Barbarian

Gimruk's page

56 posts. Alias of shirtlesswo.


Full Name

Gimruk SpiritScar

Race

Half Orc Unchained Invoulnerable Rager 9 Oracle 1 | HP 134/149 Absorb Cold 0/18 Temp HP 6/20 DR/8 | AC 21 T14 FF 18 | F+16 R+10 W+11 | CMD23 Resist Cold 6, Resist Fire 5, Resist Acid 2, Resist Lightening 2| Rage 21/22 Init+3 Percep+5, darkvision 60'

Classes/Levels

CG Unchained Barbarian (Invulnerable Rager) 9 l Oracle 1

Gender

Male

Size

Medium

Age

22

Alignment

Chaotic Good

Languages

Common, Orc

Occupation

Trapper

Strength 20
Dexterity 16
Constitution 21
Intelligence 12
Wisdom 12
Charisma 10

About Gimruk

Gimruk SpiritScar Half Orc Male
CG Unchained Barbarian (Invulnerable Rager) 9 Oracle 1

Background:

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

Skills:

Skill Points = 5 (4 class + 1 Int)

Acrobatics* 16 (10 rank, 3 class, 3 dex)
Climb* 20 (10 rank, 3 class, 5 Str)
Intimidate* 8 (5 rank, 3 class, 0 Cha)
Perception* 5 (1 rank, 3 class, 1 Wis)
Ride* 6 (1 rank, 3 class, 2 Dex)
Survival* 5 (1 rank, 3 class, 1 Wis)
Stealth* 12 (5 ranks, 3 class, 3 Dex)
Survival* 13 (9 ranks, 3 class, 1 Wis)
Swim* 17 (10 rank, 3 class, 4 Str)

Background 5
Handle Animal* 4 (1 rank, 3 class, 0 Cha)
Linguistics (1 rank, 1 Int)
Know (geography)* 5 (1 rank, 3 class, 1 Int)
Know (history)* 5 (1 rank, 3 class, 1 Int)
Prof (trapper)* 5 (1 rank, 3 class, 1 Wis)

Languages:

Common, Orc, Giant

Class Abilities:

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

Bedroll*
Rations x4*
Water x2 (2gp)
50’ silk rope 10gp
Cooking kit 3gp
Mess kit .2gp
Pitons x5
Shovel common .02gp

Light Load 400, Medium Load 800, Heavy Load 1200
Total Gear Weight: 80.75 pounds, Light Load

PP 0 GP 18 SP 0

Spells:

O-lvl spells
Light
Mending
Read Magic
Virtue

1-lvl Spells 2spell slots per day
Ant Haul- Triples carry capacity 2hrs
Cure Light Wounds- 1d8+1