Barbarian

Dursk's page

4 posts. Alias of Irulesmost.


Full Name

Dursk

Race

Orc

Classes/Levels

Fighter 5

Gender

Male

Size

Medium

Age

24

Location

Cromora

Occupation

Bloodsport Entertainer

Strength 17
Dexterity 16
Constitution 16
Intelligence 10
Wisdom 7
Charisma 16

About Dursk

Dursk
Male Orc Fighter (Gloriosus/Mobile Fighter) 5
Medium Humanoid
Init: +6; Senses: Low-light vision, Perception -2

-=DEFENSE=-
AC 24, Flat-footed 21, Touch 14
CMD 22
HP 50 (5d10 + 20)
Fort +8 Ref +5 Will +5
Resistances: +5 vs poison

-=OFFENSE=-
Speed 30ft
Melee +1 Katana, +10 (1d8+6, 18-20/x2) Slashing; Heavy Wooden Shield + 8 (1d8+3, 20/x2) Bludgeoning
Ranged Composite Longbow(+3), +8 (1d8+3, 20/x3) Piercing
CMB +8

-=OTHER=-
STR 17 DEX 16 CON 16 INT 10 WIS 7 CHA 16

BAB +5

Carrying Capacity
Light- up to 76 Medium- up to 153 Heavy- up to 230

Feats:
Racial-EWP(Katana) B1-Two-Weapon Fighting 1st-Improved Shield Bash 2nd-Power Attack 3rd- Weapon Focus(Katana) 4th-Improved Bullrush 5th- Weapon Specialization(Katana)

Skills
Acrobatics +11
Bluff +11
Intimidate +11
Handle Animal +11
Perform +11
Use Magic Device +11
Kn(Religion) +8
Swim +7
Climb +7
Linguistics +6

Languages: 4 languages? Talmoran, __, __, __

Class Features:

Grit(Ex):
At the start of each day, a gloriosus gains a number of grit points equal to his Charisma modifier (minimum 1). His grit goes up or down throughout the day, but usually
cannot go higher than his Charisma modifier (minimum 1),
though some feats and magic items may affect this maximum. A gloriosus spends grit to accomplish deeds (see below), and regains grit in the following ways:

Killing Blow: When the gloriosus reduces a
creature to 0 or fewer hit points with an attack while
in the heat of combat, he regains 1 grit point. Destroying an
unattended object, reducing a helpless or unaware creature
to 0 or fewer hit points, or reducing a creature that has fewer
Hit Dice than half the gloriosus’s character level to 0 or
fewer hit points does not restore any grit.

Critical Hit: Each time the gloriosus
confirms a critical hit while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gloriosus’
character level does not restore grit

Deeds(Ex):
Gloriosi spend grit points to accomplish
deeds. Most deeds grant the gloriosus some momentary
bonus or effect, but there are some that provide longer lasting
effects. Some deeds stay in effect as long as the
gloriosus has at least 1 grit point. The following is the list
of deeds known by Dursk. Unless otherwise noted, a deed
can be performed multiple successive times, as long as the
appropriate amount of grit is spent to perform the deed.

Head First (Ex): At 2nd level, as long as the gloriosus has at least 1 grit point, he can perform a charge as a standard action, and through difficult terrain. The gloriosus suffers only a -1 penalty to AC from charging when he performs this deed.

Gloriosus's Luck (Ex): At 2nd level, the gloriosus gains the formidable ability to turn the tides of battle whenever he needs it most. When an attack is made against the gloriosus, he can spend 1 grit point as an immediate action to add his Charisma bonus, up to 1 point per gloriosus class level, as a luck bonus to his Armor Class against this attack. If this bonus is enough to avoid a blow, the attack fails. Alternatively, the gloriosus can spend 1 grit point as an immediate action to add his Charisma bonus, up to 1 point per class level, as a luck bonus to an attack, critical threat confirmation, or damage roll.

Inspiring Presence (Ex): At 2nd level, the gloriosus can spend 1 grit point as a move action or as part of a charge to inspire his companions. Allies within 30 ft of the gloriosus (including himself) gain a +1 morale bonus on damage rolls. This bonus increases by 1 at 5th level and every 5 levels thereafter (up to +5 at 20th level) and lasts a number of rounds equal to the gloriosus's Charisma bonus.

Quick-Witted Warrior (Ex): At 4th level, as long as the gloriosus has at least 1 grit point, he may add his Charisma modifier on initiative checks, in addition to his Dexterity modifier.

Legendary Will (Ex): At 4th level, as long as the gloriosus has at least 1 grit point, he can choose to apply his Charisma modifier to Will saves instead of his Wisdom modifier.

Agility (Ex):
At 2nd level, a mobile fighter gains a +1
bonus on saving throws made against effects that cause
him to become paralyzed, slowed, or entangled. This
bonus increases by +1 for every four levels beyond 2nd.
This ability replaces bravery.

Armor Training (Ex):
Starting at 3rd level, a fighter
learns to be more maneuverable while wearing armor.
Whenever he is wearing armor, he reduces the armor
check penalty by 1 (to a minimum of 0) and increases the
maximum Dexterity bonus allowed by his armor by 1. Every
four levels thereafter (7th, 11th, and 15th), these bonuses
increase by +1 each time, to a maximum –4 reduction of the
armor check penalty and a +4 increase of the maximum
Dexterity bonus allowed. In addition, a fighter can also move at his normal speedwhile wearing medium armor. At 7th level, a fighter can
move at his normal speed while wearing heavy armor.

Leaping Attack (Ex):
At 5th level, when a mobile fighter
moves at least 5 feet prior to attacking, he gains a +1 bonus
on attack and damage rolls. This bonus increases by +1 for
every four levels beyond 5th. This ability replaces weapon
training 1.

Equipment & Gear:

Breastplate (250 gp)
+2 Heavy Wooden Shield (4307 gp)
+1 Katana (2350 gp)
Cloak of Resistance +1 (1000 gp)
Ring of Deflection +1 (2000 gp)
Composite Longbow(+3) + ammunition (400 gp)
Etc(~50 gp)
Tent; Bedroll; Rope, Hemp (50ft); Grappling Hook; Waterskin x2; Flint & Steel; Backpack; Journal Book; Ink(Purple); Inkpen; Miner's Pick; Whetstone; Hammer; Flask; Small steel mirror; Oil (1 pt); 5 Fishhooks; Paper (3 sheets); Sealing wax; Soap (1 lb); Signet Ring;

143 gp

Description:

Dursk is very concerned with elegance and eloquence, doing his best to maintain a good appearance and public face, though his inward focus often prevents him from noticing things outwardly, in terms of his surroundings and of others' motives. His build is tall and well muscled, his skin is green, his eyes silvery grey. He dresses in the finest fashions, attempting to turn heads wherever he goes, and maintains an air of mystery when possible, and learns local languages to better establish himself as a socialite. Of course, most of this carefully crafted demeanor flies out the window when it comes time for a fight; Dursk is a consummate performer, and clings to old habits from show-fighting in the arena, often dominating a room with his presence, to electrifying or terrifying effect, but also forsaking common sense in the middle of combat to showboat.

Background:
Dursk knew he was meant for something more than the farm life his family had been content with for so many years. In his youth, he would find as many excuses to visit the big city as possible; he couldn't get enough of the crowds, the fashions, and the fun urban life had to offer. But one thing in particular caught his eye: the arena.

He had learned to scrap with his older brother, and how to put up a convincing fight without hurting anyone with his younger. The idea that he could be paid to fight and showboat with no real risk of being hurt seemed to good to be true. As soon as he could muster the funds and was certain his family could manage without him, Dursk moved to the city and enlisted as a combatant. His natural prowess got him in, but wasn't enough to make him famous.

After a year of languishing in relative obscurity, he returned home and his father bequeathed him with a beautiful foreign curved blade that had served as a family heirloom for generations. Wielding the blade, Dursk noticed that his strikes seemed to gravitate ever so slightly to weak spots in opponents' defenses. With this, he made a triumphant return to the city, defeating foe after foe, proving no man to be his equal. The rush of victory gave Dursk confidence; he began to fight with more flair, and soon became known for his signature sword-and-shield combat style, with lightning-fast charges, twirls, shield bashing, and of course, showboating.

Unfortunately, things that seem too good to be true often are. One day, when fighting a long time rival, Dursk's momentum was in full swing, said rival bruised, battered, and near defeat. With a yell, he slashed at his opponent, and as he did, felt the blade pull ever closer to his foe's throat. Try as he might to redirect the swing, the blade carried on and sliced clean through his former enemy's neck, severing his head from the body as it fell to the ground. This scandal shocked the crowd, and forced Dursk's retirement. His history of animosity with the slain combatant did him no favors, and he was nearly put on trial for murder.

Surrounding tension grew until the Commonwealth Ranger Service, familiar with Dursk's prowess, both with blades and crowds, stepped in and offered him pardon, employment, and a PR cleanup, in exchange for a more purposely deadly use of his talents. Though not keen on causing further bloodshed, Dursk, seeing few other options, accepted, and began training to use his blade with a killing intent.