About Rolukk Earbiter
Abilities Str 28, Dex 12, Con 22, Int 12, Wis 10, Cha 8
Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Critical Focus, Furious Focus, Improved Critical (Falchion), Improved Initiative, Ironhide, Martial Weapon Proficiency, Power Attack, Raging Vitality, Shield Proficiency, Simple Weapon Proficiency, Staggering Critical, Toughness, Tower Shield Proficiency, Weapon Focus (Falchion)
Acrobatics +17, Acrobatics (Jump) +18, Appraise +2, Climb +16, Craft (Untrained) +2, Diplomacy +6, Escape Artist -1, Fly -1, Heal +1, Intimidate +20, Perception +11, Perception (Blindsense) +12, Perception (Notice unusual stonework) +12, Perception (Trapfinding) +12, Perception (Underwater) +12, Ride +6, Sense Motive +1, Stealth +8, Stealth (In bright light) +9, Stealth (In caverns) +9, Stealth (In dim light) +9, Stealth (In forests) +9, Stealth (In lair) +9, Stealth (In marshes) +9, Stealth (In rocky areas) +9, Stealth (In scrubland or brush) +9, Stealth (In shadowy conditions) +9, Stealth (In snow) +9, Stealth (In stony environs) +9, Stealth (In stony or icy areas) +9, Stealth (In swamps) +9, Stealth (In tall grass) +9, Stealth (In undergrowth) +9, Stealth (In vegetation) +9, Stealth (In water) +9, Stealth (In webs) +9, Stealth (Underground) +9, Stealth (Underwater) +9, Survival +11, Survival (Follow or identify tracks) +12, Survival (In forests) +12, Survival (Track by scent) +12, Swim +7
amulet of natural armor +5; belt of physical might (str/con) +6; boots of speed; breastplate +5 (adamantine/determination/fortification (heavy)); cloak of resistance +5; falchion +4 (adamantine/corrosive burst); ioun stone, pale green prism; ring of freedom of movement; ring of protection +5; Bag of Holding (Type II)
Race and Class Abilities:
Animal Fury (Ex) While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d4+4 points of damage. You 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 you make against the target this round are at a +2 bonus.
Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) 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.
Extreme Endurance / Hot 0
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Fiend Totem, Lesser (Su) While raging, the barbarian grows a pair of large horns, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the barbarian's full base attack bonus (-5 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage (1d6 if Small) plus the barbarian's Strength modifier (1/2 if it is a secondary attack).
Guarded Life (Ex) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Mighty Swing (Ex) You automatically confirm a critical hit. This power is used as an immediate action once a critical threat has been determined. This power can only be used once per rage.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. This ability replaces armor training 1.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 38 rounds per day. You 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. While in rage, you gain a +6 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 60 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.
Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd. This ability replaces bravery.
Unexpected Strike (Ex) You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether that movement would normally provoke an attack of opportunity. This power can only be used once per rage.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Weapon Training (Ex) As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
+3 to Will Saves
Falchion: +37/+32/+27 2d4+22+1d6(acid) Crit 15-20 x2+1d10+criteffect
Falchion: +37/+28/+23 2d4+34+1d6(acid) Crit 15-20 x2+1d10+criteffect
Rolukk stands 6'7", with his long black hair bound with a leather tie at the base of his neck. His skin is tinged slightly green, with his facial features giving away his half-orc heritage. Though he has no obvious tusks or enlarged incisors, it is readily apparent.
A Little Background:
Rolukk of Clan Earbiter stood with his back to the howling winds of the Somarian Plains, gazing at the smoking remnants of what had once been a thriving Clan village. In the center of the village loomed a large mound of still-smoking bodies, the stink of which he was gratefully upwind from.
A Little More Background:
Rolukk watched the spiritual lion disappear with more than a bit of apprehension. It had lead him through the misty plane to a small clearing amid a forest. Sitting in the middle of the glade was a man in fine earth-toned robes.
Rolukk had observed people from the safety of the misty realm before, but they had always appeared blurry and indistinct.
This man was different. He was here.
Rolukk turned to inquire about the man from the lion, but it had ignored him and approached the man.
Looking up, the stranger smiled and patted the lion affectionately on the flank.
Rolukk had never heard the lion make any sort of sound, only telepathic speech. He was surprised therefore when the lion made a deep rumbling noise and pressed into the man's hand...just before fading away into nothingness.
Rolukk took this as his cue and removed the magical pendant that allowed him to travel this place, keeping himself in a defensive posture.
The Second of Clan Earbiter felt the world shift subtly, colors becoming clear and vibrant, sounds of nature whispering back into his ears.
It appeared the man existed in the real world as well. Rolukk felt the tingle of the magic finally fade as his surroundings solidified.
The man smirked at his obvious defensiveness and reached into his robes, drawing out a small vial of some yellow substance.
He held it out to Rolukk.
"Drink this before you next leave the spirit world. Return there now. Your guide will explain."
With that, first his feet and legs, then his torso began to sink into the forest floor. With that smirk still on his face, he vanished entirely.
Rolukk looked at the vial in his hand. More magic. But at least the man seemed in the good graces of the Earth Mother, from the reaction of the lion.
Shrugging, the Second place the amulet back upon his neck. Colors dissolved into shades of gray, and all smells of the woodland vanished as he felt himself transposed back into the foggy other-world.
The lion was waiting.
"Travel east. You will find a small hunting lodge. Appear there and find your destiny, Second Son of Clan Earbiter."
He could make out lights inside through the haze, and could hear muffled voices floating through the strange-feeling air. Squaring his shoulders, Rolukk prepared himself mentally to walk through the wall of the building.
Rolukk grasped the amulet and prepared to shift back into the mortal world. He kept his other hand away from the hilt of his sword, and prayed that the Earthmother's trust in these people was not misplaced.
Keeping track of combat here.:
staggered, take -1 to ac and reflex saves and move at half speed
Staggered: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take swift and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.