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About Grumbar BahgroGrumbar Bahgro Male Crossblooded Orc Bloodrager (FCB: +1 HP)
Trackable:
Special Defence +2 vs charm & compulsion, ferocity ==OFFENSE==
Falchion +5 (2d4+6) 18-20/x2
Rage Greataxe +7 (1d12+8) 20/x3
Falchion +7 (2d4+9) 18-20/x2
Claw +7/+7 (1d6+6)
Special Attacks When raging I grow claws I can use as two natural attacks. ==STATISTICS==
Skills:
5 points total, 2 Background Skills Class Skills: Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Arcana), Perception, Ride, Swim, Use Magic Device (trait) Acrobatics +3 (3 dex +1 rank +3 cs, -4 ACP)
Traits Birthmark: You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. Dangerously Curious: +1 UMD and UMD is a class skill Languages Common, Dwarven, Orc, Abyssal Orc Traits:
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Orc: Orcs are humanoids with the orc subtype. Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Orcs have a base speed of 30 feet. Darkvision: Orcs can see in the dark up to 60 feet. Light Sensitivity: Orcs are dazzled in areas of bright sunlight or within the radius of a daylight spell. Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon. Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. Ability Descriptions:
Crossblooded Archtype: -2 to will saves but get to choose between the spells, abilites, and feats of two different bloodlines. Bloodline(s): Arcane/Abyssal Bloodrage (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 don't need to 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. 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 a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. 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 each deal an amount of damage equal to 1d6 (1d4 if you are Small) + 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. Fast Movement (Ex): A bloodrager's base 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 base speed. Carrying capacity: Light Load: 116lbs, Med load: 234, Heavy Load: 350
Equipment: Greataxe, Falchion, Scale Mail 88gp Barbarian's Kit 9 gp 154gp spent
background:
As the clans prepare for war, the shamans are tasked with praying to the gods for favor and strength in the upcoming battles. A group of shamans decide to ask for a more direct intercession on their behalf. They sacrifices many slaves and burnt many offerings in hope that Gruumsh would smile upon them. In their rituals they were asking for a mighty weapon with which they could hew down their hated enemy, Sembia, and all their hangers-on. On their third night they heard whispering in the shadows behind the beating of their drums. The sacrificial blood boiled in ceremonial bowls before being cast into the fire. The smoke from the incense and the offerings mixed into a heady haze that hung heavy in the air. Suddenly the smoke swirled gathered into one spot. It coalesced into a humanoid shape before dispersing with echoing laughter. Before them stands an orc, all muscles and anger. Emblazoned across his back is the eye of Gruumsh, a brand of sorts to all who see him. The priests were expecting an axe or a sword as a gift from their god for their champion to use. Instead, he sends another grunt? He is sent away while the shamans cast their auguries in an attempt to learn why Gruumsh sent another orc instead of a weapon they could use. To answer their questions, Gruumsh whipped the new orc into a frenzy. As he slaughtered the unsuspecting guards watching him, all could see the abyss reflecting from his claws and shining from his eyes. As the rage subsided, the shamans knew he was their weapon. He was sent to the fighting pits to hone his fighting skills with more than just claws. He learned to wear armor and use the weapons of the orcs. Finally, he was sent towards the front lines. Grumbar was on his way to fulfill his purpose to crush those who would lie and cheat the orc clans. |