Half-Orc

Azmerai's page

552 posts. Alias of Helikon.


Full Name

Azmerai

Race

Half-Orc

Classes/Levels

Bloodrager (Primalist) 1

Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Gender

Male

Size

Medium

Age

16

Special Abilities

Bloodrage 7 rounds per day

Alignment

CG

Deity

Desna

Languages

Common

Occupation

Scavenger, tribal warrior

Strength 18
Dexterity 12
Constitution 15
Intelligence 7
Wisdom 10
Charisma 14

About Azmerai

Data:

Name: Azmerai
Race: Half-Orc
Job: Bloodrager (Abarrant Bloodline)1
Age: 20
Alignment: CG
Personality: Insecure, Helpful
Likes: Warm food, warm bed, secure shelter W
Dislikes: Undead,Undead, no food, Undead
Favorite foods: Anything filling the belly.
Hobbies: Enjoying lazy evenings, leatherwork
Physical Description: Gray-green hide, Short cut hair
Deity: Desna
Languages: Common,

Combat:

Init +2 ; Senses Perception +5
Hp 13
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DEFENSE
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AC 16, Armor 4 Defl +0 l Ac 16, T 12 Ff 14
touch 12, flat-footed 4

F+7 R+4 W+3
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OFFENSE
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Spd 40 ft.
Melee:
MW NoDachi +6 1d10+9 18-20/x2 /S
Ranged Weapons:
Sling +4 1d4+4(x2)/50 ft./B
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STATISTICS
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Str 18, Dex 15, Con 16, Int 07, Wis 12, Cha 14
Base Atk +2; CMB +6; CMD 17

Racial & Class Traits:

Ability Score Racial Traits: +2 Str
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.+2
Type:
Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size:
Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed:
Half-orcs have a base speed of 30 feet.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Dusksight
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Half-orcs also gain Low-light vision
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
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.
Special Abilities:
Favored Class Bonus:
+ 1 to Rounds of Rage (x1)

Bloodrager
Weapon and Armor Proficiency:
Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

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 inf luence 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 1–4. 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.

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.


Feats Traits Skills:

Feats:
Power Attack
Traits:
Fate´s Favored
(All luck boni increased by one)
Robot Slayer
The strange automatons that plague the wilds of Numeria are a blight upon the world, and the idea that there could be countless more of these creatures lying in wait in the unknown ruins scattered throughout the region chills your blood. Khonnir’s recovery of a deactivated robot from the caves below Torch worries you—not only could that thing wake up and run amok in town, but there may well be more lurking below! You want to explore the caves under Torch to determine if there is indeed a lurking robot threat below town. You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.
Skills:
Barbarian 4 +INT+ = 2 * 1 = 2
ACP = -1 //Armour Check Penalty
Acrobatics: 2 = 0 + DEX Mod + 0 - ACP;
Appraise: -2 = 0 + INT Mod + 3;
Bluff: 2 = 0 + CHA Mod + 0;
*Climb: 4 = 0 + STR Mod + 3 -ACP;
Diplomacy: 2 = 0 + CHA Mod + ;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: -1 = 0 + CHA Mod +0;
Escape Artist: 2 = 0 + DEX Mod + 0 - ACP;
*Handle Animal: -1 = 0 + CHA Mod + 0;
Heal: 1 = 0 + WIS Mod + 0;
*Intimidate: 8 = 1 + CHA Mod + 3 +2 rac;
Know(Arcane): -2 = 0 + INT Mod + 3;
Know(Dung): -2 = 0 + INT Mod + 3;
Know(Engin): -2 = 0 + INT Mod + 3;
Know(Geo): -2 = 0 + INT Mod + 3;
Know(Hist): -2 = 0 + INT Mod + 3;
Know(Local): -2 = 0 + INT Mod + 3;
*Know(Nature): -2 = 0 + INT Mod + 3;
Know(Noble): -2 = 0 + INT Mod + 3;
Know(Planes): -2 = 0 + INT Mod + 3;
Know(Religion): -2 = 0 + INT Mod + 3;
Linguistics: -2 = 0 + INT Mod + 3;
*Perception: 5 = 1 + WIS MOD + 3;
*Ride: 2 = 0 + DEX Mod + 0 - ACP;
Sense Motive: 1 = 0 + WIS Mod +0;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: NA = 0 + INT Mod;
Stealth: 2 = 0 + DEX Mod + 0 - ACP;
*Survival: 5 = 1 + WIS MOD + 3;
*Swim: 8 = 1 + STR Mod + 3 -ACP;
Use Magical Device: 2 = 0 + CHA Mod;

Equipment:

105
Weapons: 34
Heavy Flail 15
Gauntlet 2
Kukri Cold Iron 16
Sling 0
Bullets 1
Armor: 60
Lamellar Leather
Backpack 5
Mess Kit
Water pouch

Description:

Azmerai was born to the Steel tooth clan, a minor group of half-orcs, numerian outcasts and
Bent,but unbroken, scarred but defiant, Azmerai survived the robots attack by sheer luck and determination.

Backstory:
Azmerai was born to the Steel tooth clan, a minor group of half-orcs, numerian outcasts and even a half-elf or two. Live was harsh, but still manageable, the hunters hunted the local gazelle and gophers, there was a small but useful herd of goats and the clan had a clean waterhole in a secluded valley. The children were tasked to check nearby ruins or a small cave network for fragments and artefacts, that could be sold in torch, or bartered for salt, steel and other necessary items. When Azmerai was born he cried his will to live with a strong voice, and good so, otherwise the tribal shaman would have declared him unfit for life.
His hands were of a strange black colour and two of his toes were fused together.
But mutations are not uncommon in and around Numeria and some make you stronger. And strong Azmerai was. He was able to bully the bigger ones so that he always had enough food to eat, and only rarely bullied those younger than him. When he was old enough, he entered the caves and spent days, sometimes weeks on his forays, seeking skymetal, strange scraps of shiny flexible material, and rarely he even found a silverdisk or two.
During one of his forays he once met some strange beast, with 2 slimy tentacles trying to grab and strangle him. It looked grim but suddenly Azmerai felt his blood boil and the red fury came over him. When it had ended Azmerai knelt panting, looking at the carcass, seeing one tentacle ripped of the body and his dagger rammed through the mouth into the brain of the enemy.
Life was not bad for the clan, until the day the mechanical monster arrived. Why it attacked the clan, no one will ever know, maybe even itself did not know, but when it attacked, it was invincible, relentless and utterly without mercy. It´s claws snapped his prey in half, and its sting send a ray of heat, as hot as the sun, incinerating what came in its path. The warriors attacked, but to no avail, the shaman begged the gods for assistance, but his fire could not even slow it. What came in it´s way was attacked. Azmerai attacked with his kin´s men, but a backhand swing hit him in the head and he flew, crashing into a well and soaking him in water. This proved to be a gift from the gods, as somehow the robot did not notice him.
Maybe hours, maybe one Azmerai woke from stupor again.
Bent,but unbroken, scared but defiant, Azmerai survived the robots attack by sheer luck and determination. But something was broken inside of him. Never a bright kid, he felt now that thinking was difficult for him, even gave him headaches.
He gathered from his tribe was useful and not destroyed and marched on. Alone the waste was not a good place, the goats were all dead, you need at least a few hunters to even slay one of the herd animals.
As he picked up the backpack of the tribe's leader, her remembered that there was a man in torch, who had always traded fairly. This man´s name was Khonnir Bhain.
So with no other place to go, he started marching towards Torch.