Stolen Fury: You were forced to take part in a
demonic ritual as a youth after having been captured
by cultists. Whatever the ritual’s purpose may have
been, it didn’t work out the way your captors
envisioned—rather than corrupting your soul,you absorbed the ritual’s energy and made it your own
before you escaped to safety. Ever since, you’ve been
haunted by strange nightmares about the ritual, and
have long felt that the energies it bathed you in have
changed you. Recently, those energies have changed—
it’s as if you’ve f inally managed to come to terms with
your past and have turned the ritual’s aftereffects to
your advantage, following the old adage of what doesn’t
kill you makes you stronger. You’ve been unable to learn
more about the ritual or what it was for, but the question
lingers in the back of your head to this day. This
nagging has instilled in you a fury against demonkind.
Today, when you face demons in combat, those energies
bolster your fury, granting you a +2 trait bonus on all
combat maneuver checks against demons.
Axe to Grind: There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.
Ambitious: You exude confidence in the presence of those more powerful than you—sometimes unreasonably so. You gain a +4 trait bonus on Diplomacy checks made to influence creatures with at least 5 Hit Dice more than you possess.
race traits:
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Class Traits:
Terrifying Visage (Ex): A scarred rager adds 1/2 her barbarian level on Intimidate checks against humanoids who are not members of barbarian tribes. When dealing with barbarians, the scarred rager may choose to add this bonus on Diplomacy checks instead. The DC of any fear effect created by the scarred rager also increases by 1. This ability replaces fast movement.
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.(7 rounds/day)
Feats
Catch Off-Guard*:No penalties for improvised melee weapons
Equipment:
scale mail, greataxe, barbarian's kit( a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin),3 (iron)vials of oil, a magnet, a hammer, a shovel, a signal horn, a strange green dagger.
background and loyalties:
Dragz was raised in a state of turmoil. Constant demon attacks, kidnapping cultists, and just the hardship of being a half-orc. but no matter what happened to Dragz, he kept his spirits high. even in the darkest hour he had hope, and he fed on the fury and chaos around him. he now wanders the lands, selling his services to anyone who will use them right.
loyalties: Freedom, Strength, dark energies within him
attacks:
greataxe: +3 1d12+3 20/x3
(rage) +5 1d12+6 20/x3
backstory(work in progress):
Dragz was born to an orc mother and raised by his human father. His father was a hard man, and he delivered punishment without mercy. Dragz quickly developed a hate for tyrants. Dragz father was a soldier in the city-state of his long-forgotten home. he started to train Dragz at an early age how to use weapons. Dragz wasn't superbly strong, but he was rather resilient. he developed a personalized style of becoming a standing fortress of solid muscle.
one day, when Dragz's father was away, he was kidnapped in the night by demon cultists. Unfortunately their ritual failed, and instead infused Dragz with its power. He killed them all. Now alone in the wilderness, Dragz survived for a year. He was found by a group of wandering Barbarians in the worldwound, covered in the furs and bones of the wild animals he had killed. They took him in and trained Dragz in the ways of the barbarian. from them he learned of compassion. But soon, even with the new friends and home, Dragz could never fit in. The strange powers within him drew him closer and closer to the worldwound. he left the barbarian tribe and headed of to his destiny.