Tho Rimplethember

Tuva Halgra's page

22 posts. Alias of Corsario.


Full Name

Tuva Hagra

Race

Half Orc (Ulfen)

Classes/Levels

Barbarian (Invulnerable Rager) 4

Gender

Female

Size

Medium

Age

15

Special Abilities

Rage

Alignment

Neutral Good

Deity

Gorum

Location

Trunau

Languages

Common, Orc, Skald

Occupation

Blacksmith, Trunau Militia

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 12

About Tuva Halgra

Description:
Image
Age: 15; Height: 6'4"; Weight: 250 lbs
At first glance she looks human. But she is not beautiful by any standard. She looks too big. She is too strong. Her face is too rough. She grew up too fast. But she seems human nevertheless. Her voice, maybe a little too coarse, is undeniably feminine.
But she is HUGE for a girl. Much more if you know she is only 15 years old. I mean, she looks young, specially her eyes, betraying some youthful innocence, but that can't hide the fact that she is bigger and stronger than most fully grown man. Her factions are hard, her hair black and coarse, but even so she has no body hair at all (a fact a learned person would identify as a sign of her Orc parentage).
She tries, maybe too hard, to be feminine, and human. But she can't avoid the allure of working outside, and do physical intensive activities. And now she is enjoying more and more the thrill of combat, the ecstasy of letting all of her pretensions and lies go away, rage, and fight with abandon, letting a previously dormant part of herself explode in a storm of strength and fury.
When you see her arrive you have to imagine she is a very strong girl, carrying all of her weapons, greatsword and throwing axe at the waist, lance on her back, a sling tied up on her left forearm, hopeknife proudly shown on her breast, while moving with grace and speed, as if all that metal is nothing.
Her dress is very humble, just normal peasant clothes, covered by a used and somewhat ill fitting chain shirt armor. She normally covers her hair with a varisian scarve, but tied up in a Ulfen cold weather way.

Biography:
Daughter of Halgra of the Blackened Blades, another of her numerous descendants, she is by far the biggest and strongest of them, both male and female.
If you are not from Trunau you would think she is a human girl, even if unblessed by beauty, but huge and strong. But the locals residents know she is really a Half Orc, even if, by the will of the Gods, she looks very much like her mother, and nothing like the orc father she never knew.
She normally works in Trunau as a Blacksmith, as she has done for several years. But she is starting to spend more time with the militia, fighting alongside Patrol Captains Kurst and Rodrik Grath (and developing a crush on them both).
She has learned to use her new puberty-appearing rage to become a fierce warrior, invaluable in their fight against orcs and other menaces to town.
Internally she is ashamed she is half orc. A creature. A wolf in sheep clothing. She cries frequently, at night, invaded by big melancholies, fearing no one will never love her.

GM Information:
Tuva Halgra is a Half-Orc trying too hard to pass as human. She has the Pass as Human Feat (which greatly helps her maintain the illusion she is a normal human girl), the Almost Human Trait (further helping her Disguise) and finally many Alternate Racial Traits (which take away the Darkvision, Ferocity and Weapon familiarity normal or Orcs).
She is a Trunau Native (Trait), and I took the liberty of making her one of the multiple daughters of Halgra, some of which are mentioned to be Half-Orcs.
One Close Friend: Ruperta Sloboda, an orphan Varisian girl, feminine and charming, the role model for Tuva on what being a "normal" human girl really is. Ruperta likes to hang out with Tuva, and learned to appreciate her less beautiful friend, and they have both grown to thrust and love each other, promising to be best friends forever. Ruperta is growing at a slower pace than her friend, and has no interest on joining the Patrol (which Tuva is growing to like more and more). Ruperta is becoming a very beautiful woman, and without Tuva's protection would be an easy prey for many a man in town.

Tuva Halgra
Female Half-Orc (Varisian) Barbarian 4
Archetypes Invulnerable Rager
NG Medium Humanoid (Orc, Human)
Init +2, Senses Perception +7

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DEFENSE
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AC 16, Touch 12, Flat-footed 14 (+4 Armor, +2 Dex)
HP 41 (4d12+16)
Fort +6, Ref +3, Will +1
DR2/-; Resistances Fire 0
Superstition: You gain a +4 morale bonus on saving throws made to resist spells, supernatural
abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must
make saving throws to resist all spells, even those cast by allies.

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OFFENSE
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Speed 30 ft.
Melee Masterwork Greataxe +9 (1d12+6/x3)
Melee Masterwork Greataxe [Power Attack (2H)] +7 (1d12+12/x3)
Melee Hopeknife (Dagger) +8 (1d4+4/19-20)
Ranged HopeKnife (Dagger) (Thrown) +6 (1d4+4/19-20) 10' Range
Ranged Tanglefoot Bag +6 (/none/x0) 10' Range
Melee Glaive-Guisarme +8 (1d10+6/x3)
Melee Glaive-Guisarme [Power Attack (2H)] +7 (1d10+12/x3)
Ranged Masterwork Longbow (Composite/+4) +7 (1d8+4/x3) 110' Range
Special Attacks Witch Hunter: While raging, +2 bonus on damage against creatures possessing spells or spell-like abilities.

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STATISTICS
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Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +8; CMD 20
Feats Pass for Human, Power Attack
Skills
Acrobatics +9
Bluff +3
Climb +8
Craft (Cloth) +6
Diplomacy +5
Disguise +5
Disguise (Appear Human) +12
Intimidate +5
Knowledge (Local) +6
Linguistics(Giant) +4
Perception +7
Ride +5
Swim +8
Traits Almost Human,
Languages Common, Giant, Orc, Varisian
SQ bonus superstitious rage (4x), city-raised, extreme endurance, humanoid traits, invulnerability, orc blood, orc ferocity, rage, rock climber, skilled, skills, superstition, weapon and armor proficiency

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GEAR
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Wand (Cure Light Wounds/Cleric/1st) (50 charges)
rations (trail/per day) (5)
tanglefoot bag
masterwork greataxe
masterwork chain shirt
outfit (traveler's)
quick runner's shirt
half-orc disguise kit
artisan's tools (cloth/masterwork)
belt pouch
coin (copper piece) (9)
coin (gold piece) (18)
coin (silver piece) (14)
freshwater (irregular) pearl (11)
masterwork backpack
arrow (alchemical silver) (2)
arrow (blunt) (10)
arrow (elysian bronze) (2)
arrows (20/cold iron)
bedroll
chalk (1 piece)
climber's kit
dagger
everburning torch
flint and steel
grappling arrow
grappling hook
common, rope (silk/50 ft.)
sack (2)
soap (per lb.)
waterskin (filled)
glaive-guisarme
glaive-guisarme
masterwork longbow (composite/+4)
arrow (20)

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SPECIAL ABILITIES
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Almost Human You have enough human features that it's easy for you to pass for a pureblooded human. You gain a +4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.

Barbarian ~ Uncanny Dodge Tracker

Bonus Superstitious Rage (4x) Add +1/3 to the bonus from the superstitious rage power.

City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Extreme Endurance / Hot (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.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

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.

No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/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.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 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 +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 8 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.

Resistance to Fire (Ex) You may ignore 0 points of Fire damage each time you take fire damage.

Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.

Skills An urban barbarian does not gain Handle Animal (Cha), Knowledge (nature) (Int), or Survival (Wis) as class skills; instead, she gains Diplomacy (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Profession (Wis) as class skills.

Standard Rage

Superstition (Ex) You gain a +4 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Weapon and Armor Proficiency An urban barbarian is not proficient with medium armor.

Witch Hunter (Ex) While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained.