Berserker Cannibal

Griswald Maurin's page

372 posts. Alias of Leiff Druidking.


Full Name

Griswald Maurin

Race

Half-Orc

Classes/Levels

Barbarian 4; HP: 45/39, AC: 18, Init+3, Perception+9 (Darkvision, Scent)

Gender

Male

Size

M

Age

17

Special Abilities

Rage, Scent

Alignment

CG

Deity

Erastil

Location

Kassen

Languages

Common, Orcish

Occupation

Lumberjack

Strength 18
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 14
Charisma 7

About Griswald Maurin

background:

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
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DEFENSE
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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)
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OFFENSE
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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
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STATISTICS
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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
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SPECIAL ABILITIES
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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.
While in rage, a barbarian gains a +4 morale bonus to his Strength and +6 morale bonus on hisConstitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to AC. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage can continue (raging vitality).

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.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by smell, making a Wisdom or Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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