AC 29 CMD 39
Fort +17 Reflex +13 Will +15
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)
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
Daily Resources remaining
Battlefield Clarity 3/3
Combat Healer 3/3
Surprising Charge 3/3
Touch of Rage (+8) 7/7
Jingasa of the Fortunate Soldier 1/1
Ring of Ferocious Action 5/5
Bladud, Aspect of Gorum
Init +7 (roll 3 times; always active in surprise rd)
Str 29, Dex 16, Con 18, Int 10, Wis 10, Cha 18
hp 153 (15d8 + 60 con + 15 toughness)
Fort +15, Ref +14, Will +15
Immune fatigue, exhausted
BAB +11; CMB +20
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
Languages Common, Draconic, Dwarven, Elven, Giant, Hallit, Orc, Skald
Special Abilities & Spells:
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
Orisons: Create Water, Detect Magic, Detect Poison, Light, Mending, Purify Food and Drink, Read Magic, Spark, Stabilize
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
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
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.
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 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.