Sir Holton

Menrozzar Vyrlock's page

1,120 posts. Alias of Phntm888.


Full Name

Menrozzar Vyrlock

Race

Human Bloodrager 7/Dragon Disciple 5

Classes/Levels

| AC 24, touch 12, flat-footed 22 Uncanny Dodge | HP 109/109 (143/143 Bloodrage); 24 nonlethal | Fort +12, Ref +8, Will +9; Resist fire 10 | Perception +15; blindsense 30 ft. | Init +6 | Bloodrage 33 rounds/day | Active Effects: none

Gender

Male

Size

Medium

Age

25

Alignment

CG

Location

Trunau

Languages

Common, Draconic

Occupation

Trunau Town Guard

Strength 24
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 16

About Menrozzar Vyrlock

Crunch:

Menrozzar Vyrlock
Male human bloodrager (rageshaper) 7/Dragon Disciple 5
CG Medium humanoid (human)
Init +2; Senses Perception +14
Favored Class: Bloodrager
Favored Class Bonus: +6 rounds of bloodrage/day
DEFENSE
AC 24, touch 12, flat-footed 22 (+9 armor, +2 Dex, +3 natural)
Hp 109 (7d10+5d12+16 Con+8 Toughness)
Fort +12, Ref +8, Will +9
Special Defenses Uncanny Dodge; Resist fire 10
OFFENSE
Speed 30 ft
Melee +1 giant-bane longspear +20 (2d6+11, x2)
Melee giant-bane bite +20 (1d8+12, x2) and 2 giant-bane claws +20 (1d10+9+1d6 Fire, x2)
Melee dagger +18 (1d4+7, 19-20/x2)
Melee hopeknife +19 (1d4+7, 19-20/x2)
Ranged +1 longbow +14 (1d8+1, x3, 60 ft)
Ranged dagger +13 (1d4+7, 19-20/x2, 10 ft)
Special attacks bloodrage (33 rounds/day), breath weapon 2/day (30 ft. cone, 8d6 fire, DC 18)
Spells Known (CL 10th, Concentration +13)
1st (3/day) - detect magic, chill touch, enlarge person, longarm, shield, true strike
2nd (2/day) - elemental touch, ironskin, resist energy, see invisibility
3rd (2/day) - elemental aura, heroism
STATISTICS
Str 24, Dex 14, Con 14, Int 10, Wis 12, Cha 16
Base Atk +11; CMB +18; CMD 30
Traits Armor Expert, Trunau Native
Feats Arcane Strike, Armor Proficiency (light, medium), Blind Fight, Blooded Arcane Strike, Combat Reflexes, Extra Rage, Improved Initiative, Power Attack, Shield Proficiency, Skill Focus (Fly), Toughness, Weapon Proficiency (simple, martial)
Skills (ACP -3) Acrobatics +8, Climb +4, Craft (leather)* +8, Fly +8, Handle Animal* +9, Intimidate +9, Knowledge (arcana) +11, Knowledge (geography)* +7, Knowledge (engineering)* +7, Knowledge (history)* +6, Knowledge (local) +9, Linguistics* +6, Perception +15, Spellcraft +7, Survival +8, Swim +4
*-denotes background skill ranks.
Languages Common, Draconic, Giant
SQ Blood of Dragons, Bloodline (draconic (red)), Bloodline powers (claws, Draconic Resistance), fast movement, furious transformation
Combat Gear potion of cure light wounds (2), antitoxin, smokestick Gear giant-bane amulet of mighty fists +1, longbow +1 with 40 arrows, 20 cold iron arrows, dagger, hopeknife (masterwork dagger), belt of giant strength +4, headband of alluring charisma, ironwood breastplate +3, bloodrager’s kit (backpack, blanket, belt pouch, flint and steel, iron pot, rope, 10 torches, 14 days trail rations, waterskin), bedroll, common artisan’s tools (leatherworking), explorer’s outfit (free 10 gp outfit), cold weather outfit, 50 rations, 4 waterskins, 53 gp, 51 sp, 33 cp

SPECIAL ABILITIES
Traits
Armor Expert (Ex) - You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. Benefit: When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Trunau Native - You were born and raised in the town of Trunau, one of the few human settlements in the orcdominated Hold of Belkzen. Orc attacks are an ever-present threat, and like all Trunauans, you have made the Standing Vow: to hold Trunau against all attackers, orc or otherwise, to stand your ground, and to live free or die trying. Upon coming of age, you were given a hopeknife—a small, sheathed dagger, usually worn on a chain under your clothes—and taught how to use it to take your own life to avoid capture by orcs, or to grant the mercy of a quick death to the wounded. As a native, you have served in Trunau’s militia, and fought alongside Patrol Captains Kurst and Rodrik Grath. You begin play with a hopeknife (a masterwork dagger), and your tenacity in the face of adversity grants you a +1 trait bonus on Will saves.

Class Abilities
Bloodline - Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. Sometimes this source reflects a distant blood relationship to a powerful being, or is due to an extreme event involving such a creature somewhere in his family’s past. Regardless of the source, this influence manifests in a number of ways. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

When choosing a bloodline, the bloodrager’s alignment doesn’t restrict his choices. A good bloodrager could come from an abyssal bloodline, a celestial bloodline could beget an evil bloodrager generations later, a bloodrager from an infernal bloodline could be chaotic, and so on. Though his bloodline empowers him, it doesn’t dictate or limit his thoughts and behavior.
The bloodrager gains bloodline powers at 1st level, 4th level, and every 4 levels thereafter. The bloodline powers a bloodrager gains are described in his chosen bloodline. For all spell-like bloodline powers, treat the character’s bloodrager level as the caster level.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats. At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodrager. These spells cannot be exchanged for different spells at higher levels.

If the bloodrager takes levels in another class that grants a bloodline, the bloodlines must be the same type, even if that means that the bloodline of one of the classes must change. Subject to GM discretion, the bloodrager can change his former bloodline to make them conform.

Bloodrage (Su) - The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

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

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects

Claws (Su) - At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.

Fast Movement (Ex) - A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Backstory:

Menrozzar was born in the independent town of Trunau. Though his father, Abrogard, was a leatherworker and his mother, Liala, a baker, both understood the importance of taking up arms in defense of the town, and took Menrozzar with them to their monthly training sessions, even though he was much too small to participate. They felt it was important he observe and learn what he could of the need to defend the town from orc raiders as early as possible.

As a child, Menrozzar’s father told him stories of his grandfather, Velgar. He had come to Trunau because he had heard of the town’s stalwart defense against the Orcs. Having been an adventurer for some time, he decided he liked the town’s spirit and determination so much he chose to remain there, settling and raising a family. His father told him of how his grandfather was a powerful warrior, capable of fighting just as savagely as the Orcs did. It was as though he had a fire inside him that gave him strength. He was said to be able to tear orcs limb from limb with his bare hands, and that flame could not touch him. He was a mountain of a man, imposing and unyielding. Abrogard told Menrozzar that he had idolized him, and wanted to become a warrior, like Velgar was. Velgar had died when Abrogard was just 15, before he had married Liala. He was slain when his patrol was ambushed by Orcs, though he fought hard enough to allow the rest of his patrol to escape. Abrogard, lacking the same fire Velgar had, became a leatherworker.

Menrozzar was fascinated by the stories of his grandfather, and when he and other children would play make believe that they were fighting off Orcs, he would always pretend to be his grandfather, that fearsome warrior who could match the monsters for savagery and power. Though his father taught him the craft of leatherworking, Menrozzar showed little knack for it, and didn’t seem to have much patience for the work. He often seemed fidgety when being instructed in school lessons in the Commons, as well, being that he was no more than an indifferent student. Menrozzar seemed to most look forward to the times when he could pretend to be a warrior fighting against the orcs, and to the day he could take the Standing Vow, and come of age and start training with weapons.

Finally, when he turned 12, that day arrived, and he was presented with his hopeknife at the Hopeknife Festival. He was shown which arteries to cut with it to prevent himself or a family member from torture at the hands of the Orcs, and carefully instructed that the hopeknife was always to be kept sharpened and only to be used for that purpose, never anything else. He should carry an ordinary knife for other tasks. Abrogard took Menrozzar to the Commons for his first day of weapons training - and Menrozzar loved it. He showed a fierceness and focus at learning weapons reminiscent of his grandfather. Menrozzar continued training hard, and decided that he wanted to be one of those who took responsibility for protecting the town onto his own shoulders. His father, seeing in Menrozzar the spirit of Velgar, gave his blessing, and at age 15, Menrozzar became a member of the town guard, moving into the Longhouse, where he could focus on his training.

Now, 7 years later, Menrozzar has been on several patrols with both Patrol Captains Kurst and Rodrik Grath. He has taken his shifts manning the main gate, and the watchtowers along the back of the palisade wall to defend Trunau from Orcs. He has carefully cultivated a style designed to stymie the Orcs and keep them from bringing axes to bear against them. He has grown into a large man, well-muscled, with reddish-brown hair and brown eyes. He has seen friends die to the orcs, and from that has taken the lesson that life must be lived to its fullest. He is quick to laugh at a joke and has an undying loyalty to those who fight beside him. He does spend time in The Killin’ Ground with fellow guardsmen and townfolk, enjoying a drink but always taking care to be responsible for his shift. He hopes to continue making his parents proud of him, but he also feels a fire inside him - one that seems to be growing everyday. When he fights, when he spars, he feels the flame fill him, encouraging him to give into its warmth - and the strength that will come from it. He doesn’t know where the fire comes from, but if it is the same one his grandfather Velgar felt, then he knows he will be ready to face down any Orcs that dare to threaten his friends and family.

Appearance:

Menrozzar stands 6'2" with a well-muscled frame from years of hard training. He has broad shoulders, short reddish-brown hair and brown eyes. His skin is tanned, but despite the grim situation in Trunau, his eyes carry a twinkle of amusement. That amusement turns hard in the face of Orc raiders. His clothing is typical of that worn in Trunau - he doesn't typically wear fancy clothing since it isn't practical.

Heart Spit:

Heart Spit
Nargrym Steelhand took this spear from the dead hands of
the taiga giant warlord Neveraka, and used the weapon for
the rest of his giantslaying career.

Fitted with a menacingly cruel 2-foot-long barbed iron
head, this Large +1 giant-bane longspear can skewer an
opponent, lodging beneath the flesh and holding fast.
On a confirmed critical hit with the spear, Heartspit’s
wielder can attempt a combat maneuver check to
grapple the target as a free action. This grapple
attempt does not provoke an attack of opportunity
from the target if that creature is not threatening the
wielder. While grappling a creature with Heartspit,
the wielder can move or damage the target with
the spear only on the wielder’s turn. The wielder
is still considered grappled, though he does not
have to be adjacent to the target to continue
the grapple. If the wielder ends the grapple or
the target successfully breaks the grapple, the
target takes 4d6 points of slashing damage
as the spear’s barbed head is ripped free.