Kulgara

Feast the Barbaric Flesheater's page

47 posts. Alias of TheoreticallyYours.


Full Name

Feast

Race

HP: 3/15 |AC: 15 (tch 11, ff 14) | CMB: 5, CMD +15 | F: +5 R: +1 W: +0 | Init +1 | Perc: +1, Darkvision 60ft

Classes/Levels

| Spd: 40ft. | Active Conditions: None | Rage 2/7

Gender

Female Orc Barbarian (Fleasheater)

Size

Medium

Age

13

Alignment

CE

Languages

Orc

Occupation

Bodyguard

Strength 17
Dexterity 13
Constitution 16
Intelligence 10
Wisdom 10
Charisma 8

About Feast the Barbaric Flesheater

Feast the Barbaric Fleasheater
Race Orc
Gender Female
Age 13
Class Barbarian (Flesheater) Level 1
Init +3; Senses Perception +0; Darkvision 60ft
AL Chaotic Evil
105gp + outfit worth 10gp or less

DEFENSE:

AC 15 (10 + 4 armour +1 Dex), touch 13, flat-footed 12

HP 15

Fort +5, Ref +1, Will +0

Armor

Hide [15gp] (AC +4; Dex +4; Penalty -3; Spell fail 20%; medium) source: Ultimate Equipment


OFFENSIVE:

Speed 30ft (40ft when no, light, or medium armor + not carrying heavy load)
Melee Greataxe +4 (1d12; S; x3)
Ranged
Natural Bite 1d4

STATISTICS:

STR 17 (13 + 4 racial) DEX 13 CON 16 (+2 campaign) INT 10 (12 – 2 racial) WIS 10 (12 - 2 racial) CHR 8 (10 - 2 racial)
BAB +1; CMB 5; CMD 15;

PROFICIENCIES
All simple weapons, All martial weapons, light armour, medium armour, Shields (except tower shields)


FEATS AND TRAITS:

FEATS
Ironguts source: APG
You have an especially strong stomach.

Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons).
In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).

TRAITS
Regional Recluse source: Varisia, Birthplace of Legends
Regional Trait

Feast lived in Urglin for little over a year, and while she never did see a use for Orcish back in Belkzen, here it was more necessary to be able to communicate what you wanted, rather than just take it. Urglin’s thriving Orc and Half-Orc population helped her gain a basic understanding of the language, though she is still more likely to act first.

Your home community prides itself on remaining independent from Varisia’s city-states. Choose one of Varisia’s unaffiliated settlements from this list below.

You gain a +1 trait bonus on Survival checks and one of the following benefits.

Urglin: Gain Orc as a bonus language. If you already know this language, gain a +1 trait bonus on Intimidate checks.

Gamut of Gluttony: Campaign trait
If Feast knows one thing, it’s that nothing is better than a full mouth.

You’ve always loved fine foods and drinks, the more exotic the better, but the local fare was starting to fail your evermore epicurean tastes until you encountered a young woman who enticed you to try something a little more taboo... You succumbed to her temptations, and have never looked back since. The young woman revealed herself as the succubus, Lux, and you gladly accepted her profane gift. As a side-effect of Lux’s gift, and your own culinary predilections, your teeth are sharper and stronger than usual, and your jaw muscles more powerful. This isn’t an obvious physical change, but it does grant you a bite attack (1d4 damage for a medium character, 1d3 for a small character).

Goal – Epicurean Delights: You love new foods with new tastes and textures, and have strayed far from acceptable standards when it comes to your choice of meals. You achieve your goal by preparing (or having prepared) and eating a creature (or portion of a creature) of an appropriate CR and of a type you’ve never partaken of before. If you come across a suitably unusual food or drink of another kind this can substitute for eating a creature, but such victuals would have to be extremely alien or extra-planar in nature to qualify.


CLASS ABILITIES:

Fast Movement (Ex):
A barbarian’s base speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s base speed.

Rage (Ex): 0/7 | +4 STR | +4 CON | -2 INT | +2 Will saves | -2 AC penalty
Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day.

A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points.

While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Flesheater Archetype - Rage
In additional to the standard bonuses and penalties of rage, a flesheater takes a –2 penalty to Intelligence while raging. The additional benefits and penalties from a flesheater’s abilities last only as long as her rage does, and she cannot use these abilities if they would bring the total penalty to Intelligence to an amount equal to or greater than her Intelligence score.

ORC INFORMATION:

Ability Score Racial Traits
Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.

Type
Orcs are humanoids with the orc subtype.
Size
Orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed
Orcs have a base speed of 30 feet.

OFFENSE
Ferocity
Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

SENSES
Darkvision
Orcs can see perfectly in the dark up to 60 feet.

WEAKNESS
Light Sensitivity
Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

ALTERNATIVE
Feral
Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death.

Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points.

This racial trait replaces the orc’s weapon familiarity and automatic languages.

Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

FAVOURED CLASS BONUS
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.

SKILLS AND LANGUAGES:

Bold is a Class Skill

Adventuring Skills

  • Acrobatics +0

  • Bluff +0

  • Climb +4

  • Diplomacy +0

  • Disguise +0

  • Escape Artist +0

  • Fly +0

  • Heal +0

  • Intimidate +5

  • Knowledge (nature) +3

  • Perception +0

  • Ride +0

  • Sense Motive +0

  • Stealth +0

  • Survival +4 (+6 to find food for herself)

  • Swim +4
  • Background Skills

  • Appraise -1

  • Artistry N/A

  • Craft (bone craft) -1

  • Handle Animal N/A

  • Linguistics +0

  • Lore N/A
  • Languages
    Orc

    EQUIPMENT AND GOLD:

    CARRYING WEIGHT
    Strength 18
    Light load 100lbs or less
    Medium load 101-200lbs
    Heavy load 201-300lbs

    WEAPONS
    Greataxe 20gp 12lbs
    DMG (M) – 1d12; Crit – x3; Type – S | Martial
    This two-handed battle axe is heavy enough that you can’t wield it with one hand. The head may have one blade or two, and may be “bearded” (meaning hooked or trailing at the bottom) to increase cleaving power and help pull down enemy shields. The haft is usually 3 to 4 feet long.

    ARMOR

    Hide 15gp 25lbs
    Armour Bonus +4; Max Dex +4; AC penalty -3; Arcane spell failure 20%; Speed 20ft

    OR

    Four-mirrors 45gp 45lbs
    Armour Bonus +6; Max Dex +2; AC penalty -5; Arcane spell failure 30%; Speed 20ft
    This armor consists of four plates harnessed together with leather shoulder straps. Two round plates protect your front and back, while two smaller rectangular plates cover the sides of the torso. Four-mirror armor is worn over chainmail to provide added protection, and comes with a spiked helmet with a chainmail hood.

    GEAR
    Barbarian’s Pack 9gp 26lbs
    This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

    Backpack 2gp 2lb
    This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.
    NOTE: This appears to be equivalent to 40lbs of weight, notwithstanding the practicality of the items fitting all at once

    Belt Pouch 1gp 0.5lbs
    A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.

    Blanket 5sp 3lb
    This warm, woven blanket has straps so it can be rolled up and tied. Blankets are often used in conjunction with bedrolls to provide additional warmth or a ground cushion.

    Flint and steel 1gp N/A
    Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.

    Rope (50ft) 1gp 10lbs
    This 50-foot length of hemp rope has 2 hit points and can be burst with a DC 23 Strength check.

    Pot, Common Iron 8sp 4lbs
    This 8-inch-diameter iron pot is sturdy and has feet, a lid, and a rounded handle. It can hold enough stew to feed one hungry human for one meal.

    Soap 1cp 0.5lbs
    Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.

    Torches 0/10 1sp (1sp ea) 10lbs (1lbs ea)
    A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

    Trail rations 0/5 2gp 5sp (5sp ea) 5lbs (1lbs ea)
    The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

    Bedroll 1sp 5lbs
    This consists of two woollen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

    Cauldron, Common 1gp 5lbs
    This larger version of an iron pot holds approximately 1 gallon—enough to fill the bellies of four hungry humans for one meal. It can also be used for potion-making and similar activities.


    POSSIBLE ADVANCEMENT:

    LEVEL 2
    One Flesh (Su) Fleasheater
    additional -2 INT during rage | One relevant power from Beast Shape I list
    At 2nd level when entering a rage, a flesheater can spend an additional round of rage and take an additional –2 penalty to Intelligence to take on a single ability of the valid consumed creature whose flesh she ate most recently. For the purpose of this ability, a valid consumed creature is any dead animal, dragon, humanoid, or magical beast that died and was consumed by the flesheater within the past 24 hours. She can choose any ability listed under beast shape I, as long as the creature possessed that ability.

    The flesheater’s appearance alters to resemble the consumed creature, but she does not change shape. This is a polymorph effect.

    NO RAGE POWER
    NO UNCANNY DODGE

    LEVEL 3
    Trap Sense(Ex)
    At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

    LEVEL 4
    Rage Power
    Beast Totem, Lesser
    While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian’s Strength modifier.

    LEVEL 5
    One Flesh (Su) Advancement
    At 5th level, the flesheater can take on any number of the creature’s abilities that are listed under beast shape I.
    The flesheater’s appearance alters to resemble the consumed creature, but she does not change shape. This is a polymorph effect.

    LEVEL 6
    Trap Sense(Ex) +2
    Increased bonus +2 on Reflex saves made to avoid traps and a +2 dodge bonus to armor class against attacks made by traps.

    Rage Power
    Beast Totem (Su):
    6th level | Requires Beast Totem, Lesser
    While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained.

    LEVEL 7
    Damage Reduction (Ex)
    At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

    LEVEL 8
    At 8th level, the flesheater can instead take on one of the creature’s abilities listed under beast shape II. The flesheater’s appearance alters to resemble the consumed creature, but she does not change shape. This is a polymorph effect.

    NO IMPROVED UNCANNY DODGE
    NO RAGE POWER

    LEVEL 9
    Trap Sense(Ex) +2
    Increased bonus +3 on Reflex saves made to avoid traps and a +3 dodge bonus to armor class against attacks made by traps.

    LEVEL 10
    Damage Reduction 2/-

    Rage Power
    Beast Totem, Greater (Su):
    10th level | Requires Beast Totem
    While raging, the barbarian gains the pounce special ability, allowing her to make a full attack at the end of a charge. In addition, the damage from her claws increases to 1d8 (1d6 if Small) and the claws deal 3 damage on a critical hit.

    BACKGROUND AND APPEARANCE:

    Appearance
    Height 6’4” (195cm)
    Weight 225lbs (102kg)
    Eye Colour Red
    Hair Colour Black
    Region of Origin Holds of Belkzen
    Parents Regions of Origin Holds of Belkzen
    Deity None

    Description
    Looming over almost all common humanoids, and more often than not other orcs, Feast is a terrifying sight indeed. Lean and muscular, her skin colour is hard to discern as she is normally covered in a mix of dirt, sweat and blood. When it rains, or is otherwise washed away, her dark brown-ish green skin has an assortment of scars, both from battle and scarification art. Nothing too impressive for an orc, but too many to be considered normal for other races.

    Her black hair is typically wild and unkempt, tied in a long braid that she has forgotten how to take out. This was simply to keep it out of her face when she fights, and when she eats.

    Much like a typical female orc, her face comes across a primitive, her nose pressed up and almost snoutish, her tusk-like teeth stopping just short of it, thick but chipped from all the feeding frenzies she’s partaken in over the years.

    You will probably only get close enough to see her eyes when she is feeding, hunched over and animalistic. If you do, those blood red eyes will probably be the last things you see.

    Personality
    Feast is simple, aggressive, and fuelled by an insatiable need to eat.

    While needing to become an adventure has required her to be more tactful, she isn’t. If you see her in a city or town, she’s hard to miss, and she isn’t eating anyone or killing, it’s because she has eaten enough humanoid flesh. It isn’t satisfying anymore. Killing humans is like killing insects, childs play.

    She goes out to kill other, bigger, stronger, tastier things.

    She may not speak well, or listen, or be literate, but the one term in common she does know tells you everything you need to know about the Barbarian.

    ”I Feast”

    Background
    Born in the orcish homeland of Belkzen, Feast’s earliest memory is hunting down insects and small mammals to feed herself. Skirting along the ground on all fours, she was the biggest, and therefore the dominant one among the children. Feral racial trait

    She ate what she caught, she ate what others caught, and she took a bite out of anything and anyone who contested her.

    The biggest gets the best. To be the biggest, you must eat.

    So as she grew, and grew, and grew, her consumption expanded. She would eat anything not fast enough to get away, not strong enough to resist, not smart enough to avoid.

    She would hunt and kill and eat, without cooking or any other kind of preparation. Her willingness to eat anything lead to her developing a strong stomach, keeping down things that even other orcs would gag at, and no matter where she was, if she was hungry she could find a meal. Irongut trait

    As she grew she reluctantly learnt the Orcish tongue, and to recognise symbols. It was through finally being able to communicate, and her massive size and strength, that she was allowed to go raiding with the male Orcs once she was an adult.

    Her hunger however would lead to her leaving her tribe, they couldn’t satisfy her cravings anymore. The land of her upbringing was sparse for food, while the land of the Shoanti Tribes was rich and brimming with things to devour.

    She needed more and this strange land had plenty.

    Upon venturing around, she was met with hostility virtually everywhere she went, though this hardly phased her as her homeland was much the same.

    Eventually, she found herself in Urglin, once again among other Orcs.

    She spent much of her first year in Urglin, then went to work for Slave Traders in protecting their merchandise while on their way to Kaer Maga.

    Now she travels with them to Magnimar, to pick up new merchandise, and deliver others to the underground market for work, pleasure, or combat.

    She guards the ship at night, and they give her some of the more unusual (for her) slaves to torment and sometimes eat in order to keep her from destroying the ship or otherwise causing havoc from boredom.

    Little does she know that they have plans for her.

    Here is where I’ll need Feast to meet and begin travelling with someone, probably a Greed or Pride sin, but in order for her not to just be killed outright, and to begin to learn to talk, she’ll need a companion. Only downfall, just because of this regions history with Orcs, but if people think she is another person’s slave they shouldn’t kill her, at least not right away.

    Someone with Animal Handling maybe XD

    Since she is first level, I was going to wait until second to put a point in Linguistics to have her learn common, as she hasn’t lived here very long.