Barbarian

Bladud's page

361 posts. Alias of Eben al'Jol.


Classes/Levels

Half-orc Oracle 15 | HP: 153 | AC: 31/19/28 | CMD: 40/37 | F+15 R+14 W+15 | Per +20 Init +7 (x3)

About Bladud

STATUS:
HP 183/183
AC 29 CMD 39
DR 10/evil
Fort +17 Reflex +13 Will +15
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Conditions/Effects: Inspire Courage +2, Air Walk (150 minutes), Righteous Might (rd 4 of 15), Blessing of Fervor (rd 7 of 15), Divine Favor +4 (7 of 10 rds), Resist Energy: Fire 30 (30 min), Wind Walk (15 hrs), Magic Vestment: Armor +3 (15 hrs), Greater Magic Weapon: Gorum’s Reach +3 (15 hrs), Magic Vestment: Shield +3 (15 hrs)
ACP: -3 (armor, light encumbrance)
Wayfinder: Dusty Rose Prism (+2 Insight CMB/CMD)
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Spells remaining
1st Lvl spells: 6/7
2nd Lvl spells: 7/7
3rd Lvl spells: 5/7
4th Lvl spells: 5/7
5th Lvl spells: 5/6
6th Lvl spells: 5/6
7th Lvl spells: 4/4
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Daily Resources remaining
Battlefield Clarity 3/3
Combat Healer 3/3
Ironskin 2/2
Surprising Charge 3/3
Touch of Rage (+8) 7/7
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5

BLADUD! (The Other Guy)

Lootz link

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Bladud, Aspect of Gorum
CN Medium humanoid (human, orc)
Male half-orc oracle (dual-cursed oracle) 15
Favored: Oracle (+3 skill ranks; +2 lvl 1 spells known; +2 lvl 2 spells known; +2 lvl 3 spells known; +2 lvl 4 spells known; +2 lvl 5 spells known; +2 lvl 6 spells known)

Init +7 (roll 3 times; always active in surprise rd)
Senses darkvision 60 ft.; Perception +20
Speed 30 ft.

Str 29, Dex 16, Con 18, Int 10, Wis 10, Cha 18

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DEFENSE

hp 153 (15d8 + 60 con + 15 toughness)
AC 31, touch 19, flat-footed 28 (+12 armor, +3 deflection, +3 Dex, +1 insight, +2 luck)
CMD 40, flat-footed 37 (11 bab, 9 str, 3 dex, 3 deflection, 2 luck, 2 insight)

Fort +15, Ref +14, Will +15
—> +4 Competence bonus vs. disease
—> +4 vs Endurance-related

Immune fatigue, exhausted

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OFFENSE

BAB +11; CMB +20
Melee +20
. . Gorum's Reach +25/+20/+15 (1d10+16+1d6 acid; 17/x2; S; Brace, Reach)
. . bite +21 (1d4+14; x2; B/P/S)
. . armor spikes +20/+15/+10 (1d6+9; x2; P)
. . mwk cold iron morningstar +21/+16/+11 (1d8+9; x2; B/P)
. . mwk silver kukri +21/+16/+11 (1d4+8; 18/x2; S)
. . dagger +20/+15/+10 (1d4+6; 19/x2; S)

Ranged +14
. . javelin +14 (1d6+9; 30ft)
. . sling +14 (1d4+9; 50ft)

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Feats Combat Reflexes, Diehard, Eldritch Heritage: Orc (Touch of Rage), Endurance, Extra Revelation, Greater Weapon Focus: bardiche, Improved Critical: bardiche, Improved Eldritch Heritage: Orc (Strength of the Beast), Improved Initiative, Power Attack, Skill Focus: Survival, Toughness, Weapon Focus: bardiche
Traits fate's favored, tusked

Skills
Acro +3*
. . . Jump +8* (+5 boots)
Bluff -1 . . (0 rks, -4 Wasting)
Diplomacy +3 . . (1 rks, -4 Wasting)
Disguise -1 . . (0 rks, -4 Wasting)
Heal +4 . . (1 rks)
Intimidate +16 . . (12 rks, no class)
Knowledge (history) +4 . . (1 rks)
Knowledge (local) +11 . . (9 rks, no class, +2 race)
Knowledge (planes) +4 . . (1 rks)
Knowledge (religion) +4 . . (1 rks)
Linguistics +6 . . (6 rks, no class)
Perception +20 . . (15 rks, no class, +5 comp)
Ride +0
. . . +2 to stay in the saddle
Sense Motive +18 . . (15 rks)
Spellcraft +9 . . (1 rks; +5 comp)
Survival +3
. . . +5 to avoid becoming lost (Wayfinder)

Languages Common, Draconic, Dwarven, Elven, Giant, Hallit, Orc, Skald

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Special Abilities & Spells:
HALF-ORC
Darkvision 60
Orc Blood
City-Raised: Prof w/ longsword, whip. Gain +2 Knowledge (Local) checks.
Sacred Tattoo: +1 luck bonus to all saves
Shaman’s Apprentice: Endurance as bonus feat

ELDRITCH HERITAGE
Orc Bloodline
. . Touch of Rage +8: At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
. . Strength of the Beast +6: At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

ORACLE (DUAL-CURSED)
Battle Mystery
Oracle’s Curses:
. . . Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
. . . Wasting (doesn’t progress): Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
Revelations:
. . . Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
. . . Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.
. . . Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
. . . Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.
. . . War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
. . . Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
. . . Battlefield Clarity (Ex): Once per day, as an immediate action, whenever you fail a saving throw that causes you to become blinded, deafened, frightened, panicked, paralyzed, shaken, or stunned, you may attempt that saving throw again, with a +4 insight bonus on the roll. You must take the second result, even if it is worse. At 7th and 15th level, you can use this ability one additional time per day.
. . . Iron Skin (Su): Once per day, your skin hardens and takes on the appearance of iron, granting you DR 10/adamantine. This functions as stoneskin, using your oracle level as the caster level. At 15th level, you can use this ability twice per day. You must be at least 11th level to select this revelation.
. . . Combat Healer (Ex): Whenever you cast a cure spell (a spell with “cure” in its name), you can cast it as a swift action, as if using the Quicken Spell feat, by expending two spell slots. This does not increase the level of the spell. You can use this ability once per day at 7th level and one additional time per day for every four levels beyond 7th. You must be at least 7th level to select this revelation.
Mystery Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th), wall of fire (8th), righteous might (10th), Mass Bull’s Strength (12th)

SPELLS
Caster level 15
Concentration +19 (+24 defensive)
DC’s = 14 + spell level

Orisons: Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
1st Level: Air Bubble, Comprehend Languages, Cure Light Wounds, Divine Favor, Endure Elements, Ill Omen, Liberating Command, Remove Fear, Unbreakable Heart
2nd Level: Cure Moderate Wounds, Ghostbane Dirge, Grace, Holy Ice Weapon, Lesser Restoration, Oracle’s Burden, Remove Paralysis, Silence, Weapon of Awe
3rd Level: Bestow Curse, Communal Resist Energy, Cure Serious Wounds, Daylight, Dispel Magic, Invisibility Purge, Magic Vestment, Prayer
4th Level: Air Walk, Blessing of Fervor, Cure Critical Wounds, Divine Power, Greater Magic Weapon, Freedom of Movement, Restoration, Wall of Fire
5th Level: Breath of Life, Cleanse, Fickle Winds, Life Bubble, Mass Cure Light Wounds, Righteous Might, True Seeing, Wall of Stone
6th Level: Blade Barrier, Cold Ice Strike, Greater Dispel Magic, Heal, Mass Bull’s Strength, Mass Cure Moderate Wounds, Wind Walk
7th Level: Control Weather, Ethereal Jaunt, Greater Restoration, Mass Cure Serious Wounds

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Gear:
Worn: mithral full plate w/ armor spikes, Gorum’s Shell (+1 Animated heavy steel shield), wayfinder, deep red sphere ioun stone, dusty rose prism ioun stone (in Wayfinder), amulet of mighty fists +1, eyes of the eagle, jingasa of the fortunate soldier, robe of arcane heritage, cloak of resistance +4, belt of physical might +4 (Str, Con), headband of alluring charisma +4, gloves of elvenkind, ring of ferocious combat healing (custom: combined Ring of Ferocious Action & Ring of Lesser Revelation), ring of protection +3, boots of striding and springing, gorum's reach (+1 adamantine bardiche), mwk cold iron morningstar, mwk silver kukri, 2 daggers, 10 javelins, sling, 2 Wands of CLW (45/50; 50/50), Wand of Endure Elements

scroll case:
scroll of delay poison
— empty
— empty
— empty

handy haversack: 2 oils of bless weapon, 14 potion of enlarge person, 2 potions of fly, potion of touch of the sea, 3 acid flasks, 2 antitoxins, 8 holy waters, 4 universal solvents

belt pouch: ioun torch, whetstone, monies (9111.83g)

Saint Fang, iron-colored combat trained heavy horse: military saddle, saddlebags (7 days of feed, 7 days orc trail rations, 5 gallons of grog), masterwork backpack (traveler's outfit, bedroll, winter blanket, 200ft of silk rope, grappling hook, climber's kit, mess kit

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About Bladud:
APPEARANCE & PERSONALITY
Bladud is a young half-orc man with a powerful frame who stands just under six feet tall. While obviously strong, he moves like one in constant pain. Deliberate movements and a slow limp, usually using his polearm as a walking stick. His face and exposed skin are covered in horrible scars, as if he's had years and years of constant warring, a strange feature for one who looks to be shy of his thirtieth winter. His black eyes, though, are sharp, and they carry the look of experience of a much older man. His weapons, armor, and gear is as used and beat up as he is, if still in fine warring condition.

Bladud is friendly enough, and always up for a joke or a drink, a fact most folks miss because they can't look past his torn-up, wasting features. He's equally likely to laugh off a joke as he is an insult. He considers few to be actual friends, and is undyingly loyal to those few. He filters everything through a strange filter ... the filter of conflict and survival. It's all he really knows, and more, it's his driving motivation. For Bladud isn't simply a half-orc warrior. Gorum drives him to be more. Bladud finds purpose in the dance of life and death in combat. It's the purest form of living.

HISTORY
Bladud was born a fatherless, mixed-blooded welp in northern Belkzen. His weak blood made him and his mother the target of unrelenting prejudice … the sort of prejudice that invites violence. The orc mother took her baby and fled. He was too young to remember the place of his birth, and his early memories are of constant travels and flight, bouncing from one place to another along northern Avistan, always trying to stay ahead of violence.

Bladud has always had the dreams. Violent dreams. Of conflict. Of blood. Of war. They're never the same, always featuring different people and places Bladud has never seen or met. And when he was little, he would wake up screaming. As he grew, though, he began to understand what they were, visions from Gorum. And just as the dreams were drawn inexplicably to him, the young half-orc was drawn to conflict. Or maybe conflict to him ... like a lodestone to iron. Despite fleeing the town of his birth, Bladud’s mother were killed in a riot. He bounced from orphanage to orphanage, some because he constantly got into fights, some because the orphanage was destroyed or abandoned after violent incidences.

His orc blood gave his body a natural strength, athleticism, and resilience. Gorum's fiery refinement turned the raw material to violence-hardened steel. But this gift, this curse, left him with as much physical scarring as it did emotional. The young man's body was fully covered with unhealing scars. A disfigured face. A sea of scars. An unending limp.

And as he grew into a young man, he realized there was a simple reality to his existence. He could struggle against this maelstrom until it destroyed him, or he could lean into the wind. Embrace it. Become whatever instrument ... whatever weapon ... fate and the Lord in Iron had planned for him to be. In addition, Gorum gave him a second set of gifts, supernatural ones. Blessings from the Lord in Iron that Bladud could call on when blades were bared. He’s had no formal training to shape these gifts, these blessings, but he’s gained an intuitive mastery over them, and they serve him as well as his weapons in times of danger.

He hadn't the discipline for soldiering, so he drifted, picking up jobs as a thug, a guard,a mercenary, and even a stint as a Pathfinder. Nothing stuck because their motivations weren't his motivations. Bladud found purpose in the fight itself. And over time, he began to understand his dreams ... after a fashion. Nothing overt or clear, but he could find themes that gave him direction. Telling him where to go for the next test, who to seek for the next trial. He has cut a bloody path across Avistan and beyond, fighting with and against more races than most people will ever meet.

For the past couple of months, his dreams have been of blood in the snow and on mountains. Of dragon's fire. Of a winged longsword. Of a single, bloody quarrel with an Elven tune in place of its quarrel. As always, he doesn't understand the signs, but the young warrior has intuited the direction. North. So, like a bloodhound on the scent, he headed north, abandoning a mercenary crew. He'd broken contract, but they'd grown boring. Success had made them rich, riches had made them lazy. Mercenaries seldom forgave broken contracts, but Bladud didn't mind if they came after him. He'd seen them at arms. They were strong warriors. They'd prove a good test.

He'd arrived in the Kodar Mountains a few weeks back, finding his way to the small mountain city of Jol. Rumors of a floating castle was interesting, and felt related to his purpose, but his gut said it was the giant unrest that was his goal. So he resupplied (rations, feed, and most importantly grog), saddled up Saint Fang, and headed back out of Jol ... following instinct more than anything else.

Friends and contacts
I figure he's experienced a lot of conflict/adventuring roles in his years. He was a Pathfinder, so it makes sense if he has at least a few connections there. He was a mercenary for a number of outfits (including the one he just ditched to follow this latest "dream-hunch"), so he's likely got friends and enemies in the form of former allies/enemies from various mercenary groups.
It would make sense if he had some sort of mentor that helped him learn about his connection to Gorum. This could easily be some kind of orc or half-orc shaman or priest of Gorum who saw what the dreams and events in Bladud's life meant.

I would love to have a connection with one or two of the people in the group. Ideologically, Haldern might be a tough sell, as I'm unsure how excited Haldern would be to ally up with a mercenary (as most would seen Bladud) for any amount of time. Tathlan makes sense, as the elf has been a part of some military/militia/mercenary outfits in his time. Even Authion would make sense, as they could have gone troll/ice giant hunting for a stint.