I was a lot younger then," he says with a slight grin himself.

As the night makes its way toward dawn, Droguk gathered his things and headed out for Heldren to - unbeknownst to him - more than he planned for.

Droguk
Human (Kellid) (Unchained)Barbarian (Invulnerable Rager) 1
CG Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 15 (1d12+2con+1fc)
Fort +4 (+2base/+2con)
Ref +2 (+0base/+2dex)
Will +2 (+0base/+2wis) (+5 circumstance bonus vs. cold weather(cold weather outfit), +2 bonus vs. cold weather(furs), +1 trait bonus vs. cold damage; +2 bonus on Will saves against hexes and fey creatures’ spells and spell-like abilities)
--------------------
Offense
--------------------
Speed 40'
Melee Club +4 (1d6+3) or
. . Cold iron halberd +4 (1d10+4/×3) or
. . Cold iron longspear +4 (1d8+4/×3) or
. . Handaxe +4 (1d6+3/×3)

Ranged Cold iron javelin +2 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks Rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 15, Int 10, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 16
---------------
Feats
---------------
Level gained feats: (1st): Big Game Hunter
Bonus feats: (1st): Tribal Scars: Night Hunt(Human)

---------------
Traits
---------------
Hex-Proof: You’ve dealt too often with cruel fey magic, and so gain a +2 bonus on Will saves against hexes and fey creatures’ spells and spell-like abilities.
Ice Walker (Kellid): You spent years roaming the frozen tundra of the frigid north, and have adapted to its numbing effects. You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed.

----------------------
Skills 5 rnks
----------------------
Acrobatics +5(+9 to jump): (+1rnk/+2dex/+3cs/-1ac)
Climb +6: (+1rnk/+3str/+3cs/-1ac)
Knowledge (nature) +4: (+1rnk/+0int/+3cs)
Perception +8: (+1rnk/+2wis/+3cs/+2feat)
Sense Motive +2: (+2wis)
Stealth +1: (+2dex/-1ac)
Survival +8: (+1rnk/+2wis/+3cs/+2feat)
Swim +2: (+3str/-1ac)
------------------------------------
Background skills 2 rnks
------------------------------------
Craft(weapons) +2: (+1rnk/+0int/+3cs/-2 no tools)
Knowledge (geography):
Linguistics: +1 (+1rnk/+0int)

Languages Common, Giant, Hallit
SQ fast movement

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Gear
------------
Studded leather,
Cold iron javelin(x5)
Cold iron longspear
Cold iron halberd
handaxe
Backpack, hex nail (x2), bedroll, cold weather outfit, flint and steel, furs, snow goggles, snowshoes, trail rations (x6), winter blanket, 3gp, 4sp

------------------------------------
Barbarian Abilities
------------------------------------
Rage (6 rounds/day) (Ex) +2 to hit/damage, +2 to Will saves, -2 to AC when enraged.

-------------------------------------
Special Abilities
-------------------------------------
Cold Weather outfit This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Furs: The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.
Snow goggles: These goggles, typically carved from bone or wood with a narrow slit opening and held in place with leather straps, work as smoked goggles* These goggles help protect the wearer’s eyes from the blinding glare of bright sunlight reflecting off the snow and ice.
*These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). Plus, you are immune to polar images.
Snowshoes These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.
Tribal Scars(Night Hunt): You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe’s ancestors or totem. You gain a +2 bonus on Perception and Survival checks.

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

Droguk 4th level:

Droguk
Male Human (Kellid) Barbarian (Invulnerable Rager) 2/Ranger 2
CG Medium Humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 36 (2d12+4Con+2fc+6feat)
Fort +5 (+3base/+2con)
Ref +5 (+3base/+2dex)
Will +5 (+0base/+2wis/+1trait/+2feat) (+2 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies')
DR 1/—, 2/lethal

+1 trait bonus vs. cold damage (Ice Walker trait)
+5 circumstance bonus vs. cold weather (Cold weather outfit)
+2 bonus vs. cold weather (Furs)

--------------------
Offense
--------------------
Speed 40 ft.
Melee Cold iron longspear +6 (1d8+6/×3) or
. . Cold iron spear +6 (1d8+6/×3) or
. . Greatclub +6 (1d10+6) or
. . Mwk cold iron greatsword +7 (2d6+6/19-20)

Ranged Cold Iron Javelin(30') +4 (1d6+4/x2) and
. . Cold Iron Spear(20') +4 (1d8+4/x3)
[/i]
Reach 5 ft. (10 ft. with cold iron longspear)
Speed 40 ft
Special Attacks Rage (8 rounds/day), rage powers (superstition +2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Big Game Hunter(1st level free), Raging Vitality(Human bonus), Tribal Scars (Night Hunt)(1st), Power Attack(Free), Iron Will(2nd)
Traits
Vigilante Witch Hunter: You don’t trust witches. They deal with otherworldly beings, consort with beasts, and brew vile poisons in their cauldrons. As a child, perhaps you barely escaped some horrid fate at the hands of an evil witch, or maybe a loved one was stolen from you by a witch’s charms. Perhaps you wanted to be a witch yourself, but the local witch refused to take you on as an apprentice. Whatever the reason, you now hate witches, and have dedicated your life to ferreting them out and exposing their wickedness for all to see. You know that the North is full of winter witches, and should you ever find yourself there, you’ll relish bringing your justice to them as well. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, you begin the campaign with 1d4 hex nails.
Ice Walker (Kellid): You spent years roaming the frozen tundra of the frigid north, and have adapted to its numbing effects. You gain a +1 trait bonus on saving throws against attacks that deal cold damage. Furthermore, you may ignore the Acrobatics penalty for ice and can move across ice at normal speed.
Spirit Animal: Woolly Rhinoceros (Realm of the Mammoth Lords): A spirit animal watches over you. Choose one of the following spirit animals. The benefit you receive depends on which of the following spirit animals you choose.
Woolly Rhinoceros: You gain a +1 trait bonus on Will saves.

------------------
Skills 14 skill points(4 background skill points)
------------------
Acrobatics +6: (+2rnk/+2dex/+3cs/-1ac)
Climb +7: (+1rnk/+4str/+3cs/-1ac)
Handle Animal +4: (+2rnk/-1chr/+3cs)
Heal +6: (+1rnk/+2wis/+3cs)
Intimidate +3: (+1rnk/-1chr/+3cs)
Knowledge (Geography) +5: (+2rnk/0int/+3cs) (+7 vs. fey)
Knowledge (Nature) +4: (+1rnk/0int/+3cs) (+6 vs. fey)
Perception +9: (+2rnk/+2wis/+3cs/+2feat) (+11 vs. fey)
Sense Motive +7: (+1rnk/+2wis/+3cs/+1trait) (+9 vs. fey)
Stealth +5: (+1rnk/+2dex/+3cs/-1ac)
Survival +9: (+2rnk/+2wis/+3cs/+2feat) (+10 to track; +11/+12 to track vs. fey)
Swim +7: (+1rnk/+4str/+3cs/-1ac)

Languages Common, Giant, Hallit
SQ fast movement +10
Combat Gear
+1 chain shirt
Cold Iron Longspear
Cold Iron Javelin (x5)
Cold Iron Spear
Mwk Cold Iron Greatsword
Earthbreaker
Potion of Cure light wounds(x2)
Potion of Shield of Faith +2(x2)

Other Gear: Backpack masterwork, Cold weather outfit, healers kit, Flint and steel, Furs, Hemp Rope(50'), Snow goggles, Snowshoes, Trail rations (x6), Waterskin, Winter Blanket,

--------------------
Special Abilities
--------------------
Big Game Hunter: +1 to hit, +2 to damage Large or larger creatures.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Cold Weather outfit This outfit is designed for mountaineering or hunting and traveling in icy climates. It includes a coat of wool or thick animal fur, a linen shirt, a wool cap, a heavy cloak, a heavy skirt or pants, and waterproof leather boots. In some regions, the outfit may be composed primarily of fur and animal pelts. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Fast Movement +10 (Ex): +10 feet to speed, unless heavily loaded.
Favored Enemy (Fey +2) (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Furs: The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex): +4 Str, +4(+6) Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Snow goggles: These goggles, typically carved from bone or wood with a narrow slit opening and held in place with leather straps, work as smoked goggles* (Ultimate Equipment 72). These goggles help protect the wearer’s eyes from the blinding glare of bright sunlight reflecting off the snow and ice.

*These spectacles have lenses made of smoked glass that help protect against creatures with gaze attacks. You are always treated as averting your gaze when dealing with gaze attacks, and you gain a +8 circumstance bonus on saving throws against visual-based attacks (any attack that a blind creature would be immune to). You have a –4 penalty on Perception checks while wearing the goggles, and all opponents are treated as having concealment (20% miss chance). Plus, you are immune to polar images.

Snowshoes These high-tension nets of rope or sinew in wooden frames which are lashed to the feet spread your weight across the snow, making you much less likely to break through the crust and rendering walking much easier. Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square traveled, snowshoes reduce this cost to 1.5 squares per square traveled.

Tribal Scars(Night Hunt)
You endured the grueling coming-of-age rituals of your tribe or allowing, and proudly bear the scars that grant you the blessings of your tribe's ancestors or totem.
Prerequisite: Member of a Mammoth Lords tribe or following.
Benefit: You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to.
Night Hunt: You gain a +2 bonus on Perception and Survival checks.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1(Ex) Improve the attitude of an animal, as if using Diplomacy.

Dice:

Melee

[dice=Cold Iron Longspear]1d20+7[/dice]
[dice=Damage]1d8+6[/dice]

[dice=Cold Iron Spear]1d20+7[/dice]
[dice=Damage]1d8+6[/dice]

[dice=Mwk Greatsword]1d20+8[/dice]
[dice=Damage]2d6+6[/dice]

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

[dice=Cold Iron Longspear w/PA]1d20+6[/dice]
[dice=Damage]1d8+12[/dice]

[dice=Cold Iron Spear w/PA]1d20+6[/dice]
[dice=Damage]1d8+12[/dice]

[dice=Mwk Greatsword w/PA]1d20+7[/dice]
[dice=Damage]2d6+12[/dice]

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

Raging

[dice=Unarmed Strike w/PA(Raging)]1d20+8[/dice]
[dice=Damage]1d3+8[/dice]

[dice=Cold Iron Longspear w/PA(Raging)]1d20+8[/dice]
[dice=Damage]1d8+12[/dice]

[dice=Cold Iron Spear w/PA(Raging)]1d20+8[/dice]
[dice=Damage]1d8+12[/dice]

[dice=Mwk Greatsword w/PA(Raging)]1d20+9[/dice]
[dice=Damage]2d6+12[/dice]

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

Raging vs. Fey

[dice=Cold Iron Longspear w/PA(Raging vs. fey)]1d20+10[/dice]
[dice=Damage]1d8+14[/dice]

[dice=Cold Iron Spear w/PA(Raging vs. fey)]1d20+10[/dice]
[dice=Damage]1d8+14[/dice]

[dice=Mwk Greatsword w/PA(Raging vs. fey)]1d20+11[/dice]
[dice=Damage]2d6+14[/dice]

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

Ranged

[dice=Cold Iron Javelin(30')]1d20+4[/dice]
[dice=Damage]1d6+4[/dice]

[dice=Cold Iron Spear(20')]1d20+4[/dice]
[dice=Damage]1d8+4[/dice]

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

[dice=Acrobatics]1d20+6[/dice]

[dice=Climb]1d20+7[/dice]

[dice=Handle Animal]1d20+4[/dice]

[dice=Heal]1d20+6[/dice]

[dice=Intimidate]1d20+3[/dice]

[dice=Know: Geography]1d20+5[/dice]

[dice=Know: Nature]1d20+4[/dice]

[dice=Perception]1d20+9[/dice]

[dice=Sense Motive]1d20+7[/dice]

[dice=Stealth]1d20+6[/dice]

[dice=Survival]1d20+9[/dice]

[dice=Swim]1d20+7[/dice]

[dice=Fort]1d20+5[/dice]

[dice=Ref]1d20+5[/dice]

[dice=Will]1d20+5[/dice]

Damage/Healing:

Attempt to acquire the History of Scars feat.

Damage =
Healing =
-1 damage/5 heal = -29
--------------
Total Damage: