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Hellknight

Kanok Steelbrother's page

35 posts. Alias of grmnbln.


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Full Name

Kanok Steelbrother

Race

Sword Mother Orc

Classes/Levels

Fighter 3

Gender

Male

Size

Medium (but only just)

Age

21

Alignment

LE

Deity

Izrador

Languages

Orcish, Erenlander, Black Tongue(1), High Elven(1), Old Dwarven(2)

Occupation

Soldier

Strength 21
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 10
Charisma 9

About Kanok Steelbrother

Male Orc Fighter 3
7'10 392lbs
Dreadnought Path
Max HP:45 Current HP:45
Fate Points: 3

Defense

AC: 23(27) (10+9 armour +2 dex +1 profane +1 enhancement(Shield of swings))
Touch: 12
Flat footed: 21

Armour:

Masterwork Black full plate +1 max dex +2 pen –4 failure chance 35%

Speed: 20

Offense
BAB: +3

Melee:
Large Masterwork Greatsword +1 Attack +12(+11) damage 3d6+10(+13)(+5) 19-20 x2

Ranged:
Large masterwork composite shortbow +6 Attack +6 damage 1d8+6

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
made in the mountains. In addition, you are steady on your
feet from long hours spent walking along narrow paths. You
gain a +2 bonus to any check or saving throw you make to
keep yourself from being knocked prone.

Tough as Stone: The mountains have bred toughness and tenacity into you.
You gain +3 hit points at 1st level and +1 hit point at each subsequent level.

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
a mighty female champion. She was gifted with a black sword from
the Dark God and used it to cleave through her enemies. Her
children were taught the discipline of the sword and they used that
discipline to build the most cohesive and best led warbands in the
north. Through superior tactics and better organization, the Sword
Mother orcs dominated the neighboring tribes. When the Shadow
needed generals and highly disciplined troops, it turned to the Sword
Mother tribe. Their martial skills have only been honed by the
fighting of the last one hundred years. Grial the Fey Killer is a
Sword Mother orc.
· Physical Description: The Sword Mother orcs are easily
identifiable by their bearing, organization, and the way they
keep their clothes and weapons (normally immaculate).
Sword Mother orcs stand erect and move with purpose, not
wasting any movement.
· Stronghold: The tribe maintains a strong lair just to the
southeast of the Vale of Tears where their warriors are
trained before heading south. The bulk of the tribe’s
warriors are stationed at Eisen under the command of Grial
the Fey Killer. They act as his guards and hold most of the
command positions.
· Impact on Eredane: The Sword Mothers are the bestdisciplined
and equipped orc tribe. They can stand toe to toe
with the best human and dwarven troops. When a difficult
position has to be held, the Sword Mothers are sent. The
tribe leads wherever they’re stationed. Several Sword
Mother orcs are on the Night King Jahzir’s personal staff.
· Benefits and Detriments: All Sword Mother orcs are
Lawful Evil, they know and appreciate discipline. Any
weapons or armor they use will be in near perfect condition.
They lose the exotic orc weapon proficiency and gain the
bonus feat weapon focus with either a bastard or greatsword.
(Option Strength +4, Intelligence –2, Charisma –2)
· Favored Weapons and Armor: The Sword Mothers
favored weapon is the bastard sword or two-handed sword.
They wear chainmail or lighter armor to allow them freedom
of movement when they attack. They carry heavy crossbows
as their missile weapon.
· Favored Feats: Weapons focus (bastard or two-handed
sword), Leadership, Weapon Specialization (bastard or twohanded
sword), Combat Reflexes.

Equipment:

Masterwork fullplate +1 1150vp 50lb
Belt of Giant strength +2 4000vp
Masterwork large greatsword +1 2350vp 16lb
Masterwork large composite longbow (+6 strength) 1000vp 6lb (80 arrows)
Battleaxe 10vp 6lb
Swordmother tribe standard 30vp 10lb
Masterwork backpack 50vp 4lb
1 Orcish Plagueskulls 100vp 4lb
All potions in Iron Vials
4 Potions of Cure Light Wounds 1d8+1 300vp
2 Potions of Cure Moderate Wounds 2d8+3 900vp
1 Potion of Enlarge Person (3 minutes) 300vp
1 Potion of Shield of Faith +3 (3 minutes) 300vp
Bedroll 2lb
Whetstone
Flint and Steel
Tent 15lb
50ft of hemp rope 10lb
Small stone container of metal polish and a rag
Small waterskin of oil 1lb
Waterskin 4lb
Shovel 3lb
165.52vp
Total weight: 150lb

Warhorse:

N Large animal
Init +4; Senses low-light vision, scent; Perception +6
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 Dex, –1 size, +2 natural +4 Armour)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee 2 hooves +0 (1d6+3), bite +0 (1d4+2)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (23 vs. trip)
Feats Endurance, Run
Skills Perception +8
SQ Battle trained.
Military saddle and chainmail

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
increases by one step (d6 becomes d8, d8 becomes d10, d10
becomes d12). If the character already has a d12 for HD, he gains
one additional hit point per level.

Armour Bound (Su): At 2nd level the dreadnaught’s body
undergoes a radical transformation: the armor he wears melds with his body and grows into vicious-looking full plate armor, providing
the character a +9 armor bonus, with max Dex +1, -6 check penalty,
35% spell failure chance, and 20 ft/15 ft speed. This armor is no
mere suit, however, but the character’s form itself, and as such
cannot be removed. Any damage done to the armor directly also
heals naturally, just as the character does.

Profane Armor Bonus (Su): At each point listed the character
gains a +1 profane bonus to his armor class.

Felling Blow (Ex): The dreadnaught can a number of times per
day perform a felling blow. To do this he makes a normal attack
against a foe, which, if successful, causes the target not only to take
damage normally, but also to make a strength check with a DC
equal to the attacker’s attack roll. This check is modified by +4 per
size category the attacker is bigger than medium, or -4 per size
category smaller than medium. Additionally, the defender gets a +4
bonus to his strength check if he has more than 2 legs. Should the
defender fail the strength check he is knocked prone by the power of
the attacker’s blow.

Recall Armor (Sp): The dreadnaught gains the ability to recall
his armor into himself, allowing him to transform back into a normal
humanoid form for one hour. The dreadnaught can attempt to stay
this way each hour afterwards by making a Fortitude save with a DC
equal to the character’s level; this is modified by +2 for each hour
beyond the first he attempts to stay this way (so a dreadnaught with
14 Con would need to make a DC 14 Fortitude save after the first
hour, 16 after the second, 18 after the third, and so on).
Large: A dreadnaught, upon reaching 7th level, grows in size to
a vast, intimidating armored figure, changing from medium to large
size. The character suffers a -1 size penalty on armor class and
attack rolls, a -2 penalty to Dexterity, and a -4 size penalty to Hide
checks. However, he gains a 10-foot reach, and may wield large
weapons one-handed and huge weapons two-handed.

Armor Penalty: The dreadnaught is at this point so adapted to
the armor that has become his natural form that he gains a reduced
check penalty modifier, reducing the normal penalty to the amount
shown.

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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