Half-Orc Warrior

Skazzgrakk's page

102 posts. Alias of neil mantle 64.


Full Name

Skazzgrakk 'Goblinzbane' Stormborn

Race

Half Orc

Classes/Levels

Barbarian 2

Gender

Male

Size

6' 5"

Age

18

Special Abilities

See Below

Alignment

CG

Deity

Gorum -see religion below

Location

Korvosa

Languages

Common, Orc

Occupation

Would be Bounty Hunter

Strength 18
Dexterity 12
Constitution 13
Intelligence 8
Wisdom 12
Charisma 10

About Skazzgrakk

Abilities

Str 18 (+4)
Dex 12 (+1)
Con 13 (+1)
Int 8 (-1)
Wis 12 (+1)
Chr 10 (+0)

Defence
HP 36 (favoured class) Current HP : 31
AC 14
touch 11, flat-footed 13
Fort 13, Ref 11, Will 11

Offence
Melee Great Axe +7
(1d12+4/x3)
Melee Warhammer +6
(1d8+4/x3)
Ranged longbow +3 (1d8/×3)
Base Atk +2; Grp +3
Special Attacks rage
Special Qualities fast movement,
illiteracy

Barbarian Rage
HP 40
AC 12, touch 9, flat-footed 11
Fort 17, Ref 11, Will 13
Melee Great Axe +9
(1d12+6/x3)
Melee Warhammer +8
(1d8+6/x3)
Str 22, Con 17

Skills
Intimidate +2
Perception +4
Survival +5

Feats
Weapon Focus (great axe)

Uncanny Dodge

Weapon Familiarity: Half-orcs are proficient with
greataxes and falchions, and treat any weapon with the
word “orc” in its name as a martial weapon.

Orc Ferocity: Once per day, when a half-orc is brought
below 0 hit points, but not killed, he can fight on for one
more round as if disabled. At the end of his next turn,
unless brought to above 0 hit points, he immediately falls
unconscious and begins dying.

Orc Blood: Half-orcs count as both humans and orcs
for any effect related to race.

Gear: hide armor, Great axe, longbow , warhammer, 20 arrows, sack, dwarf hair hair braid, 440gp,9sp

Encumberance: Approx 50lbs worth. = light encumberance

Rage Powers

Spoiler:

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 are renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 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 but can otherwise enter rage multiple times during a single encounter or combat.

Rage Powers: As a barbarian gains experience, she learns to harness her rage in new ways. Starting at 2nd level, a barbarian gains one rage power. She gains an additional rage power for every two levels of barbarian attained after 2nd level. A barbarian can use her rage powers only while raging, and some of these powers are always active. Unless otherwise noted, a barbarian cannot select an individual power more than once. A barbarian can use the same power more than once during an individual rage. Unless otherwise noted, these abilities are swift actions that must be performed on the barbarian’s turn.

Animal Fury (Ex): The barbarian may make a bite attack using her full base attack bonus plus her Strength modifier. If the bite hits, it deals 1d6 points of damage (assuming the barbarian is Medium; 1d4 points of damage if Small) plus one half the barbarian’s Strength modifier. A barbarian can use this power while grappled. If the bite attack hits, any grapple checks made against the target this round are at a +2 bonus.

Clear Mind (Su): A barbarian may reroll a failed Will save. This power is used as an immediate action after the save is failed. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power.

Increased Damage Reduction (Ex): The barbarian’s damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this power.

Elemental Rage (Su): All of the barbarian’s attacks deal an additional 1d6 points of energy damage for 1 round. The energy type must be acid, cold, electricity, or fire. This energy damage does not stack with energy damage dealt by special weapon abilities if it is of the same type. A barbarian must be at least 12th level before selecting this power.

Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for one round. This bonus increases by +1 for every 6 levels the barbarian has attained.

Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds +1 round for 5 points she exceeds the DC.

Knockback (Ex): The barbarian can make one free bull rush attempt against one target hit in melee this round. The barbarian does not need to move back with the target if successful. This power is used as an immediate action after the attack roll is made.

Low-Light Vision (Ex): The barbarian’s senses sharpen and she gains low-light vision while raging.

Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power.

Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per minute.

Night Vision (Ex): The barbarian’s senses grow incredibly sharp while raging and she gains darkvision 60 feet for 1 round. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.

Powerful Blow (Ex): The barbarian gains a +1 bonus to a single damage roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.

Quick Reflexes (Ex): The barbarian can make an additional attack of opportunity above the normal limit of one per round. This power is used as an immediate action when an opponent takes an action that provokes an attack of opportunity.

Renewed Vigor (Su): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can only be used once per day.

Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for 1 round. This bonus increases by +1 for every 6 levels the barbarian has attained.

Roused Anger (Ex): The barbarian may enter a rage even if fatigued. Once this rage ends, the barbarian is exhausted for a number of minutes equal to the number of rounds spent raging.

Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her combat maneuver bonus when an opponent attempts a maneuver against her. This power is used as an immediate action. Once used, this power cannot be used again for 1 minute.

Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 6 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.

Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.

Terrifying Howl (Su): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not) it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.

Unexpected Strike (Ex): The barbarian can make a free attack, at her highest attack bonus, against a foe that moves adjacent to the barbarian. Using this power is an immediate action that counts as an attack of opportunity. Once used, this power cannot be used again for 1 minute. A barbarian must be at least 8th level before selecting this power.

Rage Powers Selected
Powerful Blow - +1 to a single damage roll

Background

Spoiler:
18 years ago a human woman from the Six Bears tribe was captured in an orc raid on a small village that lay in the Realm of the Mammoth Lords beneath the shadow of the Kodar Mountains. Happily she was found and rescued by the heroic men of her tribe but upon her return to the village was found to be with child. But, oddly, she was accepted and her child, a boy , was also adopted by the tribe. Named Skazzgrakk, the young half orc grew up thinking himself human and it was not until his early teens that he began to see that he was different.
Skazz took to venturing off, alone, on hunting trips and it was here that he found on a dead orc his prized Great Axe that he named 'Tusk-Taker'. It was after one such expedition that Skazz returned to his tribe only to find everything ablaze.
Small creatures danced around stabbing and slashing, all under the watchful eye of a white haired dwarf. Skazz ran to help but it was too late; the Six Bears tribe was no more, he was the last. Blind with rage Skazz lashed out at the only assailant he could catch - the dwarf. He managed to severley wound him and ripped out his beard before he made his escape, along with the hoard of laughing Goblins. Blind with grief, Skazz collected all his belongings, burried the people of his tribe and left the Realm of the Mammoth Lords, heading South.
Slowly travelling the back ways of the land, Skazz entered the Hold of Belkzen and it was here in the 'capital', Urgir, that he came to the attention of it's ruler, Grask Uldeth of the Empty Hand. Uldeth let Skazz pass through his realm on one condition - that he act as his eyes and ears to the outside world, acting as a scout and bounty hunter. Skazz agreed in principal, not through fear but for the fact that Uldeth gave him a name, a dwarven name; Drogar ... Drogar Grashklin. For Grashklin is an ancient dwarven word for 'Goblin Friend'.
Once past the southern point of the Hold of Belkzen Skazz crossed part of the Mindspin Mountains and entered Darkmoon Vale. Staying one night at the Inn of the Wood, Skazz continued on into Falcons Hollow. Here he stayed for over a week at the Sitting Duck, where a potent local brew, fermented from darkwood leaf took his fancy. Upon leaving, Skazz took a supply of the leaf as he had also aquired a taste for chewing the stuff too!

On his way out of the Vale Skazz passed Droskar's Crag, a site he decided that one day he would like to return to.

Always on the lookout for the dwarf, (whose name he doesnt even know, but whose beard he has entwined as a braid from Tusk Taker's grip), or for those hated little Goblins; Skazzgrakk finaly came to the splendid city of Korvosa. Perhaps here he would find his quarry?

Description

Spoiler:
At well over 6' tall Skazzgrakk cuts quite an imposing figure. More so due to the fact that, unlike a lot of half orcs, he seems to have inherrited more of his orc parentage than his human one. His pale comlexion is due to his upbringing in the cold climate of the North, contrasted more so by his blue-black hair and red eyes. Skazzgrakk is proud of his duel heritage and both his prominent tusks and tribal tattoos are shown with pride. His voice is deep and gruff but also quite cultured.
Skazz has a habit of talking to his axe, Tusk Taker, whilst in battle.

Religion

Spoiler:
Skazzgrakk openly follows Gorum, the Lord of strength and battle. What he doesn't openly admit is that he secretly venerates Rovagug, due to the fact that Tusk Taker has inscriptions to the God of wrath, disaster, and destruction inscribed in orcish on its blade. Skazz believes that to ensure his weapons constant sharpness and true aim he must appease the dark lord and dedicate his victory's to him.

Wish List

Spoiler:
+1 Hide Armour
Amulet of Natural Armour
Bracer of Armour
Items that boosts physical ability