Boggard Prophet

Gorruum's page

277 posts. Alias of michaelane.


Race

Boggard HP (56/67), Ubagub (87/87)

Stats:
AC/Touch/Flat 17/11/16 | Fort/Ref/Will +9/+6/+3 | Init +2 | CMD 24

Classes/Levels

Skills:
Acro 7, Climb 9, Heal +5, Intim 17, Know (nature) 3, Ling 0, Per 12, Ride 8, Stealth 4, Surv 5
Spell-less Ranger (Guide) 5

About Gorruum

Gorruum
Boggard spell-less ranger (guide) 6
N Medium humanoid (boggard)
Init +2 (+4 in Forests and Swamps); Senses darkvision 60 ft., low-light vision; Perception +13 (+15 in Forests and Swamps)
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Defense
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AC 17, touch 11, flat-footed 16 (+3 armor, +1 Dex, +3 natural)
hp 76 (9 HD; 3d8+6d10+24)
Fort +10, Ref +7, Will +4 (+2 trait bonus vs. charm and compulsion effects)
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Offense
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Speed 20 ft., swim 30 ft.
Melee +1 cruel halberd +15/+10 (1d10+10/x3) or
. . dagger +14/+9 (1d4+6/19-20)
. . sticky tongue (2 HP) +9/+4 Touch (secondary attack)
Power Attacking +1 cruel halberd +12/+7 (1d10+19/x3)
Special Attacks ranger's focus +4, stealth attack +2d6, sticky tongue (2 HP)
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Statistics
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Str 23, Dex 12, Con 14, Int 8, Wis 12, Cha 8
Base Atk +8; CMB +14; CMD 25
Feats Cornugon Smash, Endurance, Hurtful, Intimidating Prowess, Leadership, Mounted Combat, Power Attack, Ride-by Attack
Traits bloody-minded, free agent, natural-born leader
Drawbacks superstitious
Skills Acrobatics +7 (+19 to jump), Climb +10, Heal +5 (+7 in Forests and Swamps), Intimidate +18, Knowledge (nature) +3, Linguistics +0, Perception +13 (+15 in Forests and Swamps), Ride +10, Stealth +4 (+14 in Forests and Swamps), Survival +5 (+7 in Forests and Swamps), Swim +17; Racial Modifiers +4 Perception, +8 Stealth in Swamps, nature’s healing
Languages Boggard, Common
SQ combat style (mounted), fast movement, favored terrain (swamp +2, forest +2), hold breath, ranger talent (combat trick: hurtful), swamp stride, terrifying croak, track +2, wild empathy +4
Other Gear studded leather, +1 cruel falchion, dagger, belt of giant strength +2, cap of enervation, backpack, flint and steel, waterskin, 94 gp
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Special Abilities
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Cap of Enervation This floppy leather hat allows a boggard or other frog-like creature to drain the strength of those it strikes with its tongue attack. If the wearer ends its turn with its tongue attached to or grappling another creature, the grappled creature takes a –1 penalty to Strength, and the wearer's tongue gains 5 temporary hit points. The penalty and temporary hit points last for 1 minute. For each round that the target remains attached, the Strength penalty increases by 1, the tongue gains an additional 5 temporary hit points (maximum 10), and the duration resets.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cruel (weapon special ability): A cruel weapon feeds on fear and suffering. When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance Gorruum gains a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. Gorruum may sleep in light or medium armor without becoming fatigued.
Fast Movement (+10 ft. in Forests and Swamps) (Ex) When in a favored terrain, the spell-less ranger’s base speed increases by +10 ft. at 5th level. At 12th level, this bonus increases to +20 ft. These bonuses apply only when a spell-less ranger wears medium, light, or no armor.
Favored Terrain (Forest +2, Swamp +2) (Ex) At 3rd level, a spell-less ranger may select a type of terrain from the favored terrains table. He gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain. A spell-less ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
Free Agent You embody the independent spirit of the River Kingdoms and do best when sailing under your own flag, in every sense. You gain a +2 trait bonus on Will saves to avoid charm and compulsion effects.
Hold Breath (56 rounds) (Ex) A boggard can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning or suffocating.
Hurtful When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Combat Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Natural-Born Leader All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Nature’s Healing 1d6+1 (Ex) Beginning at 3rd level, a spell-less ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:
- Long-Term Care: If the spell-less ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full eight hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full eight hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the spell-less ranger’s favored terrains.
- Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a spell-less ranger can restore an additional 1d6 hp plus 1 hp for every three spell-less ranger levels you possess. A spell-less ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.
- Treat Poison: If a spell-less ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
- Treat Disease: If a spell-less ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.
Power Attack -3/+6 You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Ranger's Focus (Ex) (+4 attack/damage, 2/day): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger's focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Ride-by Attack When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Stealth Attack +2d6 If a spell-less ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The spell-less ranger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four spell-less ranger levels thereafter. Should he score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when a spell-less ranger is wearing medium, light, or no armor. He may only use this ability while in a favored terrain or against a favored enemy.
Sticky Tongue (2 HP) (Ex) A creature hit by a boggard's tongue attack cannot move more than 10 feet away from the boggard and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by making an opposed Strength check as a standard action or by dealing 2 points of slashing damage to the tongue (AC 11, damage does not deplete the boggard's actual hit points). The boggard cannot move more than 10 feet away from the target, but the boggard can release its tongue as a free action. Unlike a giant frog, a boggard cannot pull targets toward it with its tongue. 6/30/2015 CLARIFICATION: If the tongue has been detached with slashing damage, it cannot be used again until Gorruum has been healed or until 24 hours has passed.
Superstitious Raised around those who regarded most magic as innately dangerous, no matter the source, you cannot bring yourself to submit to magic willingly even for your own good. Whenever you are affected with a harmless spell, there is a 50% chance that you must roll a saving throw to prevent that effect, even if it would benefit you. This does not apply to harmless spells cast by you upon yourself.
Swamp Stride (Ex) A boggard can move through any sort of natural difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a boggard normally.
Swimming (30 feet) Gorruum has a 30 ft. Swim speed. A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Terrain Bond (Ex): Gorruum has formed a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger's allies leave no trail and can't be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. This ability replaces hunter's bond.
Terrifying Croak (1/hour, DC 12) (Su) Once per hour, a boggard can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet of the boggard must make a DC 13 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again by the same boggard's croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charisma-based and includes a +2 racial bonus.
Track +3 Add half Gorruum’s level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy +5 (Ex) Gorruum 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). Gorruum rolls 1d20 and adds his spell-less 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 spell-less ranger and the animal must be within 30 ft. 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. Gorruum can influence a magical beast with an Intelligence score of 1 or 2, but takes a –4 penalty on the check.
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Background
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Gorruum was good warrior, thought was best warrior. Gorruum thought best warrior should lead people. Told so to chief. Chief say Gorruum idiot. Chief maybe correct. Gorruum try kill chief to prove chief wrong. Chief's guards beat Gorruum and Ubagub until we near dead. Then chief exile Gorruum and Ubagub, say be worse than kill.

Was at first. Gorruum have lots of time to think in Gorruum's Empire. Gorruum think lots. Finally decide maybe better be left alone than be chief. Nobody try to kill Gorruum for chair. Nobody put poison in Gorruum's food. Gorruum no have deal with idiots who want be chief. Gorruum think now, Gorruum smarter than chief.

So, that be how Gorruum become Emperor Gorruum of Gorruum Empire. Much better than Chief. Nobody want be emperor. Gorruum like be left alone, hooms was always attacking, especially after Stag Lord dead. So Gorruum owe you for killing hooms.

Maybe Gorruum help you hooms and other critters now. Gorruum help guide through Gorruum Empire. You help Gorruum and Ubagub. Maybe kill chief someday.
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Role and Story
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I love that Gorruum is off to a bad start with Loy, Lanitia, and the people of their budding settlement in spite of probably meaning them no harm at all. I'd love to continue to take his story in the direction of the misunderstood, but ultimately loveable hero (to the audience at least) who just can't get a break because he inevitably does the wrong thing, says the wrong thing, or is preceded by his own terrible publicity. Not a story of redemption, but one of overcoming misconceptions...or at least trying to. Sadly, every time it looks like Gorruum might at last find acceptance and peace, things will inevitably go awry once more.

I think this could also play into Gorruum's role in the kingdom. I'm not sure if there is someone currently filling the Marshal role, but given his knowledge of the outdoors and specifically of the western outskirts of the kingdom, it seems like a good possibility. He also could continue in his "Emperor" role and take on the position of a Viceroy of the lands in that direction, but that would probably be further down the road. For now I think I'll play him as won over by our heroes and now wanting to fit in.

Tropes: Hero with Bad Publicity, The Woobie, Yank the Dog's Chain
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Personality
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Gorruum wants to try to fit in, but really doesn't understand the nuances of civilization. He's going to take things very literally and isn't going to be apt to ask for clarification if he doesn't understand something. He'll just run with what he things is the right thing to do, which often might not be the right thing to do. Since he's not the strong and silent type, more the strong and loquacious (a word that will never enter his vocabulary) type, he's likely to say and do things that create all manner of minor problems that his friends will have to help extricate him from. He's going to be a completely out of his element in towns and always pining for a return to the wilderness and especially his beloved swamps.
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Ubagub
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Slurk bloodrager 5
N Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision; Perception +5
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Defense
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AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural)
hp 88 (7d10+47)
Fort +13, Ref +5, Will +2; +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, improved uncanny dodge
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Offense
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Speed 40 ft., climb 30 ft.
Melee bite +12 (2d6+7)
Power Attacking bite +10 (2d6+11)
Raging and Power Attacking bite +12 (3d6+12), 2 claws +12 (1d8+12)
Special Attacks belly grease, blood casting, bloodrage (18 rounds/day), claws, slime
Bloodrager Spells Known (CL 5th; concentration +6, +5 vs. SR)
. . 1st (3/day)—cheetah's spirit, jump, mage armor
. . Bloodline Abyssal
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Statistics
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Str 20, Dex 12, Con 22, Int 3, Wis 12, Cha 13
Base Atk +7; CMB +12 (+14 bull rush, +16 overrun); CMD 23 (29 vs. bull rush, 27 vs. grapple, 29 vs. overrun)
CMB while Raging +16 (18 bull rush, +20 overrun)
Feats Charge Through, Eschew Materials, Greater Overrun, Improved Bull Rush, Improved Initiative, Improved Overrun, Power Attack
Skills Acrobatics +17 (+21 to jump), Climb +17, Escape Artist +5, Perception +5, Stealth +5, Swim +9; Racial Modifiers +10 Acrobatics
Languages Boggard (can't speak)
SQ demonic bulk, fast movement
Other Gear 2,400 gp
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Special Abilities
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Belly Grease (1/minute) (Ex) The slurk exudes a slippery grease from its belly that grants it a +4 bonus on Escape Artist skill checks and to its CMD versus grapples. Once per minute, a slurk may wallow on a solid surface as a full-round action to coat the floor in a 5-foot radius with this grease. The smear created turns that area of floor into difficult terrain for 10 minutes, after which the grease dries to a nasty crust.
Blood Casting (Su) At 4th level, the bloodrager gains the ability to cast spells even while bloodraging. He can also cast these spells defensively and can make concentration checks for these spells while bloodraging. While bloodraging, he can cast and concentrate on only his bloodrager spells (see below); spells from other classes cannot be cast during this state.
Blood Sanctuary +2 (Su) At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.
Bloodrage (18 rounds/day) (Su) The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Charge Through When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonic Bulk (Su) At 4th level, when entering a bloodrage, you can choose to grow one size category larger than your base size (as enlarge person) even if you aren't humanoid.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) A bloodrager's land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's land speed.
Greater Overrun You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Improved Uncanny Dodge (Ex) At 5th level, a bloodrager can no longer be flanked. This defense denies rogues (or other classes with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack when determining the minimum rogue level required to flank the character.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic Claws (Su) At 1st level, you grow claws while bloodraging. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage resistance. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws become flaming weapons, which deal an additional 1d6 points of fire damage on a hit.
Overrun As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space. When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Slime (Ex) A slurk's back is crusted with thick, dry slime and dozens of nodules. As a standard action at will, a slurk can squirt a jet of this slime from one of these nodules as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, entangling the foe. Anyone the slurk successfully bull rushes or overruns is automatically squirted with back slime. The hardened slime can be removed as a full-round action with a DC 15 Strength check. The slurk's back slime grants a creature riding it a +8 bonus on Ride checks made to stay in the saddle, but a –8 penalty on Ride checks to dismount.
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Conditions that are Particularly Relevant to Gorruum and Ubagub
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Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Note: Shaken and sickened stack.