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About Griswald Maurinbackground:
Griswald Maurin Griswald is a relatively new member of the community; he is a quiet young man who works as a lumberjack to earn his keep. Most people haven’t gotten the chance to know him as he keeps to himself and unless he is on the job seems discontent and troubled. When he is cutting down trees and doing manual labor he can forget his thoughts and is much more sociable. The secret that burns inside is his family’s ‘curse’. When he was 15 he was with some friends in the woods and he ran into some local bandits. He was scared about what might happen and then something happened to him. In the heat of the moment he lost control and his muscles pumped with blood, growing in size. Griswald’s pupils changed to blood red. Some fur sprouted, sharp claws grew, tusks enlarged. When he realized what happened he had killed 2 of the bandits with his bloody claws before the rest fled. He immediately went to his family and was told about the family secret. Griswald’s grandfather was an orc, while Griswald knew he had orcish blood, he did not know the of the curse of his mother’s side. There was a curse in their bloodline, it was rare and only affected someone every few generations. The affected member was not a true lycanthrope but when enraged or frightened they would turn into a werebeast-like creature. His father said it had skipped some generations and he hoped it would not be passed to Griswald. He was told to flee before his friends told the community and he would be hunted down as a monster. That day he fled to a place where no one knew about his past. Griswald struggles with this internal turmoil; he is afraid of the beast coming out unfortunately he likes the feeling. With the beast comes excitement and power, but also death. He constantly works on mental exercises to control the beast so it only comes when he wills it. He understands that the common folk will shun him if they find his secret so he tries to distance himself the best he can from others. character sheet:
Griswald Maurin Male Half-Orc Barbarian (Totem Warrior) 4 CG Medium Humanoid Init +3; Senses Darkvision, Scent; Perception +9 -------------------- DEFENSE -------------------- AC 18, touch 11, flat-footed 17 (+6 armor, +1 magical, +1 Dex), (14 when raged) hp 45 (4d12+12) (53 when raged) Fort +7 (+9 when raged), Ref +3, Will +3 (+5 when raged) -------------------- OFFENSE -------------------- Spd 30 ft. Melee Masterwork Greataxe +9 (1d12+6/20/x3) • Power Attack Masterwork Greataxe +7 (1d12+12/20/x3) Melee Long sword+1, +9 (1d8+6/20/x3) Ranged Throwing Axe +5 (1d6+3/20/x2). Range increment: 10 -------------------- STATISTICS -------------------- Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 7 Base Atk +4; CMB +8; CMD 19 Feats Power Attack, Scent, Raging Vitality Traits Deft Dodger(+1 on reflex saves), Exile (+2 initiative) Skills Acrobatics+8, Climb+7, Intimidate+6, Perception+9, Survival+8, Swim+7 Languages Common, Orcish Combat Gear Chain mail+1 Mail (-4 Armor Check), Masterwork Greataxe, Long sword+1, Throwing Axes (x2), javelin (x2), dagger, Earthbreaker -------------------- SPECIAL ABILITIES -------------------- Favored Class (barbarian): +4 round of rage. Fast Movement: A barbarian's land speed is faster than the norm for her 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. Rage: (17 rounds/day): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
Rage Power: Lesser Beast Totem: While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. The claws deal 1d6 points of slashing damage plus the barbarian’s Strength modifier. Renewed Vigor: As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. Orc Blood: Half-orcs count as both human and orc for any effect related to race. Intimidating: Half-orcs receive a +2 racial bonus to intimidate checks due to their fearsome nature Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity. Scent: This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Totem Warrior: A barbarian can only take one totem, unless he is a totem warrior and can take multiple totems. (Ultimate Combat pg.26) Gear: traveler's clothes, Back Pack (Rations (x5 days), tent (small), a winter blanket, waterskin, map (Kassen to Kassen's Tomb), Twinderbox, Twinder twigs (x3)), Silk Rope (50 feet), Bedroll Coins: 364.9gp |