About Raxus Half-blood
1/2 Ogre Totem Warrior Invulnerable Rager Barbarian 3
===== Defense =====
AC 14 (+4 Hide armor)
+5 Fort (+3 class, +2 Con,)
+2 vs Charm and Compulsion (trait)
BaB +3, CMB +8
Ogre Hook +8, 1d10+7, x3 crit, Reach, Trip (front), Subdual (back)
Spiked Gauntlet +7 1d3+5
Kukri +7, 1d4+5, 18-20x2
=====Traits and Feats=====
Inner Beauty (Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.)
Power Attack (1st) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is
4 class, 1 favored class
+3 Acrobatics (3 rank, +3 class -3 ACP)
Intimidating Glare- make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Animal Fury: While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to hot climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire resistance for every three levels beyond 3rd.
Flint and Steel
Food and water
armor and clothing repair kit
Survival knife (mw survival tool)
Dawn and Dusk
Raxus' faithful dogs, a pair of Apollo Mastiffs, dark and light colored, respectively.
Raxus was raised by Ogres. He was smaller, weaker, unfit, and they never let him forget it. It did not matter that he was the son of the chief and his favorite bed-slave. That just made it worse. By all rights he should not have survived his childhood, but his mother was not just the chief's concubine. She was also a healer. A lesser priestess of Shelyn before she was taken, her Goddess' blessings ensured that both she and her son could survive their ordeals to be abused another day.
As a child he found solace among animals when he could and watched birds with envy, always dreaming of one day flying away. He would practice leaping as high as he could, often from dangerous heights just for the sensation of flight.
On his ninth birthday his mother gave him a necklace of beads, one of them a small dragon's tooth, once part of a headdress his father had discarded months ago. When his father saw it, he was furious that his concubine would presume to give away his possessions. He beat her to death. Raxus tried to stop him and received a split skull for his trouble.
He buried her himself. His father seemingly forgetting her the moment she was gone, ignoring the necklace his son wore as if it was of no importance. It was nearly a week before the next beating, this time at the hands of a weak but full-blooded member of the tribe who was simply angry at the world and wanted to hurt someone.
Without his mother's healing it took him weeks to recover. The day he could walk again, he left.
He managed to survive on his own for nearly a month, but was not prepared for the cunning traps human hunters lay for prey. Caught in a net meant for a large beast, unable to reach his knife, he hung there until he was discovered by a trio of enormous dogs and an amused Keshite named Val whom Raxus surprised by speaking his mother's tongue.
Raxus was reluctantly taken in by the community of frontiersmen, spending the next decade unlearning the harsh lessons of his childhood. He quickly became something of a guardian angel to the youths of the community, never letting a larger boy pick on a smaller. His temper and stubbornness were only tolerated because of his genuine concern and kindness toward anyone smaller than himself and his useful prodigious strength.
He learned to ride in the years before he outgrew even the strongest of horses, and loved it with a passion, still finding as much, if not more, companionship among beasts of burden than he does among men.
Now, he has taken Val's place as a hunter and hound master, venturing near his old homeland to bring back food for his new people. He is often gone for weeks on end, still an outsider despite the best efforts of Val and the now-grown children he once helped to include him. He is well liked, but his own damaged sense of self worth has never allowed that fact to sink in.
Few know the wilderness as well as he, so it was no surprise when he was sought out and asked to join an expedition. Val talked him into it and even managed to have the women of the community make him a worthy pair of clothes. So now he is going to a ball. Whatever that is.
Raxus is enormous. He tops eight feet and is thickly proportioned. His features are almost comically masculine, but somehow his eyes, lips and cheeks have an element of softness to them. He would be an attractive man if he were half as large, but the combination comes across as simply odd.
His eyes are a deep red and his skin a dark honey-brown reminiscent of well-cured leather. He has very little body hair, being both naturally bald and unable to grow facial hair. His muscles do not have the intense definition of one who exercises regularly. Instead he has the figure of one who keeps in shape by working. His hands are calloused and scarred but rarely ever dirty. In spite of his brutish appearance he seems to be careful about his cleanliness and hygiene.
His clothes have a strange combination of wildlander savagery and keshian practicality. A large undyed hooded coat with a long vest of protective hides provides the foundation of his garb, a simple shirt and leather pants beneath. He wears nothing decorative except for a woven necklace of impressive teeth.
He carries a massive, thick-headed spear with a leather-wrapped counterweight on the back end, and a heavy forward-curving knife sheathed in easy reach on his leg. He wears heavy protective gauntlets, one leather-padded, the other metal-shod, his heavy boots similarly asymmetrical.
Howl-in-the-North- Warg Alpha