Berserker Cannibal

Genrimul the Banished's page

45 posts. Alias of Patrick McDade.


Full Name

Genrimul the Banished

Race

Raging Stats: AC 18|HP76/76|F+11/R+3/W+3(+4 vs Magic)|Perc +10|Init +2|Rage: 12/14

Classes/Levels

Not Raging: AC 20|HP42/58|F+8/R+3/W+1|Perc +10|Init+2

Gender

Human (Kellid) barbarian (invulnerable rager) 5/fighter (unbreakable) 1

Strength 20
Dexterity 14
Constitution 15
Intelligence 13
Wisdom 10
Charisma 8

About Genrimul the Banished

Background:

Genrimul  was born of the Shentu clan of Tiger Lords in the south western reaches of the River Kingdoms. His father, Salurun was a prominent warrior in his Clan of the Tiger Lords, a follower of the Stag Lord and keeper of the Old Ways.  Salurun taught Genrimul the berzerker warrior ways of his tribe, but also more refined combat tactics on how to fight defensively and not just try to kill your foe. He also taught his son the arts of a woodsman, and Genrimul showed great aptitude as a trapper and hunter, bringing both food and furs into the tribe from a young age. All seemed well until a new Clan Leader arose and things started to change in the tribe. 

Rather than honorable skirmishes among clans and keeping to the Old Ways, this new leader began ranging wide and raiding villages - setting the men to the sword and taking women and goods. Villages were burned and travelers were set-upon and slain for what little they had. As a follower of Erastil and keeper of the Old Ways, Salurun challenged this new Clan Leader for leadership in trial by combat. Salurun was winning the battle, tempering rage with discipline and it looked as if the day would be his. However some of the other warriors enjoyed their new bounty and bloody ways, and one grabbed Salurun as he was pushed back towards him in the ring and another slid a thin blade into Salurun's back. Most did not see, but Genrimul did and he raised a protest.  Two other warriors pulled him away and beat him while his father fought on. The treacherous wound bled the strength from Salurun, however, and he grew exhausted and was forced to yield and surrender his challenge. The clan leader took his pro-offered blade, then turned and killed Salurun with it, betraying honor and the Old Ways but also letting any other challengers know the fate of those who questioned him. 

Genrimul was beaten, banished, and left in the woods to die. His skills were enough, however, that he nursed himself back to health and fled east, away from the lands of the Tiger Lords. He realized the skills his father had taught him allowed him to make a good living on the outskirts of villages and small cities. He brought in furs and meat in trade and kept to Honor and the Old Ways, becoming a trusted ally of the village folk. When bandits came and threatened the lands he ranged, he would hunt them as well despising the strong that victimized the weak.

He developed a strong reputation as an honorable and capable warrior, and often was hired out to guard for merchants and to set right wrongs done by those who would victimize others. As the villages have grown, he has taken an interest in the new leaders that seem to be bringing more civilization to the lands he travels. Knowing what poor leadership did to his father and clan, he has begun inquiring about them and seeing whether he should support them to bring more peace and prosperity to the land. With his black bladed greatsword and his woodsman skills, Genrimul thinks that he might be able to put his skills to better use if he allied himself with these new leaders.  At least, he could make sure that they led with Honor and made the area a better place. 

Stat Block:

Genrimul the Banished
Human (Kellid) barbarian (invulnerable rager) 5/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 58 (6 HD; 1d10+5d12+12)
Fort +8, Ref +3, Will +1; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
DR 2/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +12/+7 (2d6+8/19-20)
Ranged composite longbow +8/+3 (1d8+5/×3)
Special Attacks rage (14 rounds/day), rage powers (superstition +4, witch hunter[APG])
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Statistics
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Str 20, Dex 14, Con 15, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 23
Feats Combat Expertise, Diehard, Endurance, Power Attack, Raging Vitality[APG], Stalwart[UC]
Traits pioneer, threatening defender
Skills Acrobatics +3, Climb +6, Knowledge (nature) +10, Perception +10, Profession (trapper) +8, Ride +7, Survival +9, Swim +6
Languages Common, Hallit, Sylvan
SQ fast movement, heart of the fields[APG]
Combat Gear alchemist's fire (4), antitoxin (2); Other Gear +1 breastplate, +1 adamantine greatsword, arrows (60), composite longbow (+5 Str), amulet of natural armor +1, belt of giant strength +2, handy haversack, bear trap[APG], belt pouch, blanket[APG], canteen[UE], everburning torch, flint and steel, hemp rope (50 ft.), medium tent[APG], pot, torch (5), trail rations (10), heavy horse (combat trained), feed (per day), military saddle, saddlebags, 354 gp, 5 sp, 6 cp
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Special Abilities
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Combat Expertise -1/+2 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Cold) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Heart of the Fields +3 (Profession [trapper], 1/day) 1/day, ignore an effect that would make you fatigued or exhausted. +1/2 character level to the selected Craft or Profession skill.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Stalwart Forgo dodge AC bonus for equivalent DR
Superstition +4 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
Witch Hunter +2 (Ex) Bonus to damage spellcasters while raging.

While Raging:

Genrimul the Banished
Human (Kellid) barbarian (invulnerable rager) 5/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide 79, Pathfinder RPG Ultimate Combat 49)
NG Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
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AC 18, touch 10, flat-footed 16 (+7 armor, +2 Dex, +1 natural, -2 rage)
hp 76 (6 HD; 1d10+5d12+30)
Fort +11, Ref +3, Will +3; +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities but must resist all spells, even allies'
DR 4/—, 4/lethal; Resist extreme endurance
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 adamantine greatsword +11/+6 (2d6+17/19-20)
Ranged composite longbow +8/+3 (1d8+5/×3)
Special Attacks rage (14 rounds/day), rage powers (superstition +4, witch hunter[APG])
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Statistics
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Str 24, Dex 14, Con 21, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Combat Expertise, Diehard, Endurance, Power Attack, Raging Vitality