Barbarian

Drask Umbra's page

748 posts. Alias of CampinCarl9127.


Full Name

Drask Umbra

Classes/Levels

Raging Statistics:
HP 78/78 (16/16 temp) | AC 18 (21 with buffs), Touch 11, FF 16 | F +12, R +10, W +8 (+2 vs fear, -2 vs mind-affecting) | Init +3 | Perc +18 | Rage Rounds (4/6)

Gender

Male Half-Orc Slayer (Ankou’s Shadow) 7/Barbarian 1 | HP 78/78 | Mirror Image: x0 | AC 20 (23 with buffs), Touch 13, FF 18 | F +10, R +10, W +6 (+2 vs fear, -2 vs mind-affecting) | Init +3 | Perc +18

Size

Medium

Age

24

Alignment

CN

Languages

Common, Orc, Giant

Strength 22
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 14
Charisma 7

About Drask Umbra

Statistics:
Male Half-Orc Slayer (Ankou's Shadow) 7 | Unchained Barbarian 1
CN Medium Humanoid (Half-Orc)
Init +3; Senses Perception +18; darkvision 60 ft.
------------------------------
DEFENSE
------------------------------
AC 20, touch 13, flat-footed 18 (+7 armor, +2 dex, +1 deflection)
hp 78
Fort +10, Ref +10, Will +6 (+2 vs fear, -2 vs mind-affecting)
------------------------------
OFFENSE
------------------------------
Speed 40 ft.

Melee Full Attack: Orc Double Axe & Bite +15/+14/+10/+9/+8 (1d8+7/1d4+6)
Orc Double Axe +16/+11 (1d8+10)
Morningstar +13/+8 (1d8+9)
Dagger +13/+8 (1d4+6)
Bite Primary +13 (1d4+9)
Bite Secondary +8 (1d4+6)

Ranged Light Crossbow +10 (1d8)
Throwing Axe +11 (1d6+6)
------------------------------
STATISTICS
------------------------------
Str 22, Dex 14, Con 15, Int 12, Wis 14, Cha 7
Base Atk +8/+3; CMB +14; CMD 27 (+1 vs grapple)
Traits Serpent Runner, Dirty Fighter, Finish the Fight
Drawback Haunting Regret
Feats Thrill of the Kill, Two-Weapon Fighting, Double Slice, Weapon Focus (Axes), Accomplished Sneak Attacker, Greater Two-Weapon Fighting, Shield of Swings
Skills (54 points; 42 slayer, 4 barbarian, 8 Int)
ACP -0
(8) Acrobatics* +13 (+4 to jump from speed)
(8) Climb* +17 (+2 with kit)
(4) Heal +9
(8) Perception +18
(8) Sense Motive +13
(8) Stealth* +18
(8) Survival +13 (+1/2 level tracking)
(2) Swim* +11
*ACP applies to these skills
Non-Standard Skill Bonuses
+1/2 level tracking (class)
+2 Climb (gear)
+5 Perception (gear)
+5 Stealth (gear)
Languages Common, Orc, Giant

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Unflinching Valor Half-orcs with this racial trait gain a +2 bonus on saves vs fear, and a +1 bonus to CMD vs grappling.

Toothy Some half-orcs’ tusks are large and sharp, granting a primary natural bite attack that deals 1d4 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.

Serpent Runner When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

Dirty Fighter When you hit a foe you are flanking, you deal 1 additional point of damage.

Finish the Fight You gain a +1 trait bonus on attack rolls against opponents you already injured in the past 24 hours.

Haunting Regret You take a –2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks.

Fast Movement A barbarian’s base speed is faster than the norm for her race by 10 feet.

Rage (6/6 rounds) A barbarian can rage as a free action for a number of rounds per day equal to 4 + her Con mod. He gains a +2 bonus on melee attack & damage rolls, thrown damage rolls, Will saves, a –2 penalty to AC, and 2 temp HP per Hit Die. Exiting a rage causes fatigue for 1 minute. A barbarian can’t enter a new rage while fatigued.

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 and acts as a single mirror image, except that it lasts until destroyed or dismissed (swift action). This does not stack with the mirror image spell or similar abilities.

At 5th level, an ankou’s shadow gains a second shadow double. In addition he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square shadow doubles do not protect the ankou’s shadow as mirror images. Shadow doubles provide flanking but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another. As a swift action the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Int mod for the roll. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saves as the ankou’s shadow. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.

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

Slayer Talents Starting at 2nd level and every 2 levels after, a slayer gains a slayer talent.

Ranger Combat Style (2nd level) 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.

Rogue Talent (Weapon Training (Weapon Focus (Axes)))

Ranger Combat Style (6th level) Greater two-weapon fighting.

Sneak Attack +3d6 At 3rd level the slayer’s attack deals extra damage anytime his target would be denied a Dex bonus to AC or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Ranged attacks can count as sneak attacks within 30 feet. A slayer cannot use sneak attack while striking a creature with concealment.

Ankou’s Vision (7/7) At 7th level, an ankou’s shadow can use see invisibility, as per the spell, as a swift action for 1 minute per level per day. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-173 lb. Medium 174-346 lb. Heavy 347-520 lb.
Current Load Carried 97 lb.

Money 21 GP 0 SP 0 CP
+1 Menacing/+1 Orc Double Axe (10660gp) (15 lb.)
Morningstar (16gp) (12 lb.)
Throwing Axe (8gp) (2 lb.)
Throwing Axe (8gp) (2 lb.)
Light Crossbow (35gp) (4 lb.)
Dagger (2gp) (1 lb.)
+1 Mithral Breastplate (5200gp) (15 lb.)
Belt of Giant Strength +2 (4000gp) (1 lb.)
Cloak of Resistance +2 (4000gp) (1 lb.)
Ring of Protection +1 (2000gp)
Climber's Kit + Grappling Hook (81gp) (9 lb.)
Eyes of the Eagle (2500gp)
Cloak of Elvenkind (2500gp) (1 lb.)
Quick Runner's Shirt (1000gp)
Cracked Dusty Rose Prism Ioun Stone (500gp)
Silk Rope 50 ft. (10gp) (5 lb.)
Potion of CLW x2 (100gp)
Potion of Feather Step (50gp)
Potion of Protection from Evil x2 (100gp)
Potion of Enlarge Person x2 (100gp)
Potion of Magic Fang x2 (100gp)
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 Zimar 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 the House of Fate and Fire. 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.

Full Attack Macros:
Full Attack

[dice=Orc Double Axe]1d20+15[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe]1d20+14[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe]1d20+10[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe]1d20+9[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Bite Secondary]1d20+8[/dice]
[dice=Damage]1d4+6[/dice]

Full Attack with Power Attack

[dice=Orc Double Axe (PA)]1d20+15-3[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA)]1d20+14-3[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA)]1d20+10-3[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA)]1d20+9-3[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Bite Secondary (PA)]1d20+8-3[/dice]
[dice=Damage (PA)]1d4+6+6[/dice]

Full Attack with Flank

[dice=Orc Double Axe (Menacing Flank)]1d20+15+4[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank)]1d20+14+4[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank)]1d20+10+4[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank)]1d20+9+4[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Bite Secondary (Menacing Flank)]1d20+8+4[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d4+6+3d6+1[/dice]

Full Attack with Flank & Power Attack

[dice=Orc Double Axe (Menacing Flank, PA)]1d20+15+4-3[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA)]1d20+14+4-3[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA)]1d20+10+4-3[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA)]1d20+9+4-3[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Bite Secondary (Menacing Flank, PA)]1d20+8+4-3[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d4+6+3d6+1+6[/dice]

Full Attack with Finish the Fight

[dice=Orc Double Axe (FtF)]1d20+15+1[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe (FtF)]1d20+14+1[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe (FtF)]1d20+10+1[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Orc Double Axe (FtF)]1d20+9+1[/dice]
[dice=Damage]1d8+7[/dice]

[dice=Bite Secondary (FtF)]1d20+8+1[/dice]
[dice=Damage]1d4+6[/dice]

Full Attack with Power Attack & Finish the Fight

[dice=Orc Double Axe (PA, FtF)]1d20+15-3+1[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA, FtF)]1d20+14-3+1[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA, FtF)]1d20+10-3+1[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Orc Double Axe (PA, FtF)]1d20+9-3+1[/dice]
[dice=Damage (PA)]1d8+7+6[/dice]

[dice=Bite Secondary (PA, FtF)]1d20+8-3+1[/dice]
[dice=Damage (PA)]1d4+6+6[/dice]

Full Attack with Flank & Finish the Fight

[dice=Orc Double Axe (Menacing Flank, FtF)]1d20+15+4+1[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank, FtF)]1d20+14+4+1[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank, FtF)]1d20+10+4+1[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Orc Double Axe (Menacing Flank, FtF)]1d20+9+4+1[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d8+7+3d6+1[/dice]

[dice=Bite Secondary (Menacing Flank, FtF)]1d20+8+4+1[/dice]
[dice=Damage (Sneak, Dirty Fighter)]1d4+6+3d6+1[/dice]

Full Attack with Flank & Power Attack & Finish the Fight

[dice=Orc Double Axe (Menacing Flank, PA, FtF)]1d20+15+4-3+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, FtF)]1d20+14+4-3+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, FtF)]1d20+10+4-3+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, FtF)]1d20+9+4-3+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d8+7+3d6+1+6[/dice]

[dice=Bite Secondary (Menacing Flank, PA, FtF)]1d20+8+4-3+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA)]1d4+6+3d6+1+6[/dice]

Raging Full Attack

[dice=Orc Double Axe (rage)]1d20+15+2[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage)]1d20+14+2[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage)]1d20+10+2[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage)]1d20+9+2[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Bite Secondary (rage)]1d20+8+2[/dice]
[dice=Damage (rage)]1d4+6+2[/dice]

Raging Full Attack with Power Attack

[dice=Orc Double Axe (PA, rage)]1d20+15-3+2[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage)]1d20+14-3+2[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage)]1d20+10-3+2[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage)]1d20+9-3+2[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Bite Secondary (PA, rage)]1d20+8-3+2[/dice]
[dice=Damage (PA, rage)]1d4+6+6+2[/dice]

Raging Full Attack with Flank

[dice=Orc Double Axe (Menacing Flank, rage)]1d20+15+4+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage)]1d20+14+4+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage)]1d20+10+4+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage)]1d20+9+4+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Bite Secondary (Menacing Flank, rage)]1d20+8+4+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage]1d4+6+3d6+1+2[/dice]

Raging Full Attack with Flank & Power Attack

[dice=Orc Double Axe (Menacing Flank, PA, rage)]1d20+15+4-3+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage)]1d20+14+4-3+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage)]1d20+10+4-3+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage)]1d20+9+4-3+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Bite Secondary (Menacing Flank, PA, rage)]1d20+8+4-3+2[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d4+6+3d6+1+6+2[/dice]

Raging Full Attack with Finish the Fight

[dice=Orc Double Axe (rage, FtF)]1d20+15+2+1[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage, FtF)]1d20+14+2+1[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage, FtF)]1d20+10+2+1[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Orc Double Axe (rage, FtF)]1d20+9+2+1[/dice]
[dice=Damage (rage)]1d8+7+2[/dice]

[dice=Bite Secondary (rage, FtF)]1d20+8+2+1[/dice]
[dice=Damage (rage)]1d4+6+2[/dice]

Raging Full Attack with Power Attack & Finish the Fight

[dice=Orc Double Axe (PA, rage, FtF)]1d20+15-3+2+1[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage, FtF)]1d20+14-3+2+1[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage, FtF)]1d20+10-3+2+1[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Orc Double Axe (PA, rage, FtF)]1d20+9-3+2+1[/dice]
[dice=Damage (PA, rage)]1d8+7+6+2[/dice]

[dice=Bite Secondary (PA, rage, FtF)]1d20+8-3+2+1[/dice]
[dice=Damage (PA, rage)]1d4+6+6+2[/dice]

Raging Full Attack with Flank & Finish the Fight

[dice=Orc Double Axe (Menacing Flank, rage, FtF)]1d20+15+4+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage, FtF)]1d20+14+4+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage, FtF)]1d20+10+4+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Orc Double Axe (Menacing Flank, rage, FtF)]1d20+9+4+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage)]1d8+7+3d6+1+2[/dice]

[dice=Bite Secondary (Menacing Flank, rage, FtF)]1d20+8+4+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, rage]1d4+6+3d6+1+2[/dice]

Raging Full Attack with Flank & Power Attack & Finish the Fight

[dice=Orc Double Axe (Menacing Flank, PA, rage, FtF)]1d20+15+4-3+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage, FtF)]1d20+14+4-3+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage, FtF)]1d20+10+4-3+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Orc Double Axe (Menacing Flank, PA, rage, FtF)]1d20+9+4-3+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d8+7+3d6+1+6+2[/dice]

[dice=Bite Secondary (Menacing Flank, PA, rage, FtF)]1d20+8+4-3+2+1[/dice]
[dice=Damage (Sneak, Dirty Fighter, PA, rage)]1d4+6+3d6+1+6+2[/dice]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Legacy Stats for GM Dak's Shattered Star:
Male Half-Orc Slayer (Ankou's Shadow) 5 / Unchained Barbarian 1
CN Medium Humanoid (Half-Orc)
Init +1; Senses Perception +11; darkvision 60 ft.
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 dex)
hp 58
Fort +9, Ref +6, Will +4 (+2 vs fear)
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OFFENSE
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Speed 40 ft. (30 ft. in armor)

Melee Orc Double Axe +12/+7 (1d8+6)
TWF Orc Double Axe +11/+10/+6 (1d8+4/1d8+2/1d8+4)
Morningstar, Silver +10/+5 (1d8+6-1)
Morningstar +10/+5 (1d8+6)
Dagger +10/+5 (1d4+4)
Bite +10 (1d4+4)//Secondary +5 (1d4+2)

Ranged Light Crossbow +7 (1d8)
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STATISTICS
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Str 19, Dex 12, Con 14, Int 10, Wis 14, Cha 8
Base Atk +6/+1; CMB +10; CMD 21 (+1 vs grapple)
Traits Serpent Runner, Dirty Fighter, Finish the Fight
Feats Power Attack, Two-Weapon Fighting, Thrill of the Kill, Accomplished Sneak Attacker, Weapon Focus (Orc Double-Axe)
Skills (46 points; 30 slayer, 4 barbarian, 12 background)
ACP -3 (Acrobatics/Climb is -0)
(6) Acrobatics* +10
(2) Climb* +9 (+2 with kit)
(1) Heal +6
(1) Lore (Broken Spine Tribe) +4
(1) Lore (Serpent's Run) +4
(1) Lore (Lycanthropes) +4
(1) Lore (Magnimar Laws) +4
(1) Lore (Devils) +4
(1) Lore (Boggards) +4
(6) Perception +11
(6) Profession (Pit Fighter) +11
(6) Sense Motive +11
(6) Stealth* +10
(6) Survival +11 (+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

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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.

Rage (6/6 rounds) A barbarian can rage as a free action for a number of rounds per day equal to 4 + her Constitution modifier. He gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, Will saving throws, a –2 penalty to Armor Class, and 2 temporary hit points per Hit Die.

Ending rage is a free action, and causes fatigue for 1 minute. 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.

At 5th level, an ankou’s shadow gains a second shadow double. In addition to using these shadow doubles as mirror images in his square, he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square, shadow doubles do not protect the ankou’s shadow as mirror image and are limited in the actions they can take. Shadow doubles provide flanking for the ankou’s shadow and his allies, but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another. As a swift action, the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Intelligence modifier for the roll. Although a shadow double appears to duplicate the ankou’s shadow’s gear, this gear is part of its form; a shadow double’s gear cannot be destroyed, dropped, or stolen. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saving throw bonuses as the ankou’s shadow. Shadow doubles possess evasion if the ankou’s shadow does. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.

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.

Rogue Talent (Weapon Training (Weapon Focus (Orc Double-Axe)))

Sneak Attack +2d6 At 3rd level the slayer’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

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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 98 lb.

Money 26 GP 3 SP 4 CP
Orc Double Axe, MWK (660gp) (15 lb.)
Morningstar, Silver (106gp) (12 lb.)
Morningstar (16gp) (12 lb.)
Light Crossbow (35gp) (4 lb.)
Dagger (2gp) (1 lb.)
+1 Agile Breastplate (550gp) (25 lb.)
Cloak of Resistance +1
Climber's Kit + Grappling Hook
Silk Rope 50 ft.
Potion of CLW
Potion of CMW
Potion of Invisibility
Scroll of Protection from Evil x2
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