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About AzmeraiData:
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 -------------------- DEFENSE -------------------- AC 16, Armor 4 Defl +0 l Ac 16, T 12 Ff 14 touch 12, flat-footed 4 F+7 R+4 W+3
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
Bloodline:
Bloodrage (Su):
Fast Movement (Ex):
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. |