Gath Morian

Morthos von Janderhoff's page

320 posts. Alias of Luke_Parry.


Full Name

Morthos von Janderhoff

Race

Dwarf

Classes/Levels

Barbarian(Drunken Brute/Invulnerable Rager) 5

Gender

Male

Size

Medium

Age

104

Alignment

Neutral Good

Deity

Angradd

Languages

Common, Dwarven

Strength 20
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 6

About Morthos von Janderhoff

Appearance:
Morthos is a Dwarf's Dwarf, dressing in a well-crafted suit of Dwarven stoneplate when he expects trouble, with a large axe strapped across his back, which although clearly of great antiquity, is obviously well cared for, with a wickedly sharp edge. He also possesses a long, bushy brown beard, which he usually weaves into a series of plaits, separated by iron beard-rings emblazoned with glowing Dwarven runes (Arcane Marks). Although he has a fiery temper, and a boisterous laugh, Morthos typically forms fast friendships, and greets foes and betrayals alike with swift destruction.

Background:
Morthos comes from a long line of stalwart platinum miners, who made a comfortable life in the mines of Zolurket. However, in the time when his father was but a stripling, the family was forced to flee after a nameless evil came to their Halls. Upon leaving their ancestral home, the clan fragmented; some sought refuge in one or more of the Dwarven Skycities; others took-up a more nomadic lifestyle, continually working the caravan trails as itinerant metallurgical experts. Morthos grandparents' families, however, were amongst those who settled in the Sky Citadel of Kraggodan (in Nirmathas), adopting a more sedentary existence as smelters, smiths, and jewelers.

As a young Dwarf, Morthos was told tales of the wonders of his families ancestral home, but on the topic of what drove them forth, his parents were strangely tight-lipped. They preferred to not dwell on certain aspects of the past, cherishing what they had.

Although he tried, Morthos discovered that he had no aptitude for his parents crafts, and so he instead decided to focus on learning what he could of his antecedents; his great-grandfather had been a warrior, and a good one at that, and he decided to follow in his footsteps. To that end, when he came of age, he took-up his great-grandfather's axe, and signed-on as a caravan guard and some-time bounty hunter, which allowed him to travel far an wide, along the local trade routes...

...On one such trip the caravan passed through the middling hamlet of Kassen. At the inn that night, over cups with one of the local Dwarves, Braggar Ironhame by name, he was told about the rather unusual coming-of-age ritual that the town engaged in. Fascinated, he made a point of observing the next time a group was to put through their paces, and over the following years, made a point of popping-back whenever he could to help with 'the show', striking up a decent friendship with Braggar. Unfortunately, recently, word reached him that something had gone horribly wrong with the most recent batch - villagers had been killed by some evil force. Hurrying to Kassem as quickly as he could, he was relieved to discover that the situation had been resolved satisfactorily, but was more than a little troubled by what had gone on; what had caused the dead to rise?

Initiative: +3 [+1 Dex, +2 Trait]
Senses: 60' Darkvision, Perception +10
Speed: 20 ft (20 ft in Armor) +10' whilst raging

AC: 21 (10 + 10 (+1 Stone Plate) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 19 (10 + 10 (+1 Stone Plate))

Hit Points: 55/55

Fort: +7 Ref: +2 Will: +3

Combat:
Base Atk: +5; CMB: +10; CMD: 21

Melee
+1 Silversheen Greataxe: +9 to Hit; Dmg 1d12+14; crit 20/x3; Type S

MW Cold Iron Lucerne Hammer: +8 to Hit; Dmg 1d12+13; crit 20/x2; Type P/B; Brace, Reach

Ranged
Sling: +7 to Hit; Dmg 1d4+5; crit 20/x2; range 50 ft; Type B

Skills:
Skill Points per level: 4 (Class) + 0 (Intelligence)
Acrobatics +4 (+1 Dexterity + 5 ranks + 3 class skill - 5 ACP)
Appraise +0
Bluff -2
Climb +7 (+4 Strength + 5 ranks + 3 class skill - 5 ACP)
Diplomacy -2
Disguise -2
Escape Artist -4 (+1 Dexterity - 5 ACP)
Heal +2
Intimidate -2
Perception +10 (+2 Wisdom + 5 ranks + 3 class skill)
Ride -4 (+1 Dexterity - 5 ACP)
Sense Motive +2
Stealth -4 (+1 Dexterity - 5 ACP)
Survival +10 (+2 Wisdom + 5 ranks + 3 class skill)
Swim -1 (+4 Strength - 5 ACP)

feats:
1st: Heavy Armor Proficiency
3rd: Power Attack
5th: Raging Vitality

Traits:
Reactionary:
Source Pathfinder RPG Character Traits 4
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus to Initiative checks.

Berserker of the Society (Barbarian, Pathfinder Society):
Source Faction Guide
Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability.

Benefit: You may use your rage ability for 3 additional rounds per day.

Racial Abilities:
Slow and Steady:
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision:
Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training:
Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper:
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.
Hatred:
Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy:
Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning:
Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity:
Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word 'dwarven' in its name as a martial weapon.

Favored Class Alternative: Add 1 to the dwarf’s total number of rage rounds per day (+5 total).

Class Features:
Raging Drunk (Ex):
While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol’s normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does.

This ability replaces fast movement.

Rage (Ex):
A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive (23/day, including FC bonus and Trait bonus).

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Invulnerability (Ex):
At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level DR 2/-. This damage reduction is doubled against nonlethal damage.

This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex):
At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (Hot) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd.

This ability replaces trap sense.

Rage Powers:
Swift Foot (Ex) x2:
Benefit: The barbarian gains a 10-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging.

Special: A barbarian can select this rage power up to three times. Its effects stack.

Equipment:

MW Explorer's Outfit (+50gp to make it MW)
+1 Stoneplate
+1 Consecrated Silversheen Greataxe
MW Cold Iron Lucerne Hammer (330gp)
Locked Gauntlet (8gp)
Mithral Spiked Gauntlet (505gp)
Belt of Giant Strength +2 (4000gp)
Signet Ring (5gp)
Silver Holy Symbol (25gp)
15 x Arcane Marked Beard Rings (75gp total)
Sling (-)
Spring-loaded Wrist Sheath #1 (5gp)
Spring-loaded Wrist Sheath #2 (5gp)

'Waterskin' filled with Dwarven Stout (1.64gp) [13/16]
'Waterskin' filled with Dwarven Stout (1.64gp) [16/16]
'Waterskin' filled with Dwarven Stout (1.64gp) [16/16]
'Waterskin' filled with Dwarven Stout (1.64gp) [16/16]

MW Backpack (50gp)
MW Ironbound Keg of Dwarven Stout (61.4gp) [160/160]
Bedroll (0.1gp)
Crowbar (2gp)
Grappling Hook (1gp)
100' Silk Rope (20gp)
Hammer (0.5gp)
Piton [x10] (1gp)
10' Pole (0.05gp)
Portable Ram (10gp)
Small Tent (10gp)
Dwarven Trail Rations [28/28] (56gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
Flint and Steel (1gp)
Small Steel Mirror (10gp)

Consumables:
Potion of Remove Fear (50gp)
Potion of CLW x2 (100gp)
Potion of Protection from Evil x2 (100gp)
Oil of Bless Weapon (100gp)
Wand of CLW [10/10 charges] (150gp)

Coin = 16gp, 0sp, 4cp

Build Musings:
Vital Strike?