Kenku

Gendrid's page

3 posts (17 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Just as an update, I'll be mostly out until wednesday next week. All my finals rest on monday, tuesday, and wednesday.

I've figured out the character background, I just need to write it out (I just don't really have the time to do so atm).

Also, we we starting tomorrow Friday? or next weeks Friday?


Alright, FINALLY finished the character (or... I think I have). the general gist of the character is done, just finishing up with gear and stuff. all the traits, stats, etc. should be fine and good to go.

Donnovan "Duke" Half-tusk
Male Half-Orc Fighter 1
CG Medium humanoid (Half-Orc)
Init +2
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DEFENSE
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AC: 19, Touch: 12, Flat-Footed: 18 (+5 armor, +2 shield*, +2 Dex, +1 Natural Armor)
HP: 11 (1d10+1)
Saving Throws: Fort +4, Ref +2, Will +0 Special: +2 vs. cold weather, and +1 saving throw vs. cold damage.
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OFFENSE
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Speed 30 ft. (20 ft. in Armor)

Close Combat
Morningstar:
Full attack: +4 (1d8+3/X2)
Single Attack: +4 (1d8+3/X2)
Charge: +6 (1d8+3/X2)
Double-Axe Melee:
Full Attack: +2 (1d8+3/X3), +1 (1d8/X3)
Single attack (two handed) +4 (1d8+4/X3)
Charging Attack +6 (1d8+3/X3)

Ranged
Throwing Axe: (10 foot range) +3 (1d6+3/X2)

Special Attacks: None
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STATISTICS
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Str 17, Dex 15, Con 12, Int 12, Wis 10, Cha 12

Base Atk: +1; CMB: +4; CMD: 15

Feats: Two-Weapon Fighting, Iron Hide (+1 Natural Armor)
Skills: Climb +7(+1/+3*), Intimidate +7, Swim +7(+1/+3*), Survival +4

Special Abilities/Racial Traits:
1).Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
2).Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
3).Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
2). (Alternate Trait Feat) Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Traits:
1).Northern Ancestry - +1 Trait Bonus to fortitude save, and Cold Resistance 2 (non-stacking)|
2).Ice Walker - +1 Trait bonus on saving throws vs. cold damage. Ignore Acrobatics penalty for ice, and can move across ice at normal speed.
3).Finish the Fight - You get a +1 Trait Bonus to all attacks against any foe you have injured in the last 24 hours.

Drawback
1). Mark of slavery: Whenever you fail a skill check, you take a -2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is part of retrying the failed skill check.

Languages: Common, Orc, Giant

Combat Gear: Potion of Cure Light wounds (1), throwing Axe (5)

Equipped Gear: Furs, Scale Mail, Large Wooden shield, Morningstar, Bandoleer, Snow goggles

Other Gear: Backpack, waterskin, bedroll, Winter blanket, tent(small), flint & steel, Hemp ripe (50ft.), Orc trail-Rations (8), Map, Bullseye Lantern, 4 pints of oil, steel mirror, Twine (50 ft.), Snow-shoes, compass.

Back-story (very brief): Ex-slave (a primitive scarred mark on his lower neck marking him as property), he's been wandering around the north in an attempt to re-discover is origins and who he is/came from after escaping from slavery at a young age, and has spent many years traveling the north and wandering its icey passages.


Finally adding myself onto the page =)