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About Fengar OrrmenFENGAR ORRMEN
HP/Init/Move/Vision/BAB:
Max HP 31 ((3d10)+9) Initiative +3 Darkvision (60 ft.) Move Walk 30 ft. BAB +3
Init=(Dex +2, Misc +1) Classes/Alignment/XP/Deity/Point Buy:
Classes Fighter3 Alignment Chaotic Neutral XP 5000 Deity Gorum Point Buy 20 AC 17 (Touch 13, Flat Footed 14) :
(Base +10, Armor +4, Shield +0, Ability +2, Size +0 , Natural Armor +0, Dodge +1, Deflection +0, Misc +0)
Spell Failure 20% Armor Check -1 Max Dex +4 SR 0% Fort +5 Refl +3 Will +0 :
Fortitude Base +3 Con +2 Magic +0 Epic +0 Misc +0
Reflex Base +1 Dex +2 Magic +0 Epic +0 Misc +0 Will Base +1 Wis -1 Magic +0 Epic +0 Misc +0 Skills/Languages:
+ Acrobatics +1 (DEX +2, Ranks +0, Misc -1)
+ Appraise +1 (INT +1, Ranks +0, Misc +0) + Bluff -1 (CHA -1, Ranks +0, Misc +0) + Climb +7 (STR +4, Ranks +1, Misc +2) Craft (Cloth) +5 (INT +1, Ranks +1, Misc +3) Craft (Rope) +5 (INT +1, Ranks +1, Misc +3) + Craft (Untrained) +1 (INT +1, Ranks +0, Misc +0) + Diplomacy -1 (CHA -1, Ranks +0, Misc +0) + Disguise -1 (CHA -1, Ranks +0, Misc +0) + Escape Artist +1 (DEX +2, Ranks +0, Misc -1) + Fly +1 (DEX +2, Ranks +0, Misc -1) + Heal -1 (WIS -1, Ranks +0, Misc +0) + Intimidate +6 (CHA -1, Ranks +2, Misc +5) + Perception -1 (WIS -1, Ranks +0, Misc +0) + Perform (Untrained) -1 (CHA -1, Ranks +0, Misc +0) Profession (Sailor) +4 (WIS -1, Ranks +2, Misc +3) + Ride +1 (DEX +2, Ranks +0, Misc -1) + Sense Motive -1 (WIS -1, Ranks +0, Misc +0) + Stealth +1 (DEX +2, Ranks +0, Misc -1) + Survival +3 (WIS -1, Ranks +1, Misc +3) + Swim +8 (STR +4, Ranks +1, Misc +3) (+ = Useable Untrained) Languages: Common, Gnoll, Orc
=== Weapons === *Masterwork Cutlass (Primary) +8 1d6+4 18-20/x2:
Size M Damage Type S Reach 5 ft.
Melee 1H-P +8 1d6+4 1H-O +4 1d6+2 2H +8 1d6+6 2W-P-(OH) +2 1d6+4 2W-P-(OL) +4 1d6+4 2W-OH -2 1d6+2 Dagger (Carried) +7 1d4+4 19-20/x2:
Size M Damage Type PS Reach 5 ft.
Melee 1H-P +7 1d4+4 1H-O +3 1d4+2 2H +7 1d4+4 2W-P-(OH) +1 1d4+4 2W-P-(OL) +3 1d4+4 2W-OH -1 1d4+2 Dagger (Thrown) (Carried) +5 1d4 19-20/x2:
Size M Damage Type PS Reach 5 ft.
Thrown 10 ft. +5 1d4+4 20 ft. +3 1d4+4 30 ft. +1 1d4+4 40 ft. -1 1d4+4 50 ft. -3 1d4+4 Axe (Boarding) (Carried) +7 1d6+4 20/x3:
Size M Damage Type PS Reach 5 ft.
Melee 1H-P +7 1d6+4 1H-O +3 1d6+2 2H +7 1d6+4 2W-P-(OH) +1 1d6+4 2W-P-(OL) +3 1d6+4 2W-OH -1 1d6+2 Alchemist's Fire (Flask) (Carried) +5 1d6-4 20/x2:
Size M Damage Type F Reach 5 ft. Special Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
10 ft. +5 1d6-4 20 ft. +3 1d6-4 30 ft. +1 1d6-4 40 ft. -1 1d6-4 50 ft. -3 1d6-4 Acid (Flask) (Carried) +5 1d6-4 20/x2:
Size M Damage Type A Reach 5 ft. Special Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
10 ft. +5 1d6-4 20 ft. +3 1d6-4 30 ft. +1 1d6-4 40 ft. -1 1d6-4 50 ft. -3 1d6-4 Shortbow (Composite/+3) (Carried) +5 1d6+3 20/x3:
Size M Damage Type P Reach 5 ft. Special Strength bonus to damage
Arrows (20) 30 ft. +5 1d6+3 70 ft. +5 1d6+3 140 ft. +3 1d6+3 210 ft. +1 1d6+3 280 ft. -1 1d6+3 Arrows (Blunt/20) 30 ft. +5 1d6+3 70 ft. +5 1d6+3 140 ft. +3 1d6+3 210 ft. +1 1d6+3 280 ft. -1 1d6+3 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.
Ability Scores: STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 8 (-1) CHA 9 (-1) Armor & Shield:
*Masterwork Chain Shirt Type Light AC +4 Max Dex +4 Armor Check -1 Spell Failure 20%
Equipment:
Masterwork Cutlass (x1) Equipped 4 lbs., cost: 315
Traveler's Outfit (x1) Equipped 5 lbs., cost: 1 Masterwork Chain Shirt (x1) Equipped 25 lbs., cost: 250 Dagger (x1) Carried 1 lbs., cost: 2 Arrows (20) (x1) Shortbow (Composite/+3) 3 lbs., cost: 1 Axe, Boarding (x1) Carried 3 lbs., cost: 6 Potion of Cure Light Wounds (x1) Carried 0 lbs., cost: 50 Cures 1d8+1 points of damage Alchemist's Fire (Flask) (x2) Carried 1 lbs., cost: 20 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. Acid (Flask) (x1) Carried 1 lbs., cost: 10 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Shortbow (Composite/+3) (x1) Carried 2 lbs., cost: 300 Strength bonus to damage Arrow, Blunt (20) (x1) Shortbow (Composite/+3) 3 lbs., cost: 2 (x) lbs., cost: Total Carried Weight/Value: 52.04 lbs./1000 gp
Proficiencies:
Amentum, Amentum (Javelin), Atlatl, Axe (Boarding), Axe (Orc Double), Axe (Throwing), Bardiche, Battle Aspergillum, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Boar Spear, Boarding Pike, Brass Knife, Brass Knuckles, Broadsword (Nine Ring), Butterfly Sword, Cat-O'-Nine-Tails, Cestus, Chakram, Club, Crossbow (Heavy), Crossbow (Light), Cutlass, Dagger, Dagger (Chain), Dagger (Punching), Dart, Dogslicer, Double Chicken Saber, Earth Breaker, Falchion, Flail, Flail (Heavy), Gaff, Gauntlet, Gauntlet (Spiked), Gladius, Glaive, Glaive-Guisarme, Grapple, Great Terbutje, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Hook Hand, Hooked Lance, Horsechopper, Hunga Munga, Iron Brush, Javelin, Jutte, Kerambit, Klar, Kukri, Lance, Longbow, Longspear, Longsword, Lucern Hammer, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Ogre Hook, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Sea-Knife, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Underwater Heavy Crossbow, Underwater Light Crossbow, Waraxe (Dwarven), Warhammer, Wushu Dart === Feats ===
Combat Expertise:
You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Paizo Inc. - Core Rulebook, p.119 Endurance:
You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. Paizo Inc. - Core Rulebook, p.112 Grudge Fighter:
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat. Paizo Inc. - Advanced Race Guide, p.141 Improved Disarm:
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you. Paizo Inc. - Core Rulebook, p.127 === Traits ===
Touched by the Sea:
You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Paizo Publishing - Skull & Shackles Player's Guide, p.7 Veteran of Battle (Gorum):
You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round. Paizo Inc. - Advanced Player's Guide, p.333 === Archetypes ===
Free Hand Fighter:
The free hand fighter specializes in the delicate art of handling a single weapon in one hand while using his free hand to balance, block, tip, and distract his opponents. While not a brawler, his open hand is as much a weapon as a bow or blade. His fighting school benefits only apply when he is using a one-handed weapon and carrying nothing in his other hand. Paizo Inc. - Advanced Player's Guide, p.105
=== Special Qualities ===
Bonus Feats :
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. [Paizo Inc. - Core Rulebook] Darkvision (Ex) :
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. [Bestiary] Deceptive Strike (Ex) :
At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery. [Paizo Inc. - Advanced Player's Guide, p.105] Elusive (Ex) :
At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 4. [Paizo Inc. - Advanced Player's Guide, p.105] Humanoid Traits (Ex) :
Humanoids breathe, eat, and sleep. [Paizo Inc. - Core Rulebook, p.308] Intimidating (Ex) :
Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. [Paizo Inc. - Core Rulebook, p.25] Orc Blood (Ex) :
Half-orc count as both humans and orcs for any effect related to race. [Paizo Inc. - Core Rulebook, p.25] Orc Ferocity (Ex) :
Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. [Paizo Inc. - Core Rulebook, p.25] Thug :
Deal +1 point of nonlethal damage with the weapon. [Paizo Inc. - Advanced Race Guide, p.142] Weapon and Armor Proficiency :
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). [Paizo Inc. - Core Rulebook] Weapon Familiarity (Ex) :
Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. [Paizo Inc. - Core Rulebook, p.25] Recent history:
(Overheard in the Pelican's Nest tavern) "You need axe man?"
Backstory:
Fengar Orrmen was sold into slavery on the merchant galley Bessie's Breeze at a very young age. After several years as a cook's assistant and valet to the captain, the ship was taken and sunk by pirates. Fengar spent the next 9 years chained to an oar belowdecks on the pirate frigate Sea Dragon, where he gained immense strength and endurance, outlasting dozens of oarsmen who collapsed and died from the punishing heat and unrelenting exertion. The ruthless captain of the Sea Dragon, who goes by the sea-name "Lord Kraken", recognized Fengar's potential and promoted him to boarding-party warrior, training him in the rudiments of weapons and battle tactics. Beating the odds, Fengar survived many encounters, killing almost two dozen men and helping in the capture of four ships and their precious cargo in the service of Lord Kraken. Eventually they set into the shanty town of Broken Keel, where Fengar was entrusted to attend the first mate, Fullbelly Bill, to negotiate the purchase of various ship's supplies such as sailcloth, rope, lumber, and provisions. While returning to the ship, Fullbelly Bill was recognized by the survivor of a ship, the Helvetet Vantar, recently sunk by the Sea Dragon. A fight ensued, with Fullbelly Bill victorious but bloodied in a dark alley.
Description of the fight:
The strong, sinewy Northman staggers out of the tavern, tankard of ale still in hand. "Alive!", he shouts to no one in particular. "Ye'll have t'do better than that, Gozreh, if ye want to take old Kesh into yer cold embrace. Har!"
Staggering drunkenly into the alley, he fumbles at his breechclout briefly, followed by a satisfied sigh as he pisses on the wall. Glancing out of the alley while so occupied, he spies a pair of sailors walking past - a huge, bald human with an immense beer gut, followed closely by a powerfully built half-orc carrying a large barrel of salt pork. Recognition shows in the drunken Ulfen's eyes. "You!", he whispers fiercely. The bald sailor wastes no time. Drawing a large mace from his belt, the rushes into the alley where the Ulfen attempts frantically to close his breeches. The first blow breaks the Ulfen's right forearm as he desperately blocks the mace. His own left fist hits the sailor in the throat, causing a muffled "oof" and a stagger backward from his attacker. Taking the mace in both hands, the sailor swings overhand in vicious strike to the head. The Ulfen parries it with his left hand, deflecting it away from his head. An audible crunch signals the splintering of his left shoulder blade as the mace connects to unarmored flesh. The Ulfen roars in pain or rage or both, lashing out with his boot to the exposed right knee of his attacker, causing a bellow of anguish as he connects savagely. The Northerner is a mighty warrior, but the outcome is not in doubt. Unarmed and unarmored and staggering drunk, the great Ulfen's efforts only prolong the inevitable smashing of his face into pulpy, meaty shards as the potbellied sailor stands, bloodied and exhausted, in triumph over him. "How about that, boy? That's one witness who'll never tell..." His gloating is interrupted by a flying barrel of salt pork hitting him squarely in the side of the head, knocking him to the ground wheezing and spitting out bloody teeth. "You traitorous whelp! You'll beg for death when I..." Again, his words are interrupted, this time by his own mace smashing the back of his head. He falls back to the ground. One more monstrous blow is all it takes to keep him there permanently. The half-orc stands over the two bodies, breathing heavily. He glances at the unfortunate Ulfen warrior, noticing the same body build and skin tone to his own. Peering out of the alley to check for witnesses, and seeing none, he quickly takes off his clothes... Backstory, continued:
Fengar took his chance and killed Fullbelly Bill, trading clothing with the Ulfen corpse of the Helvetet Vantar crewman and mutilating his face and body savagely to prevent positive identification. The Sea Dragon left port early the next day on schedule, with Lord Kraken seemingly unaware of the deception. Fengar now spends his time as a mercenary, playing up his orcish heritage and playing down his intelligence. He knows that if Lord Kraken ever catches him, he will be hung upside-down from the bowsprit just high enough to catch a panicked and sputtery breath at the crest of each wave. The victims can take days to finally drown. The lucky ones are the ones attacked by sharks. He has seen it happen. Lord Kraken and his crew will know Fengar by sight, although Fengar did not have a name on the Sea Dragon. Fengar has heard disturbing rumors that Lord Kraken returns quite frequently to Broken Keel. It would be wise for Fengar to be gone before finding the truth of it.
Medium Male Humanoid:
A well-muscled half-orc mercenary, his skin bears the scars of multiple battles and the bone-deep tan of a longtime sea-dog. He is not unattractive by half-orc standards, but definitely favors the orc side in appearance. He speaks in simple, broken Common most of the time.
5' 11"/241 lbs. Recent history:
(Overheard in the Pelican's Nest tavern) "You need axe man?"
Backstory:
Fengar Orrmen was sold into slavery on the merchant galley Bessie's Breeze at a very young age. After several years as a cook's assistant and valet to the captain, the ship was taken and sunk by pirates. Fengar spent the next 9 years chained to an oar belowdecks on the pirate frigate Sea Dragon, where he gained immense strength and endurance, outlasting dozens of oarsmen who collapsed and died from the punishing heat and unrelenting exertion. The ruthless captain of the Sea Dragon, who goes by the sea-name "Lord Kraken", recognized Fengar's potential and promoted him to boarding-party warrior, training him in the rudiments of weapons and battle tactics. Beating the odds, Fengar survived many encounters, killing almost two dozen men and helping in the capture of four ships and their precious cargo in the service of Lord Kraken. Eventually they set into the shanty town of Broken Keel, where Fengar was entrusted to attend the first mate, Fullbelly Bill, to negotiate the purchase of various ship's supplies such as sailcloth, rope, lumber, and provisions. While returning to the ship, Fullbelly Bill was recognized by the survivor of a ship, the Helvetet Vantar, recently sunk by the Sea Dragon. A fight ensued, with Fullbelly Bill victorious but bloodied in a dark alley. Description of the fight
Fengar took his chance and killed Fullbelly Bill, trading clothing with the Ulfen corpse of the Helvetet Vantar crewman and mutilating his face and body savagely to prevent positive identification. The Sea Dragon left port early the next day on schedule, with Lord Kraken seemingly unaware of the deception. Fengar now spends his time as a mercenary, playing up his orcish heritage and playing down his intelligence. He knows that if Lord Kraken ever catches him, he will be hung upside-down from the bowsprit just high enough to catch a panicked and sputtery breath at the crest of each wave. The victims can take days to finally drown. The lucky ones are the ones attacked by sharks. He has seen it happen. Lord Kraken and his crew will know Fengar by sight, although Fengar did not have a name on the Sea Dragon. Fengar has heard disturbing rumors that Lord Kraken returns quite frequently to Broken Keel. It would be wise for Fengar to be gone before finding the truth of it.
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