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Taiga Giant

Marduk Beastblood's page

523 posts. Pathfinder Society character for Feral.


Full Name

Marduk Beastblood

Race

Half-Orc Bloodrager (before they were cool) 13 (hp 112/112 + 17 temps + 110 stoneskin) | F +16 R +12 W +14 | AC 17 T 11 FF 12 CMD 34

Classes/Levels

Resources:
Rage 16/16 | 1st 6/7 | 2nd 4/7 | 3rd 4/7 | 4th 6/7 | 5th 1/4 | ToR 7/7

Gender

Male

Size

Medium - 6'4" 270lbs

Age

23

Special Abilities

Sorcery

Alignment

CN

About Marduk Beastblood

Description
Marduk is a hulking Half-orc with tattooed blue-grey skin and thick prominent tusks. He has a bestial and savage air to him, even more so than is typical of others of his kind. His whole body bristles with fury and, in battle, flames literally smolder within his dark eyes.

He's usually bare-chested revealing the elaborate orcish tattoos that cover his chest and arms. Dark coarse hair sprouts along his jawline and upperbody and a massive two-handed blade is kept strapped across his back. A shawl made of thin hide etched with glowing runes is draped across his broad shoulders and attached to a short cape.
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Marduk
Male half-orc barbarian 1/sorcerer (crossblooded) 12
CN Medium humanoid (human, orc)
Init +1; Senses Perception +9
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Defense
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AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 112 (13 HD; 12d6+1d12+52)
Fort +16, Ref +12, Will +14
Immune fear
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Offense
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Speed 40 ft.
Melee +3 adamantine falchion +20/+15 (2d4+18/18-20) or
. . mwk scorpion whip +18/+13 (1d4+10)
Special Attacks rage (16 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 13th; concentration +17)
. . 5th (5/day)—cloudkill (DC 19), fickle winds[UM]
. . 4th (7/day)—beast shape II, stoneskin, wall of fire
. . 3rd (7/day)—fireball (DC 17), haste, greater magic weapon
. . 2nd (7/day)—bull's strength, burning arc (DC 16), darkness, false life, rage, scorching ray
. . 1st (7/day)—burning disarm (DC 15), burning hands (DC 15), mage armor, shield, true strike
. . 0 (at will)—bleed (DC 14), detect magic, light, mage hand, mending, message, open/close (DC 14), spark[APG] (DC 14)
. . Bloodline Draconic, Orc
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Statistics
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Str 31, Dex 12, Con 16, Int 7, Wis 10, Cha 18
Base Atk +7; CMB +17; CMD 34
Feats Additional Traits, Arcane Strike, Defensive Combat Training, Empower Spell, Endurance, Eschew Materials, Extra Rage, Intensified Spell[APG], Power Attack, Toughness
Traits berserker of the society, fate's favored, freed slave (andoran), magical knack
Skills Acrobatics +7 (+11 to jump), Bluff +10, Climb +14, Intimidate +16, Knowledge (local) +1, Perception +9, Survival +6 (+8 to avoid becoming lost), Swim +14; Racial Modifiers +2 Knowledge (local)
Languages Common, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, fearless, half-orc sorcerer, orc blood, power of giants, touch of rage
Combat Gear ectoplasmic metamagic rod (lesser), extend metamagic rod (lesser), piercing metamagic rod (lesser), selective metamagic rod (lesser), wand of cure light wounds (24 charges), wand of infernal healing (50 charges); Other Gear +3 falchion, mwk scorpion whip, belt of giant strength +6, cloak of resistance +5, headband of alluring charisma +6, ring of spell knowledge iii, robe of arcane heritage, wayfinder, barbarian's kit, 150 gp
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Special Abilities
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+6 Fire Spell Damage Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Ectoplasmic metamagic rod (lesser, 3/day)
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend metamagic rod (lesser, 3/day)
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fate's Favored Increase luck bonuses by 1.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Freed Slave (Andoran) +1 Will saves.
Immunity to Fear (Ex) You are immune to all fear effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Magical Knack (Sorcerer [Crossblooded]) +2 CL for a specific class, to a max of your HD.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Piercing metamagic rod (lesser, 3/day)
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Giants (16 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a stand
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ring of spell knowledge III (Barkskin) Teach ring arcane spell (DC 20 spellcraft) & use as if known. +1 level if not on your spell list.
Robe of arcane heritage These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Selective metamagic rod (lesser, 3/day)
Touch of Rage +8 (7/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell).


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