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About Burhul Dha'zeekStat Block:
Burhul Male Orc Barbarian (Urban Barbarian) 1/Rogue (Thug, Bandit) 2
DEFENSE AC 16 [17 with buckler], touch 12, flat-footed 14
OFFENSE Spd 30 ft.
STATISTICS Str 18, Dex 14, Con 15, Int 12, Wis 10, Cha 13
*Denotes Background Skills
Skill Point total before bonus skill points: 23
Other Gear Gear On Person:
-Buckler [1 lbs] (5 GP)
Horse [Noble Grey] (200 GP)
Mule [Cain] (8 GP)
Gear on Cain (Pack saddle is large enough to carry Cain's carrying capacity in lbs):
Footman [Arthur] (6 SP/day; 20 GP retainer for one month has been paid) Total Gold Spent 1484.69/1500 GP SPECIAL ABILITIES Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
Crowd Control (Ex) At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. This ability replaces fast movement. Controlled Rage (Ex) When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability alters rage.
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 1. Burhul is a low level member of the mob in Ice Bay. He's better looking than most orcs (except for his tattoo/scars on his back) so he gets along with the local human upper crust as well as playing enforcer in the lower rungs of society.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
2. I just want to play a classy Orc Mobster. Let the stories write themselves. If Burhul manipulates everyone into working for him, more power to him. If he is moved and has a change of heart, so be it. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. The GM may want to create a third secret which I will not be aware of, so surprise me! 1. (Known) His involvement with the mob isn't exactly a well-kept secret, however, most people tend to ignore it and act as if he were a polite and respectable member of society. The real secret is that he is planning something big and he needs allies to do it...
Step 4:Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. 1. Arthur Renaud: Burhul's traveling footman or butler. Arthur remains stoic offering advice when asked and waits on Burhul's needs. He is paid well for a footman and earns his keep by being learned in the arts and is meticulously organized. He does his best to keep his master looking as illustrious as possible. While not a particularly skilled combatant, Arthur has been exposed to enough violence in his life to know when to excuse himself from a powder keg situation. 2. Granuk Dha'shek: An orc who also has designs for the Mob. With strength matching Burhul's own and an intellect above and beyond, Granuk will be a tough rival to beat. He uses his superior intellect to modify and improve his body, creating serums called mutagens to boost his effectiveness. Thankfully, like most orcs he is about as likable as a great white shark. 3. Urzog Cho'Dagh:
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
2. Despite his natural talents for violence, Burhul has become a student of the arts in his spare time. To the Orcs he insists it is simply a tool which he can use to manipulate the humans. But to the humans he says it has always been his true passion who in reply answer that he is indeed talented, perhaps a genius. 3. The ritual scarring that took place as part of his initiation to the Mob looms in the recesses of his mind. Burhul remembers chanting, pain and candles in the dark, but its remains a blur to him. The Shaman who performed the tattooing announced that it would protect him from harm. He chalked it up to his new weight class, until the Elfblood incident in 4009. Then he realized he was a damn lucky son-of-a-b!%@#-greenskin.
Appearance and Personality:
Age: 24 Height: 6' 4" Weight 205 lbs. Male Humanoid (Orc) This heavily muscled Orc could be a shock troop or the like but for the cut of his clothing. Perpetually dressed in the finest of fabrics in the most contemporary styles, and of course well-bathed, perfumed and otherwise groomed, Burhul seems more at home in court than at war. And certainly, his manner of speech not unlike a noble. He is more cunning than most, but not only that, he has a certain charm which other Orcs lack, which makes him amicable to humans. He is not adverse to helping others, as long as it makes his life better (Not necessarily simpler). |