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About Kanok SteelbrotherMale Orc Fighter 3
Defense AC: 23(27) (10+9 armour +2 dex +1 profane +1 enhancement(Shield of swings))
Armour:
Masterwork Black full plate +1 max dex +2 pen –4 failure chance 35% Speed: 20 Offense
Melee:
Ranged:
CMB: +8 CMD:19 Initiative +2 Fort: +5 Reflex: +3 Will: +3 Skills:
Intimidate +10 (+3 ranks +3 class +5 strength -1 Charisma) Profession(Soldier) +6 (+3 ranks +3 class) Craft(Weaponsmithing) +6 (+3 ranks +3 class) Perception +6 (+3 ranks +3 class) Climb +5 (+1 rank +3 class +5 strength -4 armour) Swim +5 (+1 rank +3 class +5 strength -4 armour) Ride +2 (+1 rank +3 class +2 dexterity -4 armour +2 military saddle) Feats:
Racial - Weapon Focus (Greatsword) Class - Power Attack Combat Reflexes Shield of Swings Bonus - Traits:
Mighty Build: You can wield weapons one size category larger than normal without penalty. Mountain folk: You gain a +2 bonus to all Survival checks
Tough as Stone: The mountains have bred toughness and tenacity into you.
Path/Class Abilities:
Incredible Resilience Armour bound Bravery Armour Training +1 profane armour bonus Racial:
Orc Racial Traits • +4 Strength, –2 Intelligence, –2 Charisma: Orcs are large and powerful creatures, but they tend to be dull, crude, and brutish. • Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size. • Orc base land speed is 30 feet. • Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than as exotic weapons. • Favored Region: Northern Reaches. • Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. • Light Sensitivity: Orcs suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. • Resistance to Cold: Orcs are children of the north and as such have a natural tolerance for cold weather. They are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold. • Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks. • Spell Resistant: Like their distant cousins, the dwarves, orcs are innately resistant to magic. They gain a +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Only the kurasatch udareen may avoid this drawback. • +1 racial bonus on damage rolls against dwarves. Orcs and dwarves are ancient enemies that have fought each other for thousands of years, and a combination of training and hatred for their mountain cousins allows their blows to do more damage. • +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies. The wild calls and howls of attacking orcs fill their brethren with a frenzied sort of valor. • Automatic Languages: Black Tongue, Old Dwarven (1), High Elven (1), Orcish. Bonus Languages: Any except restricted languages. Steel Mother tribe Traits According to legend, the sword mother orcs are descended from
Equipment:
Masterwork fullplate +1 1150vp 50lb
Warhorse:
N Large animal
Dreadnought:
Dreadnaught Abilities by Level Level Ability 1 Incredible Resilience 2 Armor Bound 3 +1 Profane Armor 4 Felling Blow 1/day 5 +1 Str 6 Recall Armor 1/day 7 Large 8 +2 Profane Armor 9 Felling Blow 2/day 10 +2 Str 11 Armor Penalty -4 12 Recall Armor 2/day 13 +3 Profane Armor 14 Felling Blow 3/day 15 3 Str 16 Recall Armor 3/day 17 Armor Penalty -2 18 +4 Profane Armor 19 Felling Blow 4/day 20 +4 Str Dreadnaught Ability Description Incredible Resilience: The dreadnaught character’s HD type
Armour Bound (Su): At 2nd level the dreadnaught’s body
Profane Armor Bonus (Su): At each point listed the character
Felling Blow (Ex): The dreadnaught can a number of times per
Recall Armor (Sp): The dreadnaught gains the ability to recall
Armor Penalty: The dreadnaught is at this point so adapted to
Background:
Kanok was birthed in a warren hidden beneath the frozen crags of the Icewall Mountains. Like all of his kind he grew rapidly, quickly surpassing all of his creche-mates in size and strength. As the strongest of his year mates Kanok became the de facto leader of the largest gang in the creche, quickly establishing his dominance over the other boys with brutal violence. He made his first kill when only 5 years of age, ripping the throat out of a rival with his teeth. The savage thrill Kanok felt when he stood over that first victim and watched their dark blood pooling at his feet became his raison d'etre. Over the next 9 years Kanok grew to adulthood, eventually towering all of his surviving creche mates and in fact every single orc in the warren. By the time he left the creche Kanok had already ended the lives of 7 orcs, some in battles to settle rivralries and some just because they looked at him funny. At the not so tender age of 14 Kanok left the mountainous Sword Mother warrens and travelled south to the main staging camp of the warriors of his tribe. The years in the warrens had taught him the basics of survival and combat as well as the rudiments of the cruel form of leadership practiced by the orcs. At the camp he was instructed in how to become a well disciplined soldier in the army of shadow. Over the next year Kanok was trained in the use of armour and the favoured weapons of his tribe, as well as the proper methods of upkeep for his tools. Kanok's massive build and strength were noticed the moment he walked into the training camp and by the end of his training the tribe weaponsmiths had forged a sword befitting his stature. A black steel greatsword of massive proportions, the pommel formed into the head of a roaring orc. With such an obvious affinity for battle Kanok was assigned to one of the frontline Sword mother units straight from training. His first assignment was to a join a division of battle hardened orcs guiding a group of legates into the caraheen to investigate a rumoured powerful nexus hidden somewhere in the great forest. For the first few days of the expedition the group met little resistance, a few elven scouts who loosed an arrow or two before fleeing deeper into the green. The orcs just shrugged off the minor scratches and laughed at the cowardice of the elfkin. This would prove to be a mistake on their part. On the fourth day of the expedition a faint rustling off to the left of the main body of the group was the only warning of an impending ambush. Before any of the orcs or legates could react a huge bear ripped through the undergrowth and with two swipes of it's mighty claws dispatched four orcs as wheat before a scythe. The great beast wheeled around and with a bone shattering roar charged the tattered remains of the group. Kanok moved with out any real thought, drawing his great blade and interposing himself between the charging monster and the now terrified huddled or fleeing legates. Description:
Kanok stands nearly eight feet tall, a giant even among his orc brethren. His naturally broad build is further accentuated by the massive plates of black steel that entirely cover his body. Every inch of Kanok’s steel hide is painstakingly inscribed with a mixture of vile occult symbols and his equivalent of the orcish scar record. His eyes, the only bit of him easily visible stare out at the world in thinly veiled contempt. Held in huge scabbard on his back is Kanok’s great sword, a thing of vicious beauty constructed specially for him by the forge masters of the Sword Mother tribe. Kanok spends at least an hour each night maintaining the huge blade, working to keep it an exemplar of bladed weapons. Personality:
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