A Barbarian that will grow with the plot and "evolve" into different versions as the campaign progresses.
Universal frontliner, but not entirely focused on damage, but split between consistent damage output and survivability.
It is not an optimized build, but should have enough staying power and damage output to fulfil a frontliner role satisfactory.
(I never actually got to play a Barbarian in PbP - did not want to go with the cliche 2-handed damage focus, nor with a gish build - but I think I took care to make sure it will be valid across the whole range of the AP)
At level 2, Claws become available, giving 3 primary natural attacks during Rage - making that preferable over weaponry while raging - but without shield also more vulnerable.
At Levels 7-9, there will be a huge boost to the DR/-, increasing tankyness.
At Level 10, pounce becomes an option for charging at things and mauling them.
Level 11-12 again focuses on increasing Tankyness with even more DR/-.(looking at DR 18/-- by Level 12)
Background:
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Childhood
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Alexstrazas mother hailed from a merchant family in a small town. Caravans with goods would travel far and wide, and be accompanied by a family member doing the actual trading. One such caravan, headed by her mother, was raided by Orcs. The goods were lost, the guards slaughtered, and the woman...well, lets say the story of how she came to be is not one of love.
Disgraced, her mother did not with to return to her home town and live with her shame. Instead, she travelled and eventually made her way to Westcrown before she gave birth.
Despite the circumstances of her conception, she decided not to give the baby girl up to some temple, and raise her - she was at a low point of her life, and this was one thing that gave her purpose.
She gave little Alex love and taught her, living in a servants quarter to a wealthy family(of Diabolists).
But kids can be cruel, and Alex was different than most of the other kids. She was often ridiculed for the tusks she had. Needless to say, trying to bite them in response did not exactly make the situation any better.
She was often beaten by others, and things were taken from her(not that she had much to begin with). Her mother earned little money and could not afford new fabrics. When she got a new dress, it took less than a week before other kids tore her clothing and made fun of her when she came with it mended - often, she returned home crying.
Puberty changed everything. The frail half-orcish girl grew taller than most of the others her age. And if she was not larger, then she was stronger. She built muscle mass easily, and quickly learned that bullies looked for weak targets, and were not keen on picking on someone that could whoop their asses if they so choose.
So she leaned into that, training daily until she was in peak physical condition. Having been on the receiving end of bullying, she was also not going to stand for it happening with others. When she stood up for a halfling girl harassed by a few human boys, she accidentaly broke one boys jaw, and had to spend some time in prison as a result.
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Young Adulthood
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Eventually, she became old enough to work, and opted to find something to do to help her mother financially.(She was well aware that her mother was sometimes going hungry to provide her with enough food...and definitely wanted to change that.) She applied to some vocations, but was rejected from most - but eventually got one as a bouncer for a tavern.
She worked there for a while, until a regular customer - another Half-Orc, albeit much older - chatted her up. He was a spellcaster of no small skill, and in need of security. Offering her pay higher than what the tavern paid by half, she changed employer the next month - it was even enough to move out into a small place of her own, and still provide a bit of money to her mother after living costs.
The Half Orc turned out to be a Shaman working with Contract Magic, Pacts with Spirits and Devils alikeSome more diabolist stuff., as an intermediary for his customers. He worked long hours, and was demanding, but he paid well enough. At times, she also had to assist, with binding circles, or holding certain objects, or bringing certain things to the Shaman during rituals. She learned some about the otherworldy creatures and their nature from that and from what he talked about with customers during negotiations, but she was to remain silent at all times, lest she interrupt his concentration. Still, she found it interesting, and there was little to occupy the mind during a long work day, so she found herself eavesdropping at times.
One time she did, she overheared the client requesting a very powerful demon to accomplish a difficult task - binding it would be difficult, and in trade for it's services, a soul would be required. Time was of utmost urgency, and the client promised to double, no, triple the pay. The shaman, after shortly considering, agreed - saying that it would be regretful to lose his assistant, but for the pay offered, the trouble of training a new one would be acceptable.
He had no assistant except Alextraza, and she was not stupid - her mind raced. She wanted to flee, to run, but she was also afraid of what the Shaman might do then. She considered blocking the door and setting a fire, but knew his magic would likely offer him a way to overcome that. In the end, she wrote "I do not wish to die. My apologies, I quit" on a sheet of paper, signed it, and ran. She had not heared from him, so far, and he had not sought her out.
Still, she was in a bit of a bind, being without job again. She avoided the area where the arcane laboratory was, but took on any day jobs that she could find. Loading or unloading ships, hauling things inside houses, back-alley boxing matches - she was trying to find something steady again, but as of now, she had no luck...and that is where we begin...
Description:
Alexstraza is tall even for a Half-Orc Woman - she has a bulky, muscular build and few classically feminine features. She keeps her black hair braided to the back, to make sure it does not interfere in combat(or give an opening to her opponents). She often wears clothing made of animals, preferably ones she killed herself - a matter of practicality, rather than pride. Most of what she wears subtly reinforces the image she is going for - showing off her muscles or making her appear even taller or bulkier than she already is. Having worked mostly as a hired guard, her look is carefully curated to intimidate potential troublemakers without verbally engaging them, as deep down, she is too insecure to feel comfortable having to engage antagonistic people in a dialogue.
Personality:
She grew up as a second-class citizen, without a father(as her conception was not exactly...voluntary). Being bullied by others from a young age, she focused on becoming strong enough to make people think twice before showing enmity towards her. She has never been close with others - in friendship or romance - and as such, her relation to others is defined mostly by mutual respect. While she does feel lonely, at times, so far she had little opportunity to change anything about that. If she would find herself accepted by a group of people, be part of them, then she would probably show fierce loyalty towards them, while simultaneously being afraid of losing them, or her position within the group.
Daily Abilities:
Rage: 7 = 4+2(Con)+1(FCB)
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Defense
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AC 18 10+2(Dex)+4(Armor)+2(Shield), ACP = -5
hp 14 = 12(Class)+2(Con)
Fort 4 , Ref 2 , Will 2
(+2 racial bonus on saving throws against emotion and fear effects)
(+1 bonus on all saving throws made against mindaffecting attacks from devils.)
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Offense
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Speed 30 ft MELEE Power Attack Cutlass +4 1d6+6(18-20/x2)
and
MELEE Bite(as part of full attack with manufactored) -1 1d4+3(20/x2)
MELEE Cutlass +5 1d6+4(18-20/x2)
and
MELEE Bite(as part of full attack with manufactored) +0 1d4+2(20/x2)
RAGE: +2 melee attack, melee damage, thrown weapon damage, and Will save. –2 penalty to Armor Class. 2 Temporary Hit Points.
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB +5; CMD 17
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
Pariah: While many cultures discriminate against half-orcs, in some, particularly dwarven communities, half-orcs are complete social pariahs. It goes without saying that such a culture does not provide outlets for a half-orc to practice with traditional orc weapons. The few half-orcs who survive to adulthood in such harsh social climates are deeply scarred by their abusive treatment and find it hard to express and understand normal emotions. Such half-orcs gain a +2 racial bonus on saving throws against emotion and fear effects and a –2 penalty on Bluff, Diplomacy, and Sense Motive checks. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing
105 GP
15 GP Hide Armor
15 GP Cutlass
7 GP Heavy Wooden Shield
=====Traits=====
Campaign:
Diabolist Raised (Campaign)
All your life you’ve lived within the grip of devil-possessed Cheliax. You care little for the religion of your country, but that is the way of life in the most magnificent empire in the world, and who are you to question the faith of the empire’s rulers? Certainly not a fool like some of your more idealistic acquaintances, possessed of bizarre ideals about personal freedoms and egalitarian rulership—who can say whatever happened to them? You know of Hell and the rigidity of its grim rulers, you’ve seen devils and how they might be employed to the betterment of those with the might to control them, and you know of the dark faith of your country. You might not be a devil worshiper yourself, but there are realities to living in Cheliax, and it’s always good to know what’s really going on behind the scenes.
Benefit: Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mindaffecting attacks from devils.
Auspicious Tattoo (Racial)
You bear a tattoo depicting one of the totems listed for your tribe that favors you with good fortune.
Benefit: You gain a +1 trait bonus on Will saving throws.
=====Ability Scores=====:
STR 18=16(Buy)+2(Race)
DEX 14=14(Buy)
CON 14=14(Buy)
INT 14=14(Buy)
WIS 12=12(Buy)
CHA 8= 8(Buy)