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Taiga Giant

Marduk Beastblood's page

649 posts. Pathfinder Society character for Feral.

Full Name

Marduk Beastblood


Half-Orc Bloodrager (before they were cool) 14 (hp 92/120 + 0 temps + 0 stoneskin) | F +16 R +12 W +14 | AC 17 T 11 FF 12 CMD 36


spoiler=Resources]Rage 16/16 | 1st 6/7 | 2nd 6/7 | 3rd 6/7 | 4th 6/7 | 5th 6/6 | 6th 4/4 | ToR 7/7[/spoiler]




Medium - 6'4" 270lbs



Special Abilities




About Marduk Beastblood

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.
Male half-orc (mystic) barbarian 1/sorcerer (crossblooded) 13 (Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human, orc)
Init +1; Senses Perception +9
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 120 (14 HD; 13d6+1d12+56)
Fort +16, Ref +12, Will +14
Immune fear
Speed 40 ft.
Melee +1 adamantine falchion +19/+14 (2d4+17/18-20) or
. . mwk scorpion whip +19/+14 (1d4+11)
Special Attacks rage (10 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 14th; concentration +18)
. . 6th (4/day)—contagious flame[APG], transformation
. . 5th (6/day)—cloudkill (DC 19), fickle winds[UM], fire snake[APG] (DC 19)
. . 4th (7/day)—beast shape II, detonate[APG] (DC 18), 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
Str 33, Dex 12, Con 16, Int 7, Wis 10, Cha 18
Base Atk +7; CMB +18; CMD 36
Feats Additional Traits, Arcane Strike, Defensive Combat Training, Empower Spell, Endurance, Eschew Materials, Extra Rage, Intensified Spell[APG], Power Attack, Quicken Spell, Toughness
Traits berserker of the society, fate's favored, freed slave (andoran), magical knack
Skills Acrobatics +7 (+11 to jump), Bluff +10, Climb +15, Intimidate +17, Knowledge (local) +1, Perception +9, Survival +7 (+9 to avoid becoming lost), Swim +15; 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 +1 adamantine 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
Special Abilities
+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.
Berserker of the Society +3 rounds of Rage a day.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Ectoplasmic metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that have full effect against incorporeal creatures as though using the Ectoplasmic Spell feat.
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) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast.
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) The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Giants (17 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
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rage (10 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.

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