Barbarian

Drask Umbra's page

458 posts. Alias of CampinCarl9127.


Full Name

Drask Umbra

Classes/Levels

Raging Statistics:
HP 31/31 (6 temp) | AC 15, Touch 9, FF 14 | F +7, R +4, W +4 (+2 vs fear) | Init +1 | Perc +8
Conditions:
Filth Fever, 1 save made

Gender

Male Half-Orc Slayer (Ankou’s Shadow) 2/Unchained Barbarian 1 | HP 31/31 | Mirror Image Active | AC 17, Touch 11, FF 16 | F +7, R +4, W +2 (+2 vs fear) | Init +1 | Perc +8

Size

Medium

Age

19

Alignment

CN

Languages

Common, Orc

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Drask Umbra

Statistics:
Male Half-Orc Slayer (Ankou's Shadow) 2 / Unchained Barbarian 1
CN Medium Humanoid (Half-Orc)
Init +1; Senses Perception +8; darkvision 60 ft.
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex)
hp 31
Fort +7, Ref +4, Will +2 (+2 vs fear)
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OFFENSE
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Speed 40 ft. (30 ft. in armor)

Melee Orc Double Axe +8 (1d8+6)
TWF Orc Double Axe +7/+6 (1d8+4/1d8+2)
Morningstar +7 (1d8+6)
Dagger +7 (1d4+4)
Bite +7 (1d4+4)//Secondary +2 (1d4+2)

Ranged Light Crossbow +4 (1d8)
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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +7; CMD 18 (+1 vs grapple)
Traits Serpent Runner, Dirty Fighter, Finish the Fight
Feats Power Attack, Two-Weapon Fighting, Thrill of the Kill
Skills (22 points; 12 slayer, 4 barbarian, 6 background)
ACP -3 (Acrobatics/Climb is -0)
(3) Acrobatics* +7
(1) Climb* +8 (+2 with kit)
(1) Heal +6
(1) Lore (Broken Spine Tribe) +4
(1) Lore (Serpent's Run) +4
(1) Lore (Lycanthropes) +4
(3) Perception +8
(3) Profession (Pit Fighter) +8
(1) Sense Motive +6
(3) Stealth* +7
(3) Survival +8 (+1/2 level tracking)
(1) Swim* +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+1/2 level tracking (class)
+2 Climb (gear)
Languages Common, Orc

Raging Statistics:
Male Half-Orc Slayer (Ankou's Shadow) 2 / Unchained Barbarian 1
CN Medium Humanoid (Half-Orc)
Init +1; Senses Perception +8; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 15, touch 9, flat-footed 14 (+6 armor, +1 dex, -2 rage)
hp 31 (6 temp)
Fort +7, Ref +4, Will +4 (+2 vs fear)
------------------------------
OFFENSE
------------------------------
Speed 40 ft. (30 ft. in armor)

Melee Orc Double Axe +10 (1d8+8)
TWF Orc Double Axe +9/+8 (1d8+6/1d8+4)
Morningstar +9 (1d8+8)
Dagger +9 (1d4+6)
Bite +9 (1d4+6)//Secondary +4 (1d4+4)

Ranged Light Crossbow +4 (1d8)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +9; CMD 18 (+1 vs grapple)
Traits Serpent Runner, Dirty Fighter, Finish the Fight
Feats Power Attack, Two-Weapon Fighting, Thrill of the Kill
Skills (22 points; 12 slayer, 4 barbarian, 6 background)
ACP -3 (Acrobatics/Climb is -0)
(3) Acrobatics* +7
(1) Climb* +8 (+2 with kit)
(1) Heal +6
(1) Lore (Broken Spine Tribe) +4
(1) Lore (Serpent's Run) +4
(1) Lore (Lycanthropes) +4

(3) Perception +8
(3) Profession (Pit Fighter) +8
(1) Sense Motive +6
(3) Stealth* +7
(3) Survival +8 (+1/2 level tracking)
(1) Swim* +8
*ACP applies to these skills
Non-Standard Skill Bonuses
+1/2 level tracking (class)
+2 Climb (gear)
Languages Common, Orc

Special Abilities:

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SPECIAL ABILITIES
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Unflinching Valor Half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled.

Toothy Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage.

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.

Darkvision Half-orcs can see in the dark up to 60 feet.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Serpent Runner You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

Dirty Fighter You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Finish the Fight You’re at the bottom of the pecking order, so when you challenge that order, your victory must be absolute. You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.

Fast Movement A barbarian’s base speed is faster than the norm for her race by 10 feet. This benefit applies only when she 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 base speed.

Rage (0/6 rounds) At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. A barbarian can enter a rage as a free action.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (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 for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Shadow Double An ankou’s shadow can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.

Track A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Slayer Talents As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Ranger Combat Style The slayer selects a ranger combat style (two-weapon combat) and gains a combat feat from the first feat list of that style (two-weapon fighting). He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 86 lb.

Money 328 GP 5 SP 8 CP
Orc Double Axe, MWK (660gp) (15 lb.)
Morningstar x2 (16g) (12 lb.)
Light Crossbow (35gp) (4 lb.)
Dagger (2gp) (1 lb.)
MWK Agile Breastplate (550gp) (25 lb.)
Climber's Kit + Grappling Hook
Silk Rope 50 ft.
Potion of CLW
Potion of CMW
Potion of Invisibility
War Paint x2
Fighter's Kit (9gp) (29 lb.)
-backpack
-bedroll
-belt pouch
-flint and steel
-iron pot
-mess kit
-rope
-soap
-torches (10)
-trail rations (5 days)
-waterskin

Background:
Drask was born to a human woman who was a captive of the orc Broken Spine tribe. He shared a womb with his twin brother Kuvar. Magra the Mad had them ripped them from their mother as soon as they were born, which is just as well since she didn't want them. The Broken Spine's deep hatred of humans could not be sated with murder and pillaging alone, so Magra had these children bred in order to be playthings of the tribe. Before they were old enough to walk their lives were already a living hell, full of cruel games and abuse. Magra made sure they were kept alive and with no permanent deformities (scars were all well and good, but toys aren't as fun without their limbs), but only barely.

Drask and Kuvar grew up hard and cruel, fighting tooth and nail to survive and do whatever it took to get less punishment from the tribe. When they were pitted against foes, be it captives or wild animals, they fought like berserkers and ripped them to shreds. They were wild and merciless. They almost went mad. But through all the toils of their early lives, they always watched each other's backs. When one went hungry, the other would split his food. When one was beaten senseless, the other would help pick up his chores so they weren't beaten again. The only thing they had in this cruel world is the brother they shared a womb with. Everything else was the enemy.

Much to the annoyance of Magra and the tribe, this brotherly bond stayed strong as they grew up. Instead of turning into half-mad animals that were just twisted playthings, they became tempered by the fires of hardship. Back to back they fought their way into the world and became a force to be reckoned with. Creatures thrown against them were butchered in moments. Cruel games were mastered and performed stoically. Punishment lessened as they began to fear the consequences, seeing what the brothers could do when given weapons and knowing they were old enough to be threats to the full-blooded orcs now.

Magra hated that the brothers grew up so strong, and their bond infuriated her. She tried pitting them in competitions against each other, punishing the loser severely. But even in this they simply traded off who won, dividing the punishment evenly. Eventually Magra dragged them before the whole tribe, then had a circle drawn in the dirt with a single axe thrown in the center. No more games. Two brothers entered, one brother left. If they refused to fight, they both died. Finally she would break them. Unfortunately it would cost her one of the tribe's playthings, but the survivor would just have to make up for it.

Drask and Kuvar froze, staring at each other with the axe between them. There were no tricks to come out of this in one piece. There was no way to split the punishment. To share the burden. Then, slowly, Kuvar reached down picked up the axe. With a grimace that looked like he was tearing off his own arm, he started forward. "Only one of us can leave this ring, brother." Drask was shocked and just stood still as his twin closed the distance. He didn't even raise his arms or crouch into a fighting stance to defend himself. It was unthinkable. Kuvar snarled, then lunged forward and smashed him across the face with the haft of the axe. This snapped Drask into survival mode and he rolled away from his brother, springing back to his feet.

Kuvar harried Drask around the circle, taking massive arcing swings to threaten his brother and force him away. He failed to land any heavy axe blows, loping and predictable as they were, but they traded several less serious injuries on each other. The tribe was growing to a frenzy at the bloodsport and urged Kuvar to stop toying with his food. Finally he backed Drask to one side of the ring, his blows growing shorter and more accurate. As Drask found himself pinned he suddenly felt a wave of emotion, unexplainable as tears came to his eyes. He looked at his brother and saw tears in his eyes as well. Kuvar raised the axe high. "Only one of us can leave...live well." He brought down the axe with all his might and split the head of one of the orcs holding the ring. "Go!"

Kuvar shoved Drask out of the circle and began swinging wildly as the Broken Spine began to realize what was happening. Drask ran for a few moments, then turned back as the tribe fell upon his brother. He felt like his heart was being ripped from his chest, and ran back. He could not separate from his brother. Death was better. But Kuvar saw him coming and roared, throwing the axe and landing it with a dull crunch into Drask's shoulder. He stumbled back in shock, his right arm hanging limp and useless. "GO!" Kuvar shouted in pain. Drask was furious and hurt that his brother thought he could live without him, but finally turned and ran. He never looked back.

Drask fled down the western side of the Mindspin Mountains, soon making his way into Varisia. He ran and hunted and cried for weeks. Although his heart still beat, he feels as if he had died. All that he knew in this life was gone. He no longer had purpose. He longer felt like he had a soul. He continued running, unable to channel his energy into anything else. When he passed by civilized lands he was shunned and feared. He kept moving, not knowing what else to do. Eventually he looked up and saw the great city of Magnimar looming over him.

The towns he had passed through treated him like a dangerous animal, but here in the city he was hardly spared a few curious glances. To him the cold indifference of the city was tantamount to warm embracing arms and he made his way inside. He was ignorant of the ways of civilized life, but after spending weeks scavenging from the wild and sleeping on the streets he found work in the Serpent's Run. It wasn't the vicious brutal sport he had been raised on, but with some training and guidance he managed to be an asset, and with a job under his belt he slowly learned how to integrate his way into society.

Appearance and Personality:
Drask looks exactly like you would expect a half-orc brute to look: big, mean, ugly, and an impressive array of scars, the largest one a jagged tear from his chest up through his right shoulder. He has short black hair that looks like it was cut with an axe and a pronounced jaw that's clearly been broken more than once. The only thing about him that's soft are his eyes, which are a surprisingly pretty deep blue.

All that Drask has really known in his life is violence and survival. But with those toned down in a civilized setting, his mind constantly ruminates on the loss of his brother. He fights in the arena when he can and drinks when he can't, trying to drown his pain with wounds and booze. But it's no way to live, and he knows it. He needs to keep moving and carry the legacy of his brother, living for the both of them.