Gimruk was born to a nomadic orc tribe, his human blood marking him as an outsider from the start. He showed an early affinity for the spirits, earning him the surname Spiritwhisper. The tribe's shaman, a grizzled elder named Vargok, took him as an apprentice, teaching him to commune with the winds and ancestors. Gimruk thrived in the rituals, brewing potions and invoking wards that protected the tribe during harsh winters. For a time, it was a life of purpose, even if the other orcs mocked his "weak" heritage.
But Vargok was a cruel master, driven by jealousy of Gimruk's natural talent. He beat the young half-orc for minor mistakes, forced him to endure starvation rituals that no spirit demanded, and humiliated him before the tribe, calling him a "half-breed cur unfit to speak for the dead." One fateful night, during a storm-swept rite, Vargok pushed too far—he bound Gimruk to a ritual stone and unleashed a torrent of dark spirits to "test" him, leaving him wracked with pain and on the brink of death. The tribe watched in silence, abandoning him to the elements as Vargok declared him unworthy.
Days later, Gimruk awoke in a fevered haze, his body broken but his spirit unbroken. Rescued by a wandering druid who sensed his lingering life force, he was nursed back to health in a hidden grove. As his wounds healed, a seething rage boiled within him—not the wild fury of his orc kin, but an unyielding, invulnerable wrath that armored his soul against pain. He realized the spirits had abandoned him too, or perhaps he had outgrown them. Vengeance burned in his heart, but blind anger would only lead to a quick grave. He needed to forge that rage into something unbreakable.
Returning to the tribe's abandoned camp under cover of night, Gimruk scavenged Vargok's ritual hammer and reforged it into a massive earthbreaker, infusing it with his newfound fury. He sought out warriors and survivors who could teach him to channel his pain into power—mercenary bands, underground fighters, and even a reclusive dwarf smith who recognized the fire in his eyes. Over years of brutal training, Gimruk transformed into a towering bruiser, his body scarred but resilient, his rage a shield against all harm. Now he wanders the wilds, protecting the weak from tyrants like Vargok, shattering those who prey on the vulnerable, and forever hunting the shaman who broke him—hoping to one day whisper his own curse into the old orc's ear.
Defense:
Initiative +3 (Dex +3)
AC 21, touch 14, Flat Footed 18 (+3 Dex, +7 Armor, +1 Def)
-2 AC when raging
HP 149 (12+6+10+10+10+10+10+10+10+10+ 50 Con mod+ 1FCB)
Fort +16 (6 class, 5 Con, 3 res, 2 lck) Ref +10 (3 class, 2 Dex, 3 res, 2 lck) Will +11 (5 Class, 1 Wis, 2 res, 1 trait, 2 lck)
+2 Will save when raging
DR/8
Resist Cold 6, Resist Fire 5, Resist Acid 2, Resist Lightening 2
Offense:
Speed 30ft (30ft in armor)
Melee
+1 Furious EarthBreaker +15/+10 (2d6+8/20x3)
Rage: +4 to hit, +4 to dmg
Power Attack: -3 to hit(not on first attack), +9 to dmg
Powerful Stance: +3 to dmg
Ranged
+1 Orc Hornbow comp+5 +13/+8 (2d6+6/20x3, range 80')
Statistics:
Str 20 Dex 16 Con 19 Int 12 Wis 12 Cha 10
BAB +9, CMB +14, CMD 27, -3 while raging
Stat Building
Init Str 14 Dex 14 Con 16 Int 12 Wis 12 Cha 10
Cost
Race Con +2 Str +2
Level Str +2 Dex +2 Con+2
Total Str 18 Dex 16 Con 19 Int 12 Wis 12 Cha 10
Feats and Rage Powers:
1F. Power attack
1T. Endurance from Shaman’s Apprentice Racial trait
2O. Curse-lame: -10movement, immune to fatigue
2O. Mystery Elemental
2O. Elemental Resistance (Ex)+2 resist acid, cold, fire, lightening
3R. Energy Resistance- cold resist/4, Absorb cold 2/lvl
3F. Diehard
5R. Powerful Stance- +3 to dmg
5F. Bolstered Resilience- double DR/ as immediate action
7R. Regenerative stance- Regain 3 temp HP/turn
7F. Furious Focus- no minus on first attack from Power Attack
9R. Increased Damage Reduction +DR/2
9F. Extra Rage Power - Increased Damage Reduction +DR/2
Future
11R. Increased Damage Reduction +DR/2
11F. Fast Healer- add my Con mod to natural and magical healing
13R. Celestial Totem, Lesser- heal 1 additional hp per caster level
13F. Raging Brutality- add Con mod to damage
15R. Clear Mind- attempt another Will save at the end of her next turn
15F. Armor Proficiency, Heavy
17R. Taunting Stance enemies get +hit & dmg and I can counter atk
17F. Stunning Assault- -5 to hit for chance to stun
Rage: 4+5CON+2perlvl+1favored class = 22 rds. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage.
Fast movement: +10’ movement in light or medium armor
Mystery: Elementalv-An oracle with the elemental mystery adds Acrobatics, Climb, Stealth, and Swim to her list of class skills.
Revalation: The forces of the Elemental Planes envelop and inure your flesh against hostile energy. You gain resistance 2 to acid, cold, electricity, and fire (this stacks with any other resistance you have of that type)
Curse:One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
You are immune to the fatigued condition
Invulnerability: DR/5 = ½ Level, DR/ is doubled against nonlethal damage
Extreme Endurance: At 3rd level, the invulnerable rager is inured to fire climate effects as if using endure elements. In addition, the barbarian gains 1 point of fire resistance for every three levels beyond 3rd.
Resist Fire/3
Half Orc Racial Traits:
Ability Score Bonus: +2 Str
Medium
Movement: Half Orcs have a base speed of 30 ft
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.(replaces Orc Ferocity)
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.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race
Darkvision 60 feet.
Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait (replaces the intimidating trait).
Traits:
Freed Slave Regional trait:
Benefit: You gain a +1 trait bonus on Will saves.
Fate’s Favored Faith Trait- The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Gear:
Pathfinder kit* 12gp
Belt Pouch* (loose change: gold and silver) .5#
Pack* (Caltrops, chalk x10, whetstone, silk rope 50'(10gp), flint and steel, candles x5, rations x3, pitons x3, fish hooks x2, string 50', signal whistle, sewing needle, 50’ thread, water skin, clay mug) 9.5#
+1 Furious Adamantine EarthBreaker 40# (11040)
+1 Mithral agile breastplate 15# (0 ACP) (5400)
+1 Orc Hornbow comp+5 7# (1830)
+3 cloak of resistance 1# (9000)
Belt of Physical Might +2 Str & Con 1# (10000)
Muleback Cords(bracers) .25# (1500) +8 Str for carrying
+1 Ring of Protection .25# (2000) +1 AC
Headband of Havoc 1# (8000) Rage start 1rage power 4lvls higher