About GaurmBackground:
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. Description:
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. Defenses:
Hit Dice: 2d10+9 (10,6)
Hit Points: 16 Speed: 30 feet
Fortitude: +6 =3(class) +3(con)
BAB: +1 CMB: +6 CMD: 16 Initiative: +2 = +2(reactionary)
Offense:
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) Skills:
(Adventuring: 8) (Background: 4)
Background Skills: +5 Craft(Weapons): 2(ranks) +0(int) +3(trained)
Adventuring Skills: +7 Bluff: 1(ranks) +3(chr) +3(trained)
Feats/Traits:
Traits:
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. Feats:
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.
Gambits:
Victory Gambit:
Guardian's Gambit: Maneuvers:
Disciplines Available: Eternal Guardian, Golden Lion, Iron Tortoise, Primal Fury, Scarlet Throne, and Thrashing Dragon.
Maneuvers Readied (5): Maneuvers Known (7): Stances:
Snapping Turtle Stance:
Vigilant Keeper's Stance: Money/Equipment/Carrying Capacity:
Money: 151.48 gp Weapons/Armor:
Equipment:
Belt Pouch (0.5 lbs)
Backpack (2 lbs)
Carrying Capacity:
Favored Class Bonus: Warlord x 2(Hit Point) |