Warmaze Master

Ghur's page

73 posts. Alias of Grumbaki.


Race

Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

Strength 21
Dexterity 12
Constitution 17
Intelligence 9
Wisdom 12
Charisma 11

About Ghur

Offense and Defense:

Offense
* Axe Hit: +1 (BaB) +5 (Str) -1 (PA) = +5
* Damage: 1d12 (Base) +7 (Str) +3 (PA) = 1d12+10
- +2 hit and damage goblinoids

* Gore Hit: +1 (BaB) +5 (Str) -5 (Secondary) -1 (PA) = +0
* Damage: 1d6 (Base) +2 (Str) +2 (PA) = 1d6+4

[dice=Axe add 2 vs goblinoids]1d20+6[/dice]
[dice=Damage add 2 vs goblinoids]1d12+10[/dice]

[dice=Gore add 2 vs goblinoids]1d20+0[/dice]
[dice=Damage add 2 vs goblinoids]1d6+4[/dice]

Defenses
* HP: 10 (base) + 1 (FCB) + 3 (Con) +3 (Toughness) = 17
* AC: 10 (base) +4 (Armor) + 2 (Natural Armor) +1 (Dex) = 17/11/16
* Fort: 2 (base) + 4 (Con) +2 (luck) = +8
* Ref: 2 (base) +1 (Dex),+2 (luck) = +5
* Will: 0(base) +1 (Wis) +2 (Feat) +2 (luck) = +5
* Initiative: 10 (Dex) = +1
* CMD: 10 (base) +1 (BaB) +5 (Str) +1 (Dex) = 17

Race, Traits, Stats:

Half-Orc Half Minotaur
* Skilled: Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
* Sacred Tattoos: +1 luck bonus all saves
* Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
* 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.
* Size and Type: medium
* Speed: 30ft
* Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural attack. 1d6
* Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
* Scent (Ex): The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
* Abilities: Change from the base creature as follows: +4 STR, +2CON, -2INT. Base Creature: +2 STR
* Natural Armor +2
* Skills: A half-minotaur has a +2 racial bonus on Perception.

Traits
* Fate’s Favored (Faith) The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
* Trustworthy (Social) People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
* Frontier-Forged (Region): A hard life on the edge of civilization has made you resourceful but has also given you a streak of self-preservation bordering on paranoia. You receive a +1 trait bonus on Perception checks and a +1 bonus on Survival checks made to get along in the wild.

Stats

15,15,12,12,11,11

* Str: 15 (roll) +4 (half-Minotaur) +2 (Half-Orc) = 21
* Dex: 12 (roll) = 12
* Con: 15 (roll) +2 (half-Minotaur) = 17
* Int: 11 (roll) -2 (half-Minotaur) = 9
* Wis: 12 (roll) = 12
* Cha: 11 (roll) = 11

Feats, Flaw, Skills, Equipment:

Feats
Lvl 1: Power Attack, Cunning, Iron Will, Toughness, Skill Focus Intimidate

Flaw
* Shaky (-2 Ranged Attack)
Ghur’s hand eye coordination leaves much to be desired. While not enough to get in the way of daily tasks, he can be clumsy and find throwing/catching to be extremely difficult. If forced to hit a moving target? It likely isn’t happening

Skills with background skills
* Handle Animal (+4)
* Profession Farmer (+5)
* Knowledge Dungeoneering (+3)
* Knowledge Nature (+4)
* Survival (+6)
* Diplomacy (+5)
* Perception (+7)
* Intimidate (+9)

Equipment
* Greataxe
* Lamellar Leather
* Cold weather outfit
* 6x Javelins
* Fighter’s Kit
* 72 gold

Skirmisher Ranger:

Favored Enemy Goblinoids
* Favored Enemy (Ex)

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Wild Empathy
* A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
* To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
* The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Track (Ex)
* A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Lvl 2: Combat Style Feat - Natural Combat Style - Claws
Lvl 3: Endurance, Favored Terrain Underground

Background:

Ghur knew his parents. The only ones who truly mattered, even though it was clear that he was not biologically related. They were only human, afterall. But they were the only family he had ever known. Many a time he had asked as towards whom his parents were, and the answer he had received through most of his life was that they had not survived. It was not until he left his home that his father had admitted that this had been a half-truth. For half-minotaurs were generally made as a result of magical cross breeding experiments, and Ghur was no exception. His mother had been an orc, captured and selected for the purpose of breeding a strain of minotaur that was less ungainly in size. His father, the man who had raised him, had been a member of the cult that had created him. Despairing at the vile atrocities he had committed in the name of deity whose name he had refused to utter, he had stolen away one of the infants that had been created and fled, hoping to raise the child in penance for the evil that had been its birth.

Fleeing as far as he could, he eventually settled for a ramshackle farmstead that he purchased with the last of his coin. And there he raised his son, hoping to overcome his evil nature as a way of proving that he could reform himself of his own crimes.

While the local farmers and villagers had initially been terrified of the monstrous child, as years went by they became just another local fixture. Something travelers were afraid of, which caused the locals to laugh. There he was born and raised, gladly helping in any way he could. When he was still young his father had married a woman he would come to know as mother.
There was no trauma in his childhood, just hard work and two loving parents. And there he would have stayed, but-for the goblin infestation. Driven out of the hills by adventurers, they became a blight on the farm. Cattle went missing, vegetables were eaten, and buildings were set aflame by the pyromaniacs. And whenever he, or his parents, gave chase the pests would scatter and flee. Business had always been slow, for selling produce and meat was often met with more than a little apprehension. But the losses inflicted by the goblinoids was catastrophic. Eventually, the last few cattle were sold to hire an adventuring party that could truly drive the goblins away. When all was said and done, the farm was saved, but it faced a new crisis: financial crisis. The farm was damaged, the crops raided and the cattle gone. It looked like they would have to leave, and his parents were far too old to set up a new life. And that was why Ghur left, in the hope of earning enough coin to bring home to save his family farm. Of course, he explained, he had told them that he had left to perform more honest work…

——-

Personality: Ghur is a living embodiment of the question “Is it better to be born good, or to overcome one’s evil nature through great effort?” Violence comes naturally to him, a fact he had learned when goblins had infested his family’s farm, and of all of his emotions anger is the most prominent one. This should come as no surprise, given that his existence was the unnatural union of both an orc and a Minotaur. Aware of the crime against nature that his life is, Ghur has resolved to prove himself better than what he was made to be. This has proven to be a daily challenge.