Mathus Mordrinacht

Griswald Maurin/ The Beast's page

32 posts. Alias of Leiff Druidking.


Full Name

Griswald Maurin's Beastform

Race

Half-Orc

Classes/Levels

Barbarian 3, HP: 43/43, Initiative +3, Perception+8 Senses Darkvision, Scent

Special Abilities

Scent

Alignment

CG

Deity

-

Languages

Common, Orcish

Occupation

-

Strength 21
Dexterity 12
Constitution 22
Intelligence 10
Wisdom 14
Charisma 7

About Griswald Maurin/ The Beast

character sheet:

Raged Griswald Maurin "Beastform"
Male Half-Orc Barbarian (Totem Warrior) 3
CG Medium Humanoid
Init +3; Senses Darkvision, Scent; Perception +8
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DEFENSE
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AC 14, touch 11, flat-footed 15 (+5 armor, +1 Dex, -2 Rage)
hp 29 (2d12+10)
Fort +9, Ref +3, Will +5
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OFFENSE
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Spd 30 ft.
Melee Raged Greataxe +8 (1d12+7/20/x3)
• Raged Power Attack Greataxe +7 (1d12+10/20/x3)
Raged Bite(Primary natural atk)+8 (1d4+7/20/x2)
• Raged Power Attack Bite +7 (1d4+10/20/x2)
Raged Bite w/ Greataxe (secondary natural atk) +3 (1d4+5/20/x2)
• Raged Power Attack Bite +2 (1d4+7/20/x2)
Raged Claws +8/+8(1d6+5/20/x2) w.Bite +8 (1d4+5/20/x2)
• Raged Power Attack Claw/Claw/Bite +7/+7/+7 (1d6+7/20/x2) (1d4+7/20/x2)

Ranged Throwing Axe +3 (1d6+5/20/x2). Range increment: 10
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STATISTICS
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Str 21, Dex 12, Con 22, Int 10, Wis 14, Cha 7
Base Atk +3, CMB +6, CMD 17
Feats Power Attack, Scent, Raging Vitality
Traits Deft Dodger(+1 on reflex saves), Exile (+2 initiative)
Skills Acrobatics+7, Climb+9, Intimidate+5, Perception+8, Survival+7, Swim+7
Languages Common, Orcish
Combat Gear Scale Mail (-4 Armor Check), Greataxe, Throwing Axes (x2), javelin (x2), dagger
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SPECIAL ABILITIES
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Favored Class (barbarian): +3 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: (14 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 his Constitution, 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.

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))

Gear: Left in Kassen Hemp Rope (50 feet), Bedroll

Coins: 14.9 gp