Krun Thuul

Arkus Scargazed's page

167 posts. Alias of nightdeath.


Full Name

Arkus Scargazed

Race

HP: 4/25 (8/29) | AC: 17/10/17 (15/8/15) | Fort: +5 (+7) | Ref: +2 | Will: +1 (+3) | Init: +4 | Perc: +6 | CMB: +6 (+8) | CMD: 18 (19)|H.Flail: +6 (+8); 1d10+7 (+9)|

Classes/Levels

Skills:
Acrobatics: +5| Climb:+6| Intimidate: +3| K.(Nature): +6| Sense Motive: +1| Stealth: +0| Survival: +6|
Rage:
0/8

Gender

Male Orc Barbarian (Invulnerable Rager) 2

Size

Medium

Age

35

Special Abilities

Fast Movement, Rage, DR 1

Alignment

Chaotic Neutral

Deity

Pantheon

Languages

Common, Orc, Undercommon

Occupation

Meat Shield

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 8

About Arkus Scargazed

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DM Sockmonkey's Rise of the Runelords
Game Master keith goudreau

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Arkus Scargazed

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Character Crunch:

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Male Orc Barbarian (Invulnerable Rager) 2
Chaotic Neutral Medium Humanoid
Init +4; Senses Darkvision 60ft Perception +6

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Defense
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AC 17 (15), touch 10 (8), flat-footed 17 (15) (+6 armor, +0 Shield, +0 Dex, +1 natural, +0 Dodge) (-2 during rage)
hp 25 (2d12+4, +2 Favored) (29 during rage)
Fort +5 (+7 during rage), Ref +2, Will +1 (+3 during rage)
Resist None

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Offense
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Offenses
Speed 40 ft.
Ranged ()
Melee Heavy Flail +6 (1d10+7 19-20/x2) (+8 during rage, 1d10+9) (Disarm, Trip)
Special Attacks Power Attack -1 to hit +3 dmg
Spell-Like Abilities

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Statistics
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Str 18 (22 during rage), Dex 14, Con 14 (18 during rage), Int 12, Wis 12, Cha 8
Base Atk +2; CMB +6 (+8 during rage); CMD 18 (20 during rage)
Languages Common, Orc, Undercommon
SQ None (dc XX)

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Feats
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Power Attack (1)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.

This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

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Traits
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Deadeye (Race)
You have only one working eye, but that eye is especially keen. You receive a +2 trait bonus on all Perception checks involving sight.

Reactionary (Combat)
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

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Class Features
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Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

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

While in rage, a barbarian gains a +4 morale 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 or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

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.

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Skills
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Acrobatics +5 (+2 Rank, +3 trained, +2 Ability, -2 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff -1 (+0 Rank, +0 trained, +0 Ability)
Climb +6 (+1 Rank, +3 trained, +4 Ability, -2 Armor)
Craft +2 (+0 Rank, +0 trained, +2 Ability)
Diplomacy -1 (+0 Rank, +0 trained, +0 Ability)
Disguise -1 (+0 Rank, +0 trained, +0 Ability)
Escape Artist +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Fly +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Handle Animal -1 (+0 Rank, +0 trained, +0 Ability)
Heal +1 (+0 Rank, +0 trained, +1 Ability)
Intimidate +3 (+1 Rank, +3 trained, -1 Ability)
Knowledge (Nature) +6 (+2 Rank, +3 trained, +1 Ability)
Perception +6 (+2 Rank, +3 trained, +1 Ability)
Ride +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Sense Motive +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +0 (+0 Rank, +0 trained, +2 Ability, -2 Armor)
Survival +6 (+2 Rank, +3 trained, +1 Ability)
Swim +2 (+0 Rank, +0 trained, +4 Ability, -2 Armor)

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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells Known (0) Level 0 DC 0
Spells (0) Level 0 DC 0

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Special Abilities
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Rage
8/8 per day

Damage Reduction 1

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Equipment
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Equipment list]
Melee Weapons Heavy Flail
Ranged Weapons
Armor Armored coat
Other Gear Barbarian’s kit :This includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Outfit
Short spear (Possible magic)
Warhammer (Possible magic)
short sword
mace
2 daggers
2 shields

Wealth 31gp

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Racial Traits
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Orc:

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.

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Background Story
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Arkus Scargazed :

Arkus Scargazed is an unusual Orc. His skin coloring and eye color marks him differently from his brutish kin. This is one which the tribes would claim marked by the gods for good or ill none can say. No matter what.
He will not break.

Captured in his early teens, he was made a slave, chained and prodded for entertainment as he was made to pull wagons with a steel collar attached to him signifying his owner. He knew what pain was, what hunger meant and what his captors goading meant to do.
He did not break.

They put out his eye, branded him with cruel iron brands, sought to belittle him. Forced him to gazed into teh sun for hours on end.
He did not break.

Made to fight in arenas, pitted against wild hungry beasts with nothing but his own limbs. He fought, bled and won. Time and time again they threw him in, his wounds festering and his body weakened.
Still he did not break.

When the time rose for him to be killed, He broke free.
He broke his chains, his captors, his tormentors and everybody else within reach. He broke them all.
But him? He did not break.

Varisa is a big place and now free of his captors, he sought place for work. Lending his brute strength to guard work, not one for socialising and taking what meagre pay they would give.
His resolve will not break. He will find a way home. No matter where it is or how long it'll take.

He is Arkus Scargazed and let the gods witness his will. He'll not break.


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Appearance
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Arkus Scargazed Appearance:

A livid red scar runs down across his face from his temple down through his right eye, closing it permanantly down across his jaw. The cut is red and stands out like an angry lash, the mark made by a whip is clear as are the scarred tattos once marking slavery. His heavily muscled body is a stands as living proof of this individual's toughness, his skin greyish and not fully green like an orc.

His one remaining eye is surprisingly light blue and gazes with an intelligence lurking in those eyes. Weapons seemed crudely made and his armor looks scournged off a corpse. His flail is nothing more than chains wrapped around a sturdy club and secured with manacles. His cloak seems hardened from the elements with patches of iron visible patched on it.