Krun Thuul

"Grog" Thaak Primeswine's page

58 posts. Organized Play character for Trisane_Imphawke.


Full Name

"Grog" Thaak Primeswine

Race

Half-Orc

Classes/Levels

Barbarian/1

Gender

Male

About "Grog" Thaak Primeswine

”Grog” Thaak Primeswine
Half-Orc Male Barbarian 1
CN Medium Humanoid (Human/Orc)
Init +2; Senses Perception +6, Darkvision 60 ft

-----DEFENSE-----
AC 15, Touch 12, Flat-Footed 13 (+3 Armor, +2 Dex)
hp 18 (1d10+6) 15 Current (3 Lethal)
Fort +7, Ref +4, Will +4

-----OFFENSE-----
Speed 40 ft.
Melee Large Nine-Ring Broadsword +2,+4 while Raging (2d6+4,+7 while Raging /x3), Shortsword +4,+6 while Raging (1d6+3,+5 while Raging /19-20)
Ranged Shortbow +3 (1d6[-1 silver]/x3)

-----STATISTICS-----
Str 16, Dex 14, Con 16, Int 9, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 16
Feats Endurance, Toughness
Skills Craft (Weapons) +3, Perception +6, Survival +6
Languages Common (Chelaxian/Taldane), Orc
SQ Fast Movement, Rage (7 Rounds/day 6 Current), Orc Blood, Sacred Tattoo, Shaman’s Apprentice, Weapon Familiarity
Traits Fate’s Favored (Faith), Killer (Combat)

Combat Gear Large Nine-Ring Broadsword (30g, 8lbs), Shortsword (10g, 2lbs), Shortbow (30g, 2lbs), 20 Cold-Iron Arrows (2g, 3lbs), 20 Silver Arrows (41g, 3lbs), Wooden Armor (20g, 25lbs)

Other Gear Common Backpack (2g, 2lbs), Belt Pouch (1g, 0.5lbs), Waterskin (1g, 4lbs), 50’ Silk Rope (10g, 5lbs), Grappling Arrow (1g, 0.5lbs), 2 Trail Rations (1g, 2lbs), Traveler’s Outfit (1g, 5lbs). Carried Weight: 62lbs

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): 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 her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. 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, her rage immediately ends, placing her in peril of death.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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. This racial trait replaces orc ferocity.

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.

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.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Killer: You made your first kill at a very young age and found the task of war or murder to your liking. You either take particular pride in a well-placed blow, or find vile pleasure in twisting the blade to maximize your target's pain. You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Physical Description Thaak Primeswine is a scruffy looking half-orc with dark green skin, pale red eyes and short black oily hair. He wears a shaggy untrimmed beard slightly singed from years of hard work at the forge. He is 6’6” tall, very muscular and covered with brands, tribal tattoos and scars from his youth.

Backstory Having been born into slavery from his human mother as property of the half-mad Steel Eaters, Thaak Primeswine knew suffering early in life. He was forced to work the forges of the The Foundry tirelessly day and night. Shaman smiths tortured his body and mind with strange rituals and deviant devices. He was repeatedly branded and abused at the hands of his cruel orc masters and grew to possess a deep hatred of his own brutish kin.

With years of quiet rage built up inside, Thaak plotted his escape carefully. Getting out of the fortress was the easy task while it was surviving the wilds of the Hold of Belkzen alone that proved much more difficult. It was nearly a year he spent wandering south, dodging patrols while skirting the borders of Nirmathas and scraping food from the land as best he could. On the brink of exhaustion and starvation, Thaak was confronted by a pair of orc raiders who thought him easy prey. To their dismay, he unleashed his stored fury and bested the orcs with gruesome ferocity. While hanging onto his own life by a small margin, he crawled down to the Tourondel River and lost consciousness as he neared death.

The fates smiled on Thaak that day. A barge by the name of the Black Mist was making its journey along the river from Skelt to Tamran. The keen dwarven captain, Walren recognized the markings of the ancient dwarven Ironhearth Foundry etched on the dark green skinned boy and decided that to have come so far, this young half-orc’s life might be worth saving. Walren recovered Thaak’s body from the shore and sailed him into the care of his blacksmith friend in Kassen, Braggar Ironhame.

Being not particularly well-mannered, Braggar was a kind mentor by comparison to Thaak’s previous upbringing. The half-orc helped around the smithy dutifully while honing his craft and became quite fond of the old dwarf over a short time. While comparing Braggar’s own crafting prowess to that of fine dwarven wine, Thaak’s pieces became affectionately known as “Grog”. A name that stuck with him well after forging an oversized club-like sword he carries with him to this day.