Fulk was born to a human adventurer and his half-orc wife, he daughter of the tribe's chief. The Chief hoped that, by selectively breeding strong human blood into his tribe, he could strength it. Young Fulk was apprenticed to his aunt, the tribe's shaman. Life was going well for the young half-orc, until the tribe was assaulted by a large tribe of full orcs, who found the smaller tribe's acceptance of humans and half-orcs to be an abomination. One of the few half-orcs to survive the assault, young Fulk was thrown into the slave pens. He spent the next several years being made to fight beasts and other slaves for the amusement of his captors. It was then that he earned his nickname; fight announcers began calling him "Red Fulk" because of how often he ended fights covered in blood, little of it his own. Nevertheless, he prayed nightly to Goruum, the half-orc god of battle, for the freedom to fight on his own terms. One night, his captors' tribe was raided by a rival group, and in the chaos of the melee, he was abe to free himself and several other slaves and join the fight on the raides' side. The grateful victors granted freedom to the slaves, and from that day he became a mercenary, selling his service to anyone who would hire him. Eventually, he joined the warband of another half-orc, a priest of Gorum called Oloch. He fought alongside the other half-orc for years, but when Oloch chose to settle in Urgir, Fulk broke with him. The orc-dominated metropolis was not a place he enjoyed. Instead, he sought out Trunau, Oloch's home, which Fulk had never visited, but from Oloch's description sounded like his kind of place. Arriving, he told tales of his and Oloch's exploits to Halgra, the half-orc's human mother, and she agreed to allow him to stay for a time. He ended up staying for years, having become infatuated with one of Oloch's half-sisters. He would occasionally venture out, but he always found his way back to her before long. When he is in Trunau he serves in the town guard, where he has gained valuable training from some of the few dwarves he's ever found willing to work with a half-orc. Sometimes he visits Urgir, and always makes sure to visit Oloch, passing messages between his friend and the family back home.
Fulk is massive and towering, large even for a half-orc. He wears steel armor covered in spikes and stained red, so that it always appears coated in the blood of his enemies. He carries a greatsword more as a sign of his faith than anything, as his primary weapon is a tall, wide-bladed axe called a bardiche. He has prominent tusks which he even uses in combat occasionally. For this purpose he modified his helmet so as not to obstruct his mouth. His hair is cut short to fit beneath his helmet, but he allows his beard to grow longer.
Male half-orc (mystic) bloodrager (spelleater) 6 (Pathfinder RPG Advanced Class Guide 15, 85)
N Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 58 (6d10+18)
Fort +11, Ref +7, Will +5; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, sacred tattoo[APG]
Speed 40 ft. (30 ft. in armor)
Melee +1 bardiche +10/+5 (1d10+14/19-20) or
armor spikes +9/+4 (1d6+9) or
cestus +9/+4 (1d4+9/19-20) or
cestus +9/+4 (1d4+9/19-20) or
greatsword +9/+4 (2d6+13/19-20) or
bite +4 (1d4+4)
Ranged orc hornbow +8/+3 (2d6+5/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 bardiche)
Special Attacks blood casting, bloodrage (23 rounds/day)
Bloodrager (Spelleater) Spells Known (CL 6th; concentration +7)
1st (2/day)—enlarge person (DC 12), mudball[ARG] (DC 12), shield, stone throwing
Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 13
Base Atk +6; CMB +9; CMD 24
Feats Diehard, Endurance, Eschew Materials, Fast Healer[APG], Power Attack, Raging Vitality[APG]
Traits dwarf-trained, fate's favored, tusked
Skills Intimidate +10, Knowledge (arcana) +9, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (nobility) +3, Linguistics +3, Perception +9, Spellcraft +9
Languages Common, Draconic, Dwarven, Giant, Orc
SQ arcane bloodrage, blood of life, disruptive bloodrage, fast movement, orc blood, spell eating
Combat Gear cloak of the hedge wizard (transmutation)[UE], wand of enlarge person, wand of shield (50 charges); Other Gear +1 armor spikes lamellar (steel) armor[UC], +1 bardiche[APG], arrows (20), blunt arrows[APG] (20), cestus[APG], cestus[APG], greatsword, orc hornbow (+5 Str), belt of giant strength +2, ring of protection +1, ring of resistance +1, bedroll, belt pouch, blanket[APG], flint and steel, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 68 gp, 3 sp, 2 cp
Arcane Bloodrage (Blur) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood of Life (1) (Su) Gain fast healing when bloodraging.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (23 rounds/day) (Su) +4 Str, +6 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healer +1 Add half CON mod to all HP gains due to healing.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Sacred Tattoo +1 to all saves.
Spell Eating (Su) As swift action, sacrifice spell slot to heal 1d8 damage per spell level.