Kjell Snarribrand

Dervak's page

2,119 posts. Alias of Aldizog.


Full Name

Dervak

Race

Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) |

Classes/Levels

Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Gender

M

Size

M

Age

24

Special Abilities

Bloodrage, Fast Movement, Spells, Uncanny Dodge, Restrained Magic, Improved Uncanny Dodge

Alignment

CG

Deity

Gorum

Location

Ustalav

Languages

Varisian, Hallit, Aklo, Skald, Undercommon, Giant, Kelish

Occupation

Warrior

Strength 27
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 14
Charisma 20

About Dervak

Background:

“I knew your father. Kronug the Merciless. A Kellid warrior of great frostborn magical power, even greater strength, and still greater pride. He tried to conquer my village in Brevoy, and I bested him. I had him at my mercy, but Sarenrae teaches redemption. I tried. It almost worked. Kronug repented, took a wife, served loyally as a temple defender… but he wanted power. The power to hurt others, with blade or with spell. Orc heritage has advantages here. Your father had no such ancestry. So he decided that he would do whatever it took to gain that power. Deep in the Darklands, he found something. An idol? A slumbering fiend? A spell or elixir? Whatever did occur, he had found the power he sought. You were conceived after his return, but as your mother saw the changes in him she begged him to purify himself at my temple. Kronug refused. She sought shelter with me, and I fought your father to keep her safe but… even with Sarenrae's grace, she could not survive the birth. He lost interest in our battle after that, striking out for the River Kingdoms where he might make himself a lord. He never asked of you. Now, I tell you Dervak, you are no monster. There is good and compassion in you. Yes, there is darkness, perhaps of a different nature than in me, but all can be redeemed. But what you must do, is to resist the darkness within you. Do not give in to that voice.” That was Mulgar, who had been Dervak’s guardian and protector throughout his childhood.

After the aged priest passed, Dervak was on his own. He ventured to the Realm of the Mammoth Lords, seeking fame as a warrior. He tried to rely on his great natural strength, ignoring the Dark Whisper within. Ignoring the thing from beyond space and time, the thing he knew had granted his father’s wish, the thing that promised him, too, immense strength if he would only surrender himself to it. For the most part, the Kellids respected his strength and valor, and although they distrusted him for his orcish heritage, he had begun to win them over.

Then, sorely pressed in battle with a demon from the Worldwound, Dervak found himself on the brink of defeat. “I am here,” whispered the voice, “I am you.” Dervak answered “YES!” and in that moment he gave in to the rage. His already great strength increased even further, his face distorted, his prominent canines grew to massive tusks, and all around him the very fabric of reality seemed to quiver. And he enjoyed it. Something had been missing all his life, now he was complete, now he knew who he was. Now everything made sense. As he tore the demon limb from limb, his Kellid companions recoiled in terror. Rallying, they hurled their spears at him, driving him from their midst.

Dervak made his way south and east, living on the outskirts of towns and stealing what he could. He feared the Dark Whisper within himself, but also loved it on the occasions when he gave himself over to it. Eventually coming across the ruins of Mulgar’s temple in Brevoy, he repented. He would find a way to purge this corruption. He sought out rumors of powerful wizards, and found one. He asked the man, who gave his name as Savin, what he knew of casting out demons. The wizard remarked that such afflictions were well known in Ustalav, and that if Dervak accompanied him to his tower, he would be able to enact a cure.

There was to be no cure. The wizard knew of Dervak’s corruption, and sought to study it. The warrior was experimented upon for an untold length of time. Did he escape? Was he rescued? Was he set free for some nefarious purpose? How did he come to be in the asylum? That is all a blur.

He knew that he wants to be cured, but he also wanted to destroy his father, and feared that he may need his horrific power to do so. Every time he raged he felt a surge of joy, and every time he ended his rage he was overcome with self-loathing at giving in to the Dark Whisper.

And now... Dervak is cured. Through great pain and loss, and through the aid of his companions, he purged and defeated the Dark Whisper. It would have been easier had he not given into its power so many times, but he is free of its influence. Is it truly dead? Dervak does not know. He has a purer source of power - his destiny, which is his to forge - and his Rage is not as all-consuming and uncontrollable. The outward manifestation of his corruption, his Orc nature, was cured as well. Dervak doesn't hate himself the way he used to, nor distrust those around him, though he feels guilt for the things he had done when he was corrupt. His newfound confidence does bring with it more pride than he had before.

Character Sheet:

Dervak
Human Urban Bloodrager (Destined) 16
CG Medium Humanoid
Init +6; Perception +21
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DEFENSE
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AC 28, touch 15, flatfooted 28 (+2 Dex, +10 armor, +3 Deflection, +3 natural; Uncanny Dodge)
HP 148 (16d10+48)
Fort +18, Ref +16, Will +16 (+2 trait vs fear, +5 vs mind-affecting)
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OFFENSE
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Speed 40 ft
Melee Teralindar's Honor (+2 Furious Aberration-Bane Bastard Sword) +27/+22/+17/+12 (1d10+18/19-20)
Str-Raging with Arcane Strike and PA +27/+22/+17/+12 (1d10+39/19-20)
Str-Raging Attack: +16 BAB, +11 Str, +4 Enhancement, +1 WF, -5 PA
Damage: +16 Str, +4 Enhancement, +4 Arcane Strike, +15 PA
Dex-Raging with Arcane Strike and PA +24/+19/+14/+9 (1d10+35/18-20)
Ranged Javelin +18 (1d6+11/x3) or Composite Longbow +18/+13/+8/+3 (1d8+7/x3)
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STATISTICS
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Str 21 (27), Dex 12 (14), Con 14, Int 8, Wis 12 (14), Cha 14 (20)
BAB +16/+11/+6/+1; CMB +24; CMD 39
Feats Iron Will, Power Attack, Eschew Materials (B), Barroom Brawler, Improved Initiative (B), Arcane Strike, Combat Reflexes, Weapon Focus (Bastard Sword) (B), Defiant Luck, Shake it Off, Lightning Reflexes (B), Steadfast Personality, Endurance, Diehard
Traits Pugnacious (+1 trait bonus on attacks when threatened by 2 or more enemies, 1/day as immediate action: +5’ reach for 1 round, or +1 size category to weapon for 1 round), Fate's Favored, Courageous
FCB Bloodrager +16 hit points
Skills (4 per level)
Perception 16 +21
Sense Motive 10 +12
Diplomacy 6 +14
Acrobatics 3 +8 (-1 ACP)
Knowledge (Religion) 1 +0
Knowledge (Dungeoneering) 1 +0
Fly 8 +10 (-1 ACP)
Climb 1 +10 (-1 ACP)
Swim 1 +10 (-1 ACP)
Survival 6 +8
Knowledge (Arcana) 1 +3
Spellcraft 1 +3
Intimidate 1 +9
Bluff 8 +13
Background Skills Linguistics +9, Knowledge (History) +11, Knowledge (Engineering) +12
Languages Varisian, Hallit, Aklo, Skald, Undercommon, Giant, Kelish, Gnoll
Equipment +4 Mithral Breastplate, +2 Furious Aberration-Bane Bastard Sword, 3 javelins, Alchemist's Fire, Soothe Syrup, Antitoxin, Wand of Shield (39 charges), Composite Longbow (+3 Str), 20 arrows, Robes of Arcane Heritage, Gloves of Reconnaissance, Scroll of Blink, Scroll of Cat's Grace, Runestone of Power (1st), Swarmbane Clasp, 2 Potions CLW, 2 Potions CMW, Angrier's Boots, Ring of Evasion, Luck Blade (1 wish)
Automatic Bonus Progression Resistance +5, Toughening +3, Armor Attunement +4, Weapon Attunement +3/+3 or +4, Deflection +3, Mental Prowess +6/+2, Physical Prowess +6/+2
Special Fast Movement, Controlled Greater Bloodrage (36 rds/day, Destined Strike +10 5/day, +6 Luck to AC and Saves w/trait), Certain Strike 1/rage, Defy Death 1/day, Unstoppable, Immune to Paralysis/Petrification/Stunned/Dazed/Staggered, Uncanny Dodge, Restrained Magic, Adopted Magic (Bladed Dash, Tactical Adaptation, Echolocation, Dance of a Hundred Cuts), Improved Uncanny Dodge
Spells (6/4/3/2 with runestone): Shield, True Strike, Longarm, Feather Fall, Blade Lash, Enlarge Person, Magic Missile, Bladed Dash, Cat's Grace, Blur, Mirror Image, See Invisibility, Resist Energy, Force Sword, False Life, Fly, Versatile Weapon, Tactical Adaptation, Channel Vigor, Keen Edge, Protection from Energy, Flame Steed, Monstrous Physique II, Echolocation, Ride the Waves, Fire Shield, Dimensional Blade, Dance of a Hundred Cuts, Freedom of Movement
Current encumbrance: Light

Rage Bonuses:

+6 morale bonus to Str, Dex, OR Con
No bonus on Will saves
No penalty to AC
No limitation on skill use
Apply effects of a 1st or 2nd-level spell
Furious Falchion increases to +3 Enhancement
Destined Strike 5/day (+10 insight to hit)
Defy Death 1/day (DC 20 Fort save)
Fated Bloodrager +6 luck bonus to AC and saves (with Fate's Favored)
Certain Strike 1/Bloodrage
Unstoppable (All crits confirm, crits against him only confirm on a 20 or if auto-confirmed)
Victory or Death (immune to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions; has these benefits constantly, even while not bloodraging).