Half-Orc

Korath Dar's page

1 post. Alias of Max Hellspont.


Full Name

Korath Dar

Race

Half-Orc

Classes/Levels

Brawler (Wild Child) 1

Gender

M

Size

M

Age

20

Alignment

NG

Deity

Erastil

Location

Southern Brevoy

Languages

Common, Orc

Occupation

Wanderer, Scout

Strength 16
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 14
Charisma 12

About Korath Dar

"A man's actions speak louder than words."

BACKGROUND:
Korath Dar has spent his entire life searching for a place to belong.

Korath’s mother was a nameless Kellid of the Tiger Lords tribe who was captured and enslaved by one of the orc tribes of Numeria’s Sellen Hills region. Consigned to the orc chieftain’s stable of concubines for the purpose of breeding a strong and cunning heir, the unfortunate woman soon became pregnant and birthed a healthy son. The orc chieftain was enraged that the birthing process did not kill the woman, and therefore deemed that the child was too weak to serve his purposes. As punishment the chieftain had the woman killed and passed the infant to the care of the tribe’s shaman (the chieftain would have no child of his killed outright – but had no problem consigning those found unworthy to lives of slavery within the tribe). At the command of the chieftain the child was not given a name. Instead, he was referred to as “korath’dar”, a pejorative term of utter contempt in the orcish language.

Korath’s childhood as the ward and later apprentice of the orc shaman was worse than slavery. Korath was regularly starved, beaten, and tortured by the shaman, who constantly derided him for his supposed weaknesses. “You cannot even see in the darkness like a true orc! Your mother must’ve had elf blood, to have given you eyes so weak!” the shaman would ridicule Korath. Still, Korath learned to defend himself from his fellow novices in their constant fights for dominance, and even learned to fight with traditional orcish weapons. However, Korath never developed the ability to call upon the divine powers of the dark and nameless orcish deities, as he was repulsed and disgusted by their foul and brutal rites. On the eve of his twelfth birthday, Korath learned that the shaman planned to abandon the young half-orc and other apprentices that he intended to cull in an area infested with bloodbrushes in order to cultivate captive specimens of the aggressive plants from the apprentices’ dead bodies. That night Korath fled the only home he had ever known, and headed eastward across the Sellen Plains toward the hill lands separating Numeria from the neighboring country of Brevoy.

Korath survived the months of hardship and deprivation of the journey across eastern Numeria into southwestern Brevoy in no small part due to the endurance gained by his apprenticeship as well as sheer luck. Once in Brevoy, Korath kept to the wild lands of the southern part of the country’s Rostland region for a few years out of fear of prejudice and ostracism by the rural folk, instead living off the land to the best of his ability. During this time Korath chanced upon mother river elk and her calf separated from their herd by the raging waters of a tributary of the East Sellen River and being threatened by a pack of wolves led by a worg. Before Korath could even consider intervening, the pack brought down the mother elk just as she managed to knock her calf into the water. Without thinking, Korath leapt into the river to save the calf. Both were swept far downstream before Korath could haul the calf from the water. From that point on the elk calf never left Korath’s side. Korath named the elk ‘Selly’ after the river that brought them together.

Intermittent encounters with hunters, trappers, farmsteaders, and travelers in southern Rostland eventually led Korath to realize that while they might be suspicious of strangers, the Rostlanders did not view half-orcs with the disdain that he expected. One such traveler, a wandering priest of Erastil named Friar Feres, taught Korath that the Brevic people were generally tolerant and accepting of members of most races – if they adhered to the strict, provincial customs of the land. "A man's actions speak louder than words," the priest would tell Korath. In short time Korath befriended Friar Feres, and would often accompany the priest on his travels to minister to the rural communities of southern Rostland. Korath grew to appreciate the priest’s company and his god’s message of serving the community, and after a while confided his wish to find a community in which he could be a part. Friar Feres introduced Korath to Captain Leif Garess at Fort Serenko, a small fortification on the southern border of Brevoy approximately a day’s ride from the city of Restov. At the priest’s recommendation Captain Garess recruited Korath to serve as a scout at the fort.

Korath served faithfully at Fort Serenko for nearly two years. Recently Captain Garess received notice from Restov that the Swordlords were issuing charters for the exploration and mapping of the Stolen Lands. Captain Garess informed Korath of the charters and told him that he felt that with the young man’s knowledge of the region, he would be a good candidate to help guide and protect the other explorers. Korath gratefully accepted a letter of recommendation to the Swordlords penned by the captain. With the gift of a longbow from Friar Feres and the gift of a horse from the fort, Korath set out (along with Selly) for Restov.

DESCRIPTION:
Age: 18
Height: 6'-2"
Weight: 180 lb.
Korath bears the features of a typical (though slightly more handsome) half-orc - robust and muscular, with black hair, pointed ears, jagged tusk-like teeth, and greenish-grey skin. Unlike a typical half-orc his eyes are not small and beady, but are larger and human-like with golden-hued irises like his mother. From the neck down his body is covered with ritualistic tattoos - some from his life in the Numerian orc tribe, others acquired during his life in southern Brevoy. The largest tattoo is of a stag's antlers stretching across his back.

GAME STATISTICS
(Note: Ability Scores generated using 20-point buy; original scores 14, 14, 13, 10, 14, 12)
XP: 0
Initiative: +2 [+2 Dex]
Senses: Perception +6; Low-light Vision
Speed: 30 ft.

AC: 15 (10 + 2 Dex + 2 armor + 1 shield)
Touch: 12 (10 + 2 Dex)
Flat-footed: 13 (10 + 2 armor + 1 shield)
Hit Points: 11 [1x(d10+Con)]
Current hp = 11
Fort: +5 Ref: +6 Will: +4

COMBAT:
Base Atk: +1; CMB: +4; CMD: 16
Melee
Unarmed Strike: +4 to Hit; Dmg 1d6+3 (B); crit 20/x2
or
Greataxe: +4 to Hit; Dmg 1d12+4 (S); crit 20/x3
or
Dagger: +4 to Hit; Dmg 1d4+3 (P or S); crit 19-20/x2
Ranged
Longbow (nonproficient): -1 to Hit; Dmg 1d8 (P); crit 20/x3; range 100 ft
or
Dagger: +3 to Hit: Dmg 1d4+3 (P or S); crit 19-20/x2; range 10 ft

Combat Modifiers:
Combat Expertise: –1 penalty on melee attack rolls and combat maneuver checks to gain +1 dodge bonus to AC.
Fight Defensively: -4 to attack, +2 dodge bonus to AC and CMD. Total Defense: Standard action; +4 dodge bonus to AC and CMD.

SKILLS:
Skill Ranks Per Brawler Level: 4 + 0 (Int); Background Skills: 2 bg ranks per lvl
• Acrobatics +5 (1 rank + 3 class + 2 Dex - 1 ACP)
• Appraise +0 (0 ranks + 0 Int)
• Bluff +1 (0 ranks + 1 Cha)
• Climb +4 (0 ranks + 3 Str + 2 race - 1 ACP)
• Craft +0 (0 ranks + 0 Int)
• Diplomacy +1 (0 ranks + 1 Cha)
• Escape Artist +1 (0 ranks + 2 Dex - 1 ACP)
• Handle Animal +6 (1 bg rank + 3 class + 1 Cha + 1 trait)
-- +10 with Animal Companion
• Heal +2 (0 ranks + 2 Wis)
• Intimidate +1 (0 ranks + 1 Cha)
• Knowledge (dungeoneering) T (0 ranks + 0 Int)
• Knowledge (geography) +1 (1 bg rank + 0 Int)
• Knowledge (local) +4 (1 rank + 3 class + 0 Int)
• Linguistics T (0 ranks + 0 Int)
• Perception +6 (1 rank + 3 class + 2 Wis)
• Ride +5 (1 rank + 3 class + 2 Dex - 1 ACP)
• Sense Motive +2 (0 ranks + 2 Wis)
• Stealth +1 (0 ranks + 2 Dex - 1 ACP)
• Survival +2 (0 ranks + 2 Wis)
• Swim +2 (0 ranks + 3 Str - 1 ACP)
T: Skill can only be used if Trained.
Languages: Common, Orc

FEATS:
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. (Racial bonus feat)
Improved Unarmed Strike: You are considered to be armed even when unarmed – you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. (Brawler 1st level bonus feat)
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. (1st level feat)

TRAITS:
Pioneer: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill. [Campaign Trait]
Fate's Favored: The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. [Basic (Faith) Trait]

HALF-ORC RACIAL ABILITIES:
+2 to One Ability Score: Half-orcs get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Dar's bonus is to Strength.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Forest Walker: Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

BRAWLER ABILITIES:
Class Skills: The brawler's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). A wild child gains Heal (Wis) as a class skill.

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. A brawler is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. He may use this ability a number of times per day equal to 3 + 1/2 his brawler level (minimum 1).
-- The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
-- If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Martial Training (Ex): At 1st level, a brawler counts his total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with his hands full. A brawler applies his full Strength modifier (not half ) on damage rolls for all his unarmed strikes.
-- Usually, a brawler's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
-- A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Selly - Korath's Elk Companion (additional details forthcoming)

EQUIPMENT:
Starting Wealth = 150 gp equivalent (DM-specified)
Explorer’s Outfit (free) [8 lb]
Leather Armor (10 gp) [15 lb]
Buckler (5 gp) [5 lb]
Greataxe (20 gp) [12 lb]
Dagger (2 gp) [1 lb]
Longbow (75 gp) [3 lb]
-- Arrows, 20 (1 gp) [3 lb] (-0 used)
Backpack (2 gp) [2 lb]
-- Arrows, 20 (1 gp) [3 lb] (-0 used)
-- Waterskin (1 gp) [4 lb]
-- Bedroll (1 sp) [5 lb]
-- Blanket (5 sp) [3 lb]
1 gp, 2 sp

Total Weight carried: 64.0 lb (Light)
Carrying Capacities: 76 lb / 77-153 lb / 154-230 lb

Stepper - Korath's Horse
Bit and Bridle: 2 gp [1 lb]
Military Saddle: 20 gp [30 lb]
Blanket: 5 sp [3 lb]
Saddlebags: 4 gp [8 lb]
Feed, 4 days: 2 sp [40 lb]