Vagorg

Bladud's page

419 posts. Alias of Eben al'Jol.


Classes/Levels

Human/Orc/Dragon Lvl 2 | HP: 21/30 (5 nonlethal) | AC: 11 | CMD: 16 | F+8 R+2 W+3 | Per +4 Init +2

About Bladud

STATUS:
Conditions/Effects: none
ACP: -0 (unarmored, light encumbrance)
.
Spells remaining
1st Lvl spells: 4/5
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Daily Resources remaining
Rage 9/9
Claws 6/6

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Bladud, the Red
CE Medium humanoid (human, orc, dragon)
Male half-orc barbarian / sorcerer 2
Favored: Barbarian (+2/3 Superstitious bonus)

Init +2
Senses darkvision 60 ft; Low-Light Vision; Light Sensitivity
Speed 40 ft.

Str 18 Dex 10 Con 16
Int 8 Wis 10 Cha 16

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DEFENSE

hp 30 (2d12 + 6 con)
DR 1/— (DR 2 vs Nonlethal)
AC 11, T 10, FF 11 (+0 armor, +0 Dex, +1 natural)
CMD 16 FF 16 (2 bab, 4 str, 0 dex)

Fort +8 Ref +2 Will +3
—> +2 Superstitious vs magic when raging
—> +4 vs Endurance-related

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OFFENSE

BAB +2; CMB +6
Melee +6
. . claw +6 (1d4 + 4; x2; S)
. . bite +6 (1d6 + 4; x2; B/S)

Ranged +2
. . ???

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Feats: Power Attack (free), Endurance (race), Eschew Materials (sorc), Diehard (1), Intimidating Prowess (2)
Traits: Attempted Murder, Fate's Favored, Reactionary, Unbreakable Hate
Drawback: Pride

SKILLS: 12 total (8 barb; -2 INT; +2 Skilled; +4 BG)
Acro +4 (1 rks; +3 class; +0 Dex)
—> +8 to jump
Bluff +7 (1 rks; +3 class; +3 Cha)
Climb +8 (1 rks; +3 class; +4 Str)
Diplo +3
Disguise +3
Escape Artist +0
Fly +0
Handle Animal +7 (1 BG rks; +3 class; +3 Cha)
Heal +0
Intimidate +14 (2 rks; +3 class; +3 Cha; +4 Str; +2 trait)
Linguistics +0 (1 BG rks; -1 INT)
Lore: Talingard Bandits +4 (2 BG rks; +3 class; -1 INT)
Perception +4 (1 rks; +3 class; +0 Wis)
Ride +0
Sense Motive +0
Stealth +0
Survival +4 (1 rks; +3 class; +0 Wis)
Swim +8 (1 rks; +3 class; +4 Str)

Languages Common, Draconic, Orc

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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
Type: Dragon
Senses: darkvision 30ft, Low-Light Vision
Natural Armor: +1
Natural Attacks: 2 claws (1d4) + Bite (1d6)

INVULNERABLE RAGER
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her 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 barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.

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:
•• Superstition (Ex): gain a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

ORC / RED DRACONIC BLOODED SORCERER (CROSS-BLOODED)
Bloodline Arcana:
•• Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
•• You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

SPELLS
Caster level 2
Concentration +7
DC’s = 13 + spell level

Cantrips: Acid Splash, Daze, Detect Magic, Ghost Sound
1st Level: Burning Hands

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Gear:
Worn: prison rags

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About Bladud:
APPEARANCE & PERSONALITY

HISTORY
It started almost 15 years ago.
Rumors started creeping in from one of the more rural corners of Talingarde. Starting with shepherds and farmers telling tales of a monster slaughtering their livestock in the night. And if the rumors stopped there, Talingarde could have shrugged it off as the superstitions of backwoods yokels. But the killings became more frequent. Then the fires began. Outhouses, barns, and even homes. Then one day, the victims weren’t just animals anymore, and an old man and his wife turned up murdered. And mutilated.

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.

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