Villamar Koth

Gaurm's page

225 posts. Alias of MisterLurch.

Full Name





Vangaurd Commander (Warlord) 2 [HP 21/25 | AC 17/10/17 | Fort +6, Ref +0, Will +0 | Init +2; Perception +6]




7' 11" 365 lbs.








Common, Ogre, Abanasinian

Strength 18
Dexterity 10
Constitution 15
Intelligence 10
Wisdom 10
Charisma 16

About Gaurm

Gaurm grew to adulthood in the Eastwall Mountains near the Abinisinan Plains, in Xak Khalan. For many years he was apprenticed to Master Maroc, the town blacksmith, learning the art of fire and steel. His size and strength served him well there, and Maroc was one of the few who saw not a half-breed, but instead a strong man with the potential to be a great smith. When Gaurm had free time, he spent it exploring the nearer reaches of the plains; the wide open places spoke to his heart, and he could spend hours listening to the sounds the world made when people did not cover them with noise.

Gaurm went off to spend times on the plains while Maroc made a trip to Xak Tsaroth to secure a shipment of fine steel. When word reached them that Maroc had fallen prey to bandits on the way back, Gaurm saw his world collapse. Though he was a good smith, he was no master to have his own forge, nor he could not stay there with the memory of his master haunting the forge. He gathered a few things, shouldered his pack, and left Xak Khalan heading towards Solace and the Great Haven Road.

Gaurm often gained employment as a caravan guard and plains guide, and occasionally as a man-at-arms. This was not to last, however, for Gaurm had no home, no family, and no master. But worse, he had been infected by a strong wanderlust and a desire to see what lay just over the next ridge. His travels took him across the Abanisinian Plains, to Solace, Solamnia, and even to Silvanesti, and guarding caravans kept him moving and in enough coin.

If his heritage sometimes brought disgust or mistreatment from others, well, he tried not to let it get to him too much, for the next town would hopefully be better.

It was during a stay in Solamnia that the course of his life changed. He met an old knight by the name of Jayre near Relgoth, and was impressed by the knight's simple honesty, skill with a blade, and quiet dedication to Kiri-Jolith. After a week in Ryn, Gaurm's caravan left without him and he began spending all his time with Jayre, listening to the knight talk of Kiri-Jolith and why one should fight. Gaurm began trying to imitate Jayre's weapons practice, and after a week of this, Jayre began instructing the young half-ogre. For five years, Gaurm served Jayre, learned from him, and found the wanderlust in his soul to be quieted.

After Jayre was called to Kiri-Jolith's side, there being no priest that could cure old age, Gaurm once again began to travel. He does not simply wander, however, he seeks those who need help. He does not search for trouble, or look for fights, but he often finds that those who need his help are best helped with a naked blade and a stout shield. Of late, his path has led him down familiar roads.

He is friendly, neither quiet nor talkative, and he has no reservation about getting involved in fights he encounters. He is not exceptionally cautious, and he trusts easily believing that people are basically good at heart. This has caused trouble for him on more than one occasion, but he prefers it to suspicion and distrust.

Gaurm is a huge man. Standing nearly eight feet tall and weighing nearly as much as two men, he is heavily muscled, with black hair and bright blue eyes. He bears a heavy, spiked shield, a longsword, and an assortment of other weapons, all of which look to be too large for a normal man to wield easily. He wears a chain shirt emblazoned with the head of a bison.

Hit Dice: 2d10+9 (10,6)
Hit Points: 16

Speed: 30 feet
Senses: Perception +5, Low-Light Vision

Fortitude: +6 =3(class) +3(con)
Reflex: +0 =0(class) +0(dex)
Will: +0 =0(class) +0(wis)

BAB: +1 CMB: +6 CMD: 16

Initiative: +2 = +2(reactionary)
Armor Class: 17 =10(base) +4(chain shirt) +2(heavy wooden shield) +1(natural armor) +0(Dex)
Touch: 10 Flat-Footed: 17

Large Longsword: +6 melee (2d6+4, 19-20/x3, S)
Large Spiked Heavy Steel Shield: +6 melee (2d6+5, x2, P/B)
Large Flail: +6 melee (2d6+3, x2, B, disarm, trip)
Large Dagger: +6 melee (1d6+3, 19-20/x2, S and P)
Large Dagger: +2 ranged (1d6+3, 19-20/x2, 10ft, S and P)
Large Longbow: +2 ranged (2d6+3, x3, 110ft, P)

(Adventuring: 8) (Background: 4)

Background Skills:

+5 Craft(Weapons): 2(ranks) +0(int) +3(trained)
+1 Linguistics: 1(ranks) +0(int)
+4 Profession(Soldier): 1(ranks) +0(Wis) +3(trained)

Adventuring Skills:

+7 Bluff: 1(ranks) +3(chr) +3(trained)
+10 Intimidate: 2(ranks) +3(chr) +3(trained) +2(racial)
+5 Knowledge (martial): 2(ranks) +0(int) +3(trained)
+6 Perception: 2(ranks) +0(wis) +3(trained) +1(trait)
+4 Survival: 1(ranks +0(wis) +3(trained) (+1 in plains terrain)

Reactionary: Gain a +2 bonus on initiative.
Abanasinian Veteran: Gain a +1 trait bonus on Perception checks, and perception becomes a class skill. Gain a +1 trait bonus on Survival checks in plains terrain.

Vanguard Commander Bonus: Improved Shield Bash
Level 1: Toughness

Half-Ogre Racial Traits:
Ogre Blood: Half-Ogres count as Ogres for any effect related to race (including being considered giant types).

Low-Light Vision: Half-ogres can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Hulking Brute: Half-Ogres are considered as Large creatures when it is to their advantage (e.g. +1 to CMB). Half-Ogres can use weapons made for large creatures with no penalty. They are intimidating due to their size, which grants them a +2 racial bonus on Intimidate skill checks.

Ogre Ferocity: Once per day, when a Half-Ogre 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.

Thick Hide: +1 natural armor bonus.

Vanguard Commander Class Features:
Warlord's Gambit: The warlord can execute a gambit in the heat of combat in an attempt to recover one or more expended maneuvers. If he succeeds at the gambit, he recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and gains the benefit of the specific gambit for himself and his allies. If he fails in executing the gambit, he recovers only a single maneuver and suffers a -2 on all d20 rolls for one round.

Tactical Presence: At 2nd level, the warlord’s innate charisma allows his very presence to aid and assist not only himself but his allies as well, just by his being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

  • Indomitable Presence: At 2nd level, the warlord shines as a beacon to his allies on the field of battle, inspiring them to fight with him to their last breath. All allies within 30-ft. of his position gain the benefits of the Die Hard feat, and may add the warlord’s Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.
  • Gambits:
    Victory Gambit:
  • Risk:
  • Reward:
    Guardian's Gambit:
  • Risk: The warlord attempts a successful charging shield bash attack against an opponent.
  • Reward: If the shield bash attempt is successful, the warlord and all allies within 30-ft. may make a free 5-ft. step, even if they have already made one this turn.
  • Maneuvers:
    Disciplines Available: Eternal Guardian, Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, and Thrashing Dragon.
    Maneuvers Readied (5):
  • Angering Smash
  • Hunting Party
  • Iron Shell
  • Tactical Strike
  • Throwing Shell
    Maneuvers Known (7):
  • Angering Smash - By making a quick shield bash, the disciple taunts and aggravates his foes into striking at him solely. The initiator makes a melee shield bash attempt upon a creature, and if successful, they suffer a -4 penalty on attack rolls to attack any other target but the initiator.
  • Hunting Party - When two or more soldiers converge on a single target, the odds of victory increase and the disciple with the knowledge of this strike can assist his comrade’s potential lethality. When this strike is initiated, a successful melee attack may grant one adjacent ally who is attacking the same target an attack of opportunity against that target.
  • Iron Shell - A shield is used for defense primarily, a basic martial truth. It turns aside harm, and the shield of a disciple of the Iron Tortoise can do the same thing in ways that others cannot. The initiator makes an opposed attack roll as if making a shield bash attempt at his full base attack bonus plus his shield bonus to AC against his enemy’s attack roll to deflect a single enemy’s melee or missile attack (that is not a spell or power).
  • Pride Movement - By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator’s turn.
  • Tactical Strike - Any commander knows that in battle, footwork is key. By utilizing this theory, the Golden Lion disciple helps his comrades to understand this. The disciple makes a melee attack against a foe; if successful, any ally he designates within 10-ft. of his position may make an immediate free 10-ft. movement without provoking attacks of opportunity.
  • Terrifying Blow - With a bellowing cry, you deliver a fearsome wound to your opponent. Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or become frightened for one round. If your target is cursed, your attack deals an additional 1d6 points of damage.
  • Throwing Shell - Using a special technique developed for surprisingly effective ranged attacks, the disciple of the Iron Tortoise knows how to deliver his shield in a powerful throw in a manner similar to a champion discus thrower. The initiator throws his shield (light or heavy shields; this does not work with bucklers or tower shields) with a range increment of 20 ft. as a ranged attack, inflicting damage as if the character had just shield bashed his opponent and inflicting an additional 1d6 points of damage and the shield falls to a space adjacent of his target (the player may choose which space it lands in). If the attacked target is within the first two range increments, then the initiator may catch the shield as a free action and regain use of his shield on his turn.
  • Stances:
    Snapping Turtle Stance:

    Vigilant Keeper's Stance:

    Money/Equipment/Carrying Capacity:

    151.48 gp

    Large Longsword (8 lbs)
    Large Flail (10 lbs)
    Large Dagger (4) (2 lbs ea.)
    Large Sling (-)
    Large Spiked Heavy Wooden Shield (30 lbs)
    Chain Shirt (25 lbs)

    Explorer's Outfit (8 lbs)
    Signal Horn (2 lbs)

    Belt Pouch (0.5 lbs)
    Flint and Steel (-)
    Small Steel Mirror (-)
    Twine (50ft) (0.5 lbs)
    Waterskin (2)

    Backpack (2 lbs)
    Bedroll (5 lbs)
    Hemp Rope (50ft) (10 lbs)
    Grappling Hook (4 lbs)-2
    Trail Rations (10 days) (10 lbs)
    Mess Kit (1 lb)
    Grooming Kit (2 lbs)
    Shaving Kit (0.5 lbs)
    Gear Maintenance Kit (2 lbs)
    Blanket (3 lbs)
    Sack (2) (1 lb)

    Carrying Capacity:
    Light Load: 200 lbs
    Medium Load: 400 lbs
    Heavy Load: 600 lbs
    Maximum Lift: 1200 lbs
    Drag: 3000 lbs

    Favored Class Bonus: Warlord x 2(Hit Point)