Ury Sevenskulls

Dakkragg Kellid's page

1 post. Alias of GrinningJest3r.


Full Name

Dakkragg Kellid

Race

| HP: 24/24 | AC: 18 (Tch: 12, Flt: 18) | Fort: +6, Ref: +2, Will: +1 | Init: +3 | Perc: +7 | Darkvision 60' |

Classes/Levels

Masterwork Greataxe +8 (1d12+7/x3)

Gender

Male CN Half-Orc Untouchable Bloodrager 2 | Orc Ferocity, Uncanny Dodge

Size

Medium 5'10" 201lbs

Age

28

Alignment

Chaotic Neutral

Deity

Nulgreth/Anger, Rage, Strength

Location

Echo Wood

Languages

Common, Orc

Strength 20
Dexterity 14
Constitution 17
Intelligence 10
Wisdom 12
Charisma 12

About Dakkragg Kellid

Dakkragg wandered into Thornkeep, feral and vicious, at a mere eight years old. His green skin - so dark as to be nearly black - and unkepmt black hair signified him as a junglekin, though without indication whether the clan that abandoned him resided in Echo Wood or elsewhere. No family, themselves refugees from the Mosswood Massacre, bothered to take him in, and the various vagabonds and adventurers filtering in and out of the town would often antagonize him. He learned quickly that kratocracy - might makes right - is the way of the world and understood that he was not yet strong enough to matter. With that revelation, as suddenly as he had wandered in, he left, disappearing back into the Echo Wood.

After leaving Thornkeep, Dakkragg embraced the primal energies of the wilderness, letting his rage fuel and protect him while fighting against the goblins, trolls, and other monstrosities residing in the Echo Wood. As he grew older, Dakkragg sought out the clan of his birth, returning to the location where he remembered them residing, and eventually chasing them into Numeria.

Dakkragg forced himself to be patient. He waited until his siblings and father wandered out of the protection of the clan site, and ambushed them. Hamstringing his father - the largest and strongest of the group - the surprise attack allowed Dakkragg to decapitate one of his siblings before the other two fully registered his presence. The fight after that was entirely one sided. With his kin dead or dying, Dakkragg walked back to his father and plunged his axe into his father's head, and taking his father's Masterwork Greataxe as a trophy.

A small hunting party of Kellid barbarians found Dakkragg alone, surrounded by the fresh corpses of four full-blooded orcs. Impressed by the feat from one who was easily half the size of any of the dead orcs, and younger besides, the hunters invited Dakkragg to follow them back to their tribehold. Kellid barbarians taught Dakkragg how to harness the primal energy within him at will and also how to protect himself from the arcane forces used by the Technic Mages of nearby Starfall. Dakkragg has taken the second name of Kellid as a tribute to the only people who have ever treated him as an equal.

Now Dakkragg has returned to the River Kingdoms, remembering the insult to his honor received in Thornkeep. If Power rules the Echo Wood, then Power is what he will obtain.

Basic Statblock:

Dakkragg Kellid
Male half-orc bloodrager (untouchable rager) 2 (Pathfinder RPG Advanced Class Guide 15, 85)
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 12, flat-footed 18 (+6 armor, +2 Dex)
hp 24 (2d10+6)
Fort +6, Ref +2, Will +1
Defensive Abilities orc ferocity, uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +7 (1d3+5) or
masterwork greataxe +8 (1d12+7/×3) or
unarmed strike +7 (1d3+5 nonlethal)
Special Attacks bloodrage (11 rounds/day)
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Statistics
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Str 20, Dex 14, Con 17, Int 10, Wis 12, Cha 12
Base Atk +2; CMB +7; CMD 19
Feats Desperate Battler[ISWG]
Traits axe to grind, seeker
Skills Climb +5, Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Intimidate +8, Perception +7, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Survival +5; Swim +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ disruptive bloodrage, fast movement, orc blood, pride
Combat Gear rager's aid[ACG] (2); Other Gear chainmail, greataxe, backpack, bear trap[APG], bear trap[APG], bear trap[APG], belt pouch, blanket[APG], flint and steel, folding shovel[UE], hemp rope (50 ft.), medium treasure chest, pot, soap, torch (10), trail rations (5), waterskin, weapon cord[APG], 614 gp, 9 sp
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Special Abilities
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Bloodrage (11 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Desperate Battler Gain +1 morale bonus on melee attack and damage when alone
Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

Basic fighting solo:

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Defense
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AC 18, touch 12, flat-footed 18 (+6 armor, +2 Dex)
hp 24 (2d10+6)
Fort +6, Ref +2, Will +1
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
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Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +8 (1d3+6) or
masterwork greataxe +9 (1d12+8/×3) or
unarmed strike +8 (1d3+6 nonlethal)
Special Attacks bloodrage (11 rounds/day)

Raging basic:

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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor, +2 Dex, -2 Raging)
hp 28 (2d10+10)
Fort +8, Ref +2, Will +3
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +7 (1d3+5) or
masterwork greataxe +10 (1d12+10/×3) or
unarmed strike +9 (1d3+7 nonlethal)
Special Attacks bloodrage (11 rounds/day)

Raging fighting solo:

--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor, +2 Dex, -2 Raging)
hp 28 (2d10+10)
Fort +8, Ref +2, Will +3
Defensive Abilities orc ferocity, uncanny dodge
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +10 (1d3+8) or
masterwork greataxe +11 (1d12+11/×3) or
unarmed strike +10 (1d3+8 nonlethal)
Special Attacks bloodrage (11 rounds/day)