Ury Sevenskulls

Froth's page

193 posts. Alias of LastNameOnEarth.


Race

| HP 50/50 | AC 20 (T 16, FF 14) | CMD 26 | F +10 | R +10 | W +10 | Init +2 | Per +12

Classes/Levels

{Raging: HP 56/56 | AC 20 (T 16, FF 12) | CMD 30 | F +12 | R +12 | W +14| Init +0 | Per +12}

Gender

Bloodrager 4 / Adept Godling 4

Occupation

Nightmare Fuel

About Froth

Froth

Male Fangspawn Godling NE Medium (Native Outsider/Orc)
Bloodrager/Adept Godling 3
Bloodrager: Qlippoth Bloodline (Spelleater/Primalist Archetypes)
Adept Godling: Sorcerer Spell List

Init +2; Perception +12
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Defense
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Standard Stats:
Str 22, Dex 10, Con 16, Int 10, Wis 10, Cha 12
AC 20, touch 16, flat-footed 4 (+6 “Dex”, +4 Mage Armour)
Base Atk +4; CMB +10; CMD 26
hp 50 (3d10+12)
Fort +10, Ref +10, Will +10
Large Mwk Cold Iron No Dachi (S) +11 2d8+10 (PA +9 2d8+16) (18-20/x2)
Bite Attack (P+B+S): +10/5 d6+6 (PA +8/3 1d6+10) + Poison (Fort DC 14; 1/round for 6 rounds; 1 Con damage; cure 1 save).
Tail Attack (B): +1054 d6+10 (PA +8/3 1d6+16)
w/Cold Iron Razored Tail Attachment d8+10 (d8+16)(19-20/x2)

Large Mwk Silver Heavy Spiked Flail (B+P) +11 2d6+7 (PA +9 2d6+11)
Large Cold Iron Kukri (S) +10 1d6+7 (PA +8 1d6+11)(18-20/x2)

Large Cold Iron Chakram (S) +4 2d6+7 30ft increment

Raging Stats:
Str 28, Dex 8, Con 20, Int 10, Wis 10, Cha 12
AC 20, touch 15, flat-footed 13 (+8 “Dex”, +4 Mage Armour, -2 Rage)
Base Atk +4; CMB +14; CMD 32
hp 56 (4d10+12+6)
Fort +13 Ref +13, Will +15
Huge Mwk Cold Iron No Dachi (S) +13 3d8+14 (PA +9 2d8+21) (18-20/x2)
Bite Attack (P+B+S): +10/5 d8+9 (PA +8/3 1d8+13) + Poison (Fort DC 16; 1/round for 6 rounds; 1 Con damage; cure 1 save).
Tail Attack: +12/7 d8+14 (PA +10/5 d8+20)
w/Cold Iron Razored Tail Attachment 2d6+14 (2d6+14)(19-20/x2)

Huge Mwk Silver Heavy Spiked Flail (B+P) +13 2d6+10 (PA +11 2d6+14)
Huge Cold Iron Kukri (S) +12 1d8+10 (PA +10 1d8+14) (18-20/x2)

Large Cold Iron Chakram +3 2d6+9 30ft increment
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Statistics
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Movement 50 ft
Feats Mad Magic and Power Attack
Traits Superior Clutch: You gain a +1 trait bonus on damage rolls when using weapons intended for creatures of a larger size.
Paragon of Speed: You are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.
Drawback
Skills
+4 Acrobatics (1)
+0 Appraise
+1 Bluff
+10 Climb (1)
+0 Craft
+5 Diplomacy (1)
+5 Disguise (1)
+0 Escape Artist
+0 Fly
Handle Animal
+5 Intimidate (1)
+6 Kn: Arcana (7)
Kn: Dungeoneering
Kn: Engineering
Kn: Geography
Kn: History
+4 Kn: Local (1)
Kn: Nobility
Kn: Planes
Kn: Religion
+4 Linguistics (1)
+8 Perception (3)
+5 Perform: Lute (1)
Profession
+0 Ride
+0 Sense Motive
+0 Sleight of Hand
+7 Spellcraft (4)
+4 Stealth (1)
+4 Survival (1)
+6 Swim
+8 Use Magic Device (4)
Languages Common, Orc, Abyssal
Combat Gear Large Mwk Cold-Steel No Dachi, 3 Large Chakram, Large Mwk Silver Spiked Flail, Large Knife,
Other Gear Hat of Disguise, Wizard's Kit
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TRACKED RESOURCES
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Godling Abilities
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•Spell Resistance vs. Dispel and Antimagic 10+Level (14)
•No Concentration Required: As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled.
•No Arcane Spell Failure: As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
•Minor Ascendancy: Talent for Mysticism (Scion talent): Force of Brawn
Lineage Domain: Darkness
Divine Trait: Divine Portfolio I (Nature: Nature’s Whispers)
Divine Trait:
Divine Trait:
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Bloodrager Abilities
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Qlippoth Bloodline:
Generations ago, a qlippoth spread its filth into the essence of your bloodline. While it doesn't manifest in all of your kin, in those moments when you're bloodraging, you embody its terrifying presence.
Bonus Feats: Cleave, Great Fortitude, Improved Grapple, Great Cleave, Intimidating Prowess, Power Attack, Toughness.
Bonus Spells: Shield (7th), Web (10th), Protection from Energy (13th), Confusion (16th).
Bloodline Powers: The power of the Qlippoth courses through your veins, causing horrific transformations during your bloodrage.
•Venomous Fangs(Su): At 1st level, you grow fangs while bloodraging. These teeth are treated as natural weapons, allowing you to make a bite attacks as a full attack, using your full base attack bonus. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier plus poison (Bite—injury; save Fort DC 10 + 1/2 your Bloodrager level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 4th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 8th level, the damage increases to 1d8 points (1d6 if you are Small), and your poison requires 2 successful saves to cure. At 12th level, your poison damage increases to 1d4 Con.
•Unnatural Bulk (Su): At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
•Chitinous Form (Su): At 8th level, while raging you grow chitinous plates covering your body. These provide a +4 natural armor bonus to AC. While in this Chitinous form, you gain a climb speed equal to your base speed. At 16th level, the natural armor bonus increases to +8.
•Unnatural Bloodrage (Su): At 12th level, the morale bonus to Strength granted by your bloodrage increases by 2, but the penalty to AC becomes –4 instead of –2. At 16th level, this bonus increases by 4 instead. At 20th level, it increases by 6 instead.
•Horrific Appearance (Su): All qlippoth have such horrific and mind-rending shapes that those who gaze upon them suffer all manner of ill effects. At 16th level, the bloodrager can present itself as a standard action to assault the senses of all living creatures within 30 feet. Creatures that succumb to the bloodrager’s horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the bloodrager or within 30 feet of it. A successful Will save (DC 10 + 1/2 the bloodrager’s level + his Charisma modifier): negates the effect. This ability is a mind-affecting gaze attack.
•Qlippoth Immunities (Su): At 20th level, you're immune to cold and poison. You have this benefit constantly, even while not bloodraging. In addition, while raging you are immune to mind-affecting spells and abilities.
•Venomous Fangs(Su): At 1st level, you grow fangs while bloodraging. These teeth are treated as natural weapons, allowing you to make a bite attacks as a full attack, using your full base attack bonus. This attack deals 1d6 points of damage (1d4 if you are Small) plus your Strength modifier plus poison (Bite—injury; save Fort DC 10 + 1/2 your Bloodrager level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 4th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 8th level, the damage increases to 1d8 points (1d6 if you are Small), and your poison requires 2 successful saves to cure. At 12th level, your poison damage increases to 1d4 Con.
Bloodrage 11 Rounds/day:
Bloodrage (Su)
The bloodrager's source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

•Fast Healing 1 while Raging.
•Fast Movement +10ft to base speed.
Blood Sancuary:
Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Bloodline Spells
Eschew Materials
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Racial Abilities
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•See in Darkness: Fangspawn can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
•Eight Eyes: In addition to their two humanoid eyes, Fangspawn bear another 6 solid black chitinous eyes, not unlike a spider. Though casual observers might not recognize them for what they are, the extra sets of organs allow the Fangspawn to see in all directions at once, including above them. This grants the, the special ability All-Around-Vision. This ability grants them a +4 racial bonus on Perception checks and making them immune to flanking.
•Oversized Limbs: Froth has over-sized limbs, allowing him to use Large weapons without penalty.
•Orc Ferocity: Like other half-orcish races, once per day, when a Fangspawn is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
•Natural Weapon: The Fangspawn has a thickly muscled tail that can be used to strike opponents within 5 feet for 1d6 damage. This is a Primary Attack.
•Spinnerette: Located in his lower abdomen.
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Spell Casting
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Sorcerer Spell List
Casting Stat: Strength

0 Level (Save DC 16{19}) -
1 Level (Save DC 17{20}) x5
2 Level (Save DC 18{21}) x?

Bloodrager Spells:
Casting Stat: Charisma

1 Level (Save DC 12) x2
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Spell Knowledge
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Adept Godling:
0 Level 6x: Detect Magic, Read Magic, Prestidigitation, Daze, Message, Acid Splash
1 Level 4x: Magic Missile, ?, Shield, Disguise Self, Sleep
2 Level 2x:

Bloodrager:
1 Level x2: Long Arm, Ice Armour
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Lineage Domain
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Darkness (Night): You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
•Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability for a number of times per day equal to 3 + your Strength modifier (9x).

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Background:
The Ragefang clan of orcs lived in the shadow of an ancient spectre. Known only to them, a fissure in the earth, deep in a valley within their lands, held an ancient evil. Gouts of steam and pools of bubbling mud were everywhere. The Ragefang tribe both feared and worshipped the evil there, as its power kept all the other tribes at bay, and made them the finest warriors in the region. Bathing in the mud there caused horrible burns, but they hardened into scars as tough as armour. To keep the evil slumbering, and to offset their own destruction should the evil awaken, each year they sent in their most powerful maiden as an offering. Most years, she returned, and by passing the right earned a place of honour in the tribe. Many said they'd only take a mate from those who had gone into the valley alone and faced the terror. However, every hundred years or so, the maid was taken; devoured or destroyed was unknown. In the year Froth was sired, his mother went into the valley to be tested. A maid had been eaten only a few seasons before so all expected her to return unharmed. She returned, but was ravaged, and her hair had turned white as ghosts. She was with child afterwards, and none knew what to make of it. What had she encountered that had sired the child? She grew and grew, well past the time that the child should have been born. She continued to grow until instead of birthing her child, she burst, and the child stood from the gore and walked. This was Froth.

The tribe was at a loss as what to do with the young creature, and they treated him with both fear and awe. Many advised killing him, though ultimately they decided not to, due to the risk of what Froth might do if challenged, or what the sleeping terror that had sired him might do if they learned what had become of him. As a result, he was entrusted to the tribe's Shamans. At first they thought he might be meant to be the new apprentice, but within a few years it became clear that he did not age like a typical orc. Where an orc boy would be ready to pick up a sword at 10, and ready to take his place as a man by 15, Froth remained a child even a decade after he had torn his way free of his mother. As such, he became the ward of a succession of Shaman, being raised and cared for by each, and then watching them grow old and die, or be killed in battles, skirmishes, or feuds as the years went on. The tribe's fear of him grew no less however, especially as his magic came into its own, and his temper revealed itself, rivaling even that of the fiercest berserkers. Though he was perhaps 50 years old the first time he killed a man, he still had the body and baring of a boy of around 8. To see him rip into a full grown warrior with his bare hands, and tear him apart revitalized the whispers as to whether the tribe was blessed or cursed by his presence.

By the time he was growing near to the size of an apprentice, the tribe again took notice of him, wondering what to do with him. None still lived who had been alive when he was born, and the tale of his birth was now no more than legend. Clearly, there was something monstrous and bestial about the creature, but a thread of doubt had begun to creep into the tribe's consciousness about his origins. It was the chief of the time who finally took action. As the greatest warrior of the tribe, it was up to him to lead them. But as Froth grew, it also became apparent that no other warrior among them would be able to compare once he achieved his full strength. If he lived until adulthood, he would inevitably become chief himself, and if he was as immortal as he seemed, the tribe might never have another chief besides him. Though great consideration went into the matter, and the Shaman ranted long at the chieftain's moot about the omen's against doing so, the chief decided that in order to maintain his hold on his tribe, and for his sons to do so as well, that he must kill the cursed creature, and it must be now, before it took on its full strength as an adult man.

At the tribe's next feast day, he deliberately provoked the young beast, ridiculing him before the gathered tribe, and casting aspersions on the tale of his birth. He was no child of the sleeping god, he said, he was the wretched mutant bastard son of a whore, whose mother had probably run to the hills instead of doing her duty to the tribe, and probably gotten with child off of a stinking inbred ogre instead! The chief was of course decked out in his finest raiment, for it was a feast, so why shouldn't he be wearing his best armour, and carrying his best weapons. He was under several of the Shaman's strongest wards, and had many more potions secreted about his person. When the boy attacked, he would put him down fast, and none would doubt that it was necessary, for the child was an animal, and that he was the strongest, and deserved to be chief.

The plan worked. Mostly. When Froth stood over the chief's shattered and bloody ruin of a body, rent by his claws, and torn limb from limb, he looked down upon what remained of the corpse, his rage calming. He saw a spilled collection of leather flasks had been hidden within the chief's satchel, each sealed with the same wax used by the Shamans who supposedly cared for him. He looked at the chief's arm, still held firmly in one of his own hands, for he vaguely remembered using it as a weapon once it had come free of the man's body. The skin was covered in a fresh scroll-work of protective wards, written in charcoal, in a technique used by the Shaman only just before expected battles, to protect the tribe's most valued warriors.

He looked around at the crowds watching him, and saw eyes of fear, and of loathing, and of hatred. There was no respect there, no trust. They had known this was coming. They had all known this was too happen, and done nothing to prevent it. The rage rose up inside him again, threatening to break loose, but looking around, he could see the warriors gathering their weapons already. He had beaten the chief, but he was already wounded from the fight, and there was no way he could overcome their numbers. Instead, he scooped up the chief's fallen satchel, shoving the discarded potions back within it. Then he set out quickly for his hut; the Shaman's hut. Once there he gathered anything he could loosely term his own and gathered it together into a traveling pack. As he set out from the village, nearly every warrior they could muster stood with his weapons ready, standing in order to watch him go.

The following years went quickly, and were at some points a blur. He joined various forces, tribes, and cults, learning more of the outside world, and more about the nature of mortal creatures. He became quite unfond of them in general.

It was in researching his own origins that he came across mention of the Dark Ones. It had become clear to Froth that the sleeping terror beneath the swamp guarded by the Ragefang must be some sort of forgotten Old One, Elder Qlippoth, or Qlippoth Lord. The implications of that were very dark, for the Qlippoth were beings of extreme evil and malevolence. The occasional fool attempted to utilize their power for his own benefit, typically at the ultimate cost of his own mind, life, or soul. It appeared that the Dark Ones had tried just such a scheme in the past, and paid for it, but had perhaps learned a few deep, dark secrets in the process. Rumour had it that not everyone involved in that particular scheme had perished, or even gone mad, but that someone, someone higher up within the branches of the organization had learned something that gave him power.

Froth knows full well now the power that flows in his veins, and the birthright the blood gives him; the potential of divinity it carries, and knows that with the right spark, demi-godhood or even true divinity could be within his grasp. Knowing this, he allowed himself to become known to the syndicate, that they might approach him... After playing hard to get for a while, but not for too long, he has decided to take a closer look at the Dark Ones and see what he can learn...

Appearance As a creature born to an Orc and sired by an eldritch abomination, Froth looks frightening. He looks mostly like an oversized orc, but with a few points of distinction. He is absolutely huge, and his oversized arms reach almost to his knees. His tusks are large but thin and needle sharp, like spider fangs, and his eyes glow red at all times, as if with inner fire. Around the outside rim of each of his brows, he has three shiny black disks; spider-like eyes, that only glow when he is emotionally charged. He has no ears to speak of, bearing instead only small holes in the sides of his head. His tongue and his prehensile tail are both tentacles, like that of an octopus, thought the tail ends in with a blunt, knobby shape. While his skin is primarily dark green, like that of an orc, he has dark glistening chitinous scales along his limbs, chest, and back.
Height: 7'10"
Weight: 427 lbs
Hair: Waist Length Black
Eyes: His main two eyes are Glowing Red, and located in the usual spot. However, around each eye is a cluster of 3 shiny black spider-like eyes. These eyes start to glow as well whenever Froth becomes emotionally charged, such as when he is raging.
Handedness: Right
Clothing:

Personality: Froth is actually a bit more talkative than you would expect either for a barbarian, or a creature of his appearance. He does, however, seem to lack in the area of tact and emotional sensitivity, as one might suspect. His comments are often biting, and ruthlessly frank in most circumstances.

Size Increases:
Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Expenses:

Hat of Disguise 1800
Mwk Cold Iron No Dachi 420
3 Large Cold-Iron Chakram 6
Mwk Silver Spiked Flail 398
Cold Iron Knife 16
Razored Cold Iron Tail Attachment 6
Wizard's Kit

2667