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About BladudSTATUS:
Conditions/Effects: none
ACP: -0 (unarmored, light encumbrance) . Spells remaining 1st Lvl spells: 4/5 . Daily Resources remaining Rage 9/9 Claws 6/6 ___________ Bladud, the Red
Init +2
Str 18 Dex 10 Con 16
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hp 30 (2d12 + 6 con)
Fort +8 Ref +2 Will +3
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BAB +2; CMB +6
Ranged +2
_________ Feats: Power Attack (free), Endurance (race), Eschew Materials (sorc), Diehard (1), Intimidating Prowess (2)
SKILLS: 12 total (8 barb; -2 INT; +2 Skilled; +4 BG)
Languages Common, Draconic, Orc _________ Special Abilities & Spells:
HALF-ORC
Chain Fighter: proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. Sacred Tattoo: +1 luck bonus to all saves Shaman’s Apprentice: Endurance as bonus feat Skilled: +1 skill rank / level HALF-DRAGON TEMPLATE
INVULNERABLE RAGER
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. Rage Powers:
ORC / RED DRACONIC BLOODED SORCERER (CROSS-BLOODED)
SPELLS
Cantrips: Acid Splash, Daze, Detect Magic, Ghost Sound
_________ Gear:
Worn: prison rags
_________ About Bladud:
APPEARANCE & PERSONALITY
HISTORY
The violence had gotten the attention of the local authorities. The Watch was dispatched. They were dark days for the local Talingardians. They were also dark days for Bladud. For that child ... that monster, mutt, and murderer ... those days were a mindless blur of rage and pain. Of blood and fire. Storytellers might want to learn of Bladud’s tragic beginning. Maybe of a lost child orphaned because of his hideous features, a mangle of human, orc, and dragon. But the truth both simpler and sadder: it’s just lost to history. Not even Bladud himself knows how he came to be. But whomever he was – whatever he was – he was a slave to the rage and violence of his blood. He was a thing hunted and hated. When that word spread, bringing the might of the law, it also brought someone else. An agent of a darker flavor of law. Xorian, apostle of Asmodeus. Where the fearful citizens saw a predator, Xorian saw promise. Before the Watch could close their net, Xorian found Bladud in his cave. Half beast, half man-child. A hulking thing of scales and claws and wrath and paranoia. A worthy challenge. A worthier acolyte. Bladud doesn’t know what magics Xorian employed to sedate and transport him. He doesn’t care. When he awoke, everything had changed. Bladud had ... clarity. He also had newly-scarred tattooing on arms, chest, and head. They burned hellishly. And they focused the power that had always consumed him. For years, Bladud trained. Xorian taught him firsthand the nature of power and the usefulness of pain. The arcane fires of his draconic inheritance blossomed. The lessons were long and harsh, but as Xorian always said, “the hotter the fire, the purer the steel.” Then the jobs came. Small at first. Deliver this. Send this message. Then, as successes mounted, so did their importance. Bloody up this mark. Burn down this building. As he grew in experience, Bladud built a network of like-minded thugs and bandits across Talingarde. (Thus gaining ranks in Lore: Talingarde Bandits.) Bladud was single-minded, unrelenting. His tactics were never subtle or complicated, but he got the jobs done. He endured the tedious ones and enjoyed the bloody ones. But he always got them done. Until that day. The Master had a new job, a special job. A man had been meddling in the Master’s plans. A powerful man: High Magister Joffram Dorn. Bladud was a simple creature with simple solutions. He didn’t question when Xorian lead the mission. They found the man. They waited until dark. But when they went to complete the task - to bloody Bladud’s claws - the man wasn’t alone. Sir Balin - either by design or chance - was with the Magister that night. Bladud remembers the heat of his rage, but he also remembers the cold of Sir Balin’s steel. When everything settled, the Magister survived. Bladud was captured. The Master was slain. But for Bladud - chained in Branderscar, branded with the F, waiting for the headsman’s axe - the task remains. Balin thinks he’s won, but for Bladud the job is yet undone. Friends and contacts |