Half-Orc of Averaka

Jenni Skullsplitter's page

310 posts. Alias of Angie H.


Full Name

Jenni Skullsplitter

Race

HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0

Classes/Levels

Bloodrage 6/7 | Active conditions:

Gender

CN half-orc bloodrager 1

Strength 17
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 10
Charisma 13

About Jenni Skullsplitter

Half-orc unchained bloodrager, Abyssal bloodline, primalist/metarager archetype
Level 1
Init +3

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DEFENSE
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AC 16, touch 11, flat-footed 15
HP 13 (1d10+2+1fvrd)
Fort +5 Ref +2 Will +1
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OFFENSE
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Speed 40 ft.
Melee

Claws +4 = 1 (base) +3 (STR)
Damage 1d6+3

Greatsword +4 = 1 (base) +3 (STR)
Damage 2d6+3, 19-20, x2

Dagger +4 = 1 (base) +3 (STR)
Damage 1d4+3, 19-20 x2

Ranged
Light Crossbow +2 = 1 (base) +1 (DEX)
Damage 1d8, 19-20 x2, 80 ft

Space 5 ft., Reach 5 ft.
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STATISTICS
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Base Atk +1; CMB +4; CMD 15

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RACIAL MODIFIERS
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*Intimidating (+2 intimidate)
*Orc Ferocity -->Sacred Tattoo - +1 luck to all saving throws
*Darkvision (60 feet)
*Weapon Familiarity --> Fey thoughts: Stealth and UMD are class skills
*Orc blood
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CLASS ABILITIES
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Bloodline – Abyssal
Bloodline power – Claws. At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points. At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.

Bloodrage: (7/day) (1 for being half orc)
• 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 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 rage, a bloodrager gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to AC. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride).
• A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for one minute. 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.
• Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast movement :A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armour, light armour, or medium armour, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armour worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed

archetypes:
Archetype – primalist. At 4th level and every 4 levels thereafter, a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites and other requirements.

Archetype - Metarager. At 5th level, a metamagic rager can sacrifice additional rounds of bloodrage to apply a metamagic feat he knows to a bloodrager spell. This costs a number of rounds of bloodrage equal to twice what the spell's adjusted level would normally be with the metamagic feat applied (minimum 2 rounds). The metamagic rager does not have to be bloodraging to use this ability. The metamagic effect is applied without increasing the level of the spell slot expended, though the casting time is increased as normal. The metamagic rager can apply only one metamagic feat he knows in this manner with each casting. Additionally, when the metamagic rager takes a bloodline feat, he can choose to take a metamagic feat instead.
This ability replaces improved uncanny dodge.

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SKILLS
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(3/lvl:)
*Acrobatics (D) +1
Appraise (I) -1
Bluff (C) +1
*Climb (S) +3
Diplomacy (C) +1
Disguise (C) +1
Escape Artist (D) +1
Fly (D) +1
Heal (W) +0
*Intimidate (C) +1 +2(rt) +4(1r) =+7
*Perception (W) 0 +4(1r) =+5
*Ride (D) +1
Sense Motive (W) +0
*Stealth (D) +1 +4(1r) = +5
*Survival (W) +0
*Swim (S) +3
*Use Magic Device (C) +1
* class skill
background skills
*Handle Animal (C) +1 +4 (1r) = +5
*Profession(hairdresser) (I) -1 +4 (1r) = +3

Languages: Common, orc

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SPELLS
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Be patient, little bloodrager.

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FEATS AND TRAITS
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Feats:
Power Attack: -1 to hit = +2 damage (+50% for two handed weapon)

Traits
Reactionary: You gain a +2 trait bonus on initiative checks.
Marked by Unknown Powers: You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth.

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GEAR/POSSESSIONS (starting 105 gp)
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Hide armour (+4 AC, -3ACP) 15 gp
Greatsword 50 gp
Light Crossbow 35 gp
10 Bolts 1 gp
Dagger 2 gp
Hairdressing kit/mirror 3 gp

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Appearance:

Jenni is a little over 6 feet tall, and heavily muscled. Her skin is a pale greenish grey, and she has long black hair. She keeps her hair clean and tidy, and prefers to wear it braided. Unlike many half-orcs, she lacks tusks as they were removed while she was enslaved. As per her kind, she has slightly pointed ears, impressive canines, and black eyes.

Jenni wears hide armour over her clothes. Her usual clothes are sturdy brown pants, heavy boots, and a red blouse that seems at odds with her race. She carries a well made, unadorned greatsword in a scabbard at her hip, and a light crossbow slung across her back. A long, wicked dagger is hidden in her left boot.

The only other thing noteworthy about her appearance is the bracelet she wears on her right wrist. It is star-silver and heavily encrusted with raw amethyst. Engraved on the silver surface is a strange sigil. The same sigil that can be found on her left palm, which occasionally glows with an eerie purple light…

Background:

Jenni was born in the wee hours of the morning in a dank, dark hut in Ruwido. Her mother looked at her in the violet light she had summoned, and wept tears of relief at seeing her beautiful, perfect human daughter. The cruel light of morning revealed the greenish skin and pointed ears, but her mother refused to believe the truth - Jenni was a half-orc, begotten by a rape that had ravaged her mother's already fragile mind.

Despite living in the grim and gritty village of Ruwido, Jenni had a happy childhood. Her mother sewed dresses for her daughter, and delighted in doing her hair. The strange and varied folk that were her neighbours were often friendly and played with the strange half-orc child. And if some were not-so-friendly, well, that was part of life. As Jenni grew in height and strength, she was bothered less often by the nastier elements of the town.

It wasn't until puberty that the more violent side of Jenni's nature showed itself. Yet another raid against her home, yet more adventurers trying to make a name for herself. Jenni found herself enraged at the unfairness of it, and she went temporarily crazy. When it was over, there were two dead men at her feet, and blood under her claws fingernails.

A year or so later, another raiding party came through. But this one was bigger, and even her bloodrage couldn't fend them off. Her mother was killed, and Jenni and several others were carted off in chains.

Sold to the highest bidder, Jenni spent the next several years in "service" to the Wickmere family. Kept tame by a magic collar around her neck, she was given pain whenever she was too slow, too stupid, or when the Wickmere's felt like it. Patriarch Roan was cruel, and his two sons even crueller. She was worked mercilessly, and tortured often for fun, both by the collar and by more conventional means. Her tusks were even removed "surgically" to improve her appearance.

One day, Jenni woke up to find herself miles away from the Wickmere estate. There was blood everywhere, some of it hers. Pieces of the shattered collar were in her hand. Then things go fuzzy again, and the next thing she remembers is waking up outside a strange asylum, yellow fog all around, with a goggle-wearing human woman she sort of recognizes.

She and Goggles fight their way past the madness of the yellow fog, as if they'd been fighting together for a long time. When they finally emerge, alive, they decide to stay together. Jenni has nowhere else to go, anyway.

They are passing through the area when they hear word of the carnival.

Personality:

Before she was enslaved, Jenni was a happy, funny child, who delighted in all the things that normal little human girls liked. She is very accepting of others, and is kind towards those less fortunate, or likely to be misunderstood. Those people were her friends and neighbours. She loves animals and "cute" things.

She used to be very uncomfortable in "polite" society, but her time with the Wickmere's made her aware of the rules and etiquette expected when she is surrounded by her "betters". She doesn't enjoy it, however, and will be rude/funny/sarcastic/inappropriate whenever possible.

Jenni is passionately against slavery in any form, and believes that all living creatures should be free to make their own choices (good, bad or otherwise). She will fight to defend this right.

Other concept elements
• Jenni's mother had some abyssal blood in her, but she’s unaware of it. It manifested in her as a mark on her hand that shone with a strange, purple light. Jenni inherited the mark, but the aberrant blood mixed violently with her orc blood.
• Speaks, dresses, behaves as human as possible when calm. When bloodraging, becomes much more orcish.
• Wants to be a hairdresser.