About "Grunt"----LOST ORC!----REWARD!----:
Age 18 Height 7’0” Weight 280 lbs Eyes Black HEY! Anyone seen 'GRUNT.' Big nasty orc that likes to swing things as hard as he can, whether that be his fists or anything else within reach. They call him grunt because that is what they raised him to be and that is all he does... grunt. The poor orc isn't smart enough to even speak, barely smarter than an animal I tell you, and not much wiser either. But that doesn't make him any less scarier, he'll rip you to pieces if he doesn't get his way. The thing stands at like 7 feet tall with arms as big as your waist, I wouldn't be surprised if he could trow a cannon ball better than a cannon itself. Just be careful not to piss him off or you are basically dead, I swear his muscles double in size when he gets angry. No idea how anyone does keeps him under control though. We found the thing when it was a wee pup, an raised it ever since. Guess it sees him us as family or something. But I am mighty glad we did keep him. Makes my work loads easier, he takes care of all the grunt labor around the ship. He’s especially useful in battle, he is our surprise. We send him up to the deck to mow down anyone on board. Though he does have a tendency to leave a mess wherever he's been, but I guess a ship dyed red ain't so bad. Oh and one last thing, if he wants something, he’ll let you know, and I advise giving it to him, ‘less you have one fewer arms afterwards. Reward: 300g for his return to the Dragon’s Death
Fuller Backstory:
A long time in a sea far, far away…. It was a period of civil unrest. Orc seaships, striking from a hidden cove, have won their first victory against the Free Captains of the Shackles. During the battle, Orc spies managed to steal secret plans to the Free Captain’s ultimate weapon, the DRAGON’S DEATH, and armored seaship with enough power to destroy and entire city. Pursued by the Free Captain’s sinister agents, Captain Durra races home aboard her seaship, custodian of the stolen plans that can save her people and restore glory to the Orcs. Unfortunately Captain Durra’s seaship could not outrun the Free Captain’s Sea Destroyer. Captain Durra was captured and taken hostage while the rest of the ship was slaughtered, save for one small orc child. There was A NEW HOPE but not really >_> --------------------------------------------------------------------------- ---- As the orc child grew older the captain of the Dragon’s Death took a liking to the boy. However, all the boy did was grunt, which made communication hard for most of the crew. But the captain would not hear anything about it. The orc boy made for a decent worker since he could lift nearly twice as much as anybody else on board, but he was always a little distracted and couldn’t figure out too many things on his own. Even though the boy could only grunt and point he also made for a fantastic fighter. His brute strength usually over coming any obstacle he faced. As the years kept moving along Grunt, as he was now dubbed, learned how to work more efficiently on a pirate ship, setting the rigging and moving the siege weapons into place. He was also taught how to use his strength to his advantage even more when fighting with other ships. His Earthbreaker could clear entire decks with just a few swings, Grunt was truly someone to be feared in hand to hand combat. -------------------------------------------------------------------- Grunt was always kept on deck whenever the Dragon’s Death docked because the captain knew he would get lost if he let him roam around the city. There was always at least one guard on the boat to keep Grunt from wandering off and getting lost. One chance day however, the Dragon’s Death was docked at Port Peril to sell off some of its captured wares and Grunt was up on deck watching people pass by below him longing to be with them. Then a very intriguing woman caught his eye, Grunt could not stop staring at her, he had to go and get her. She was his to inspect. He ran to gangway only to be intercepted by one of his crew mates. ”Ah ah ah Grunt, you know you can’t leave the ship.” ”Gruh arr nugh ruh” points to woman walking away down the pier ”MEHGR!” Points to self The crew mate looks at what grunt is pointing to, ”Wow, she is certainly… interesting ain’t she Grunt. Though I would have pegged you for a more “normal” looking woman. But hey, if that is what you like, a woman is a wo-“ Grunt grabbed him by the back of the shirt and flung him off the side of the ship and charged down the gangway after the women. By the time Grunt made it to where he last saw her, she wasn’t there anymore. He looked all around for her, but she was shorter than the rest of the crowd and he couldn’t spot her anywhere. So he went looking, he even tried “asking” a few people but those poor people he asked usually ended up a few feet from where they started, and prone on the ground. As the day got later and later Grunt began to despair, nobody was helping him like they should and he couldn’t find any sign of her. That is until he was walking down the street of the home to the Formidably Maid, Grunt looked up just in time to see her enter the tavern, and again he charged down the street and burst into the common area eyes scanning every last corner like a hunter searching for his prey. Grunt Orc Sea Reaver Barbarian 1
Defense:
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 14 (1d12+2) SR 0 Fort +4, Ref +2, Will -1 Armor Leather Lamellar, Light Defensive Abilities Orc Ferocity Offense:
Spd 30 ft/x4 Melee Earth Breaker +4 (2d6+9) 20/x3, [2HD], [PA] Secondary Melee Bite +0 (1d4+2) 20/x2 Statistics:
Str 19, Dex 14, Con 15, Int 8, Wis 8, Cha 19 BAB +1, CMB +5, CMD 17 Feats Armor Proficiency (LIGHT), Power Attack, Shield Proficiency Skills Intimidate +6, Swim +8/+6 SQ Feral, Rage [6/8] Traits Brute, Tusked Languages Grunt and Point, Sometimes – Bare Tusks Equipment:
Weapon Earth Breaker (2d6) 20/x3 (14 lbs) Armor Leather Lamellar(+4 AC, +3 MaxDex, -2 ACP, 25 lbs)
Gold: 0, Grunt doesn't really care much for gold. Other Equipment
Racial Traits:
-- ORC RACIAL TRAITS -- • Str: +4, Int: -2, Wis: -2, Cha: -2 • TYPE: Humanoid (Orc) • SIZE: Medium • DARKVISION 60 FT: Orcs can see in the dark up to 60 ft. • ORC FEROCITY: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. • DAYRUNNER: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. • FERAL: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Class Abilities:
-- CLASS ABILITIES -- • FAVORED CLASS (Barbarian): You've gain the following bonuses: +1 Skill Point. •Marine Terror (Ex): A sea reaver can hold her breath for a number of rounds equal to four times her Constitution score. In addition, a sea reaver can move normally though squares of standing water or bog that is 1 foot deep. It does not cost her extra movement to traverse these terrains. Lastly, a sea reaver ignores the normal cover bonus to AC when attacking creatures that are partially immersed in water. This ability replaces fast movement. • BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light armor, and shields (except tower shields). • RAGE: Your barbarian can rage for 8 rounds. Rage rounds are renewed after 8 hours rest. While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The increased Con grants you +2 temporary hit points. Can't use Cha-, Dex-, or Int-based skills (except Fly, Intimidate, Ride, and Acrobatics) or any ability that requires patience or concentration. A barbarian can end her rage as a free action and is fatigued for a number of rounds equal to 2 times the number of rounds spent during the rage. A barbarian cannot enter a new rage while fatigued but can otherwise enter a rage multiple times during a single encounter or combat. Feats and Traits:
-- COMBAT FEATS – • ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. • POWER ATTACK: Take -1 to melee attack rolls for +2 in melee damage bonus (+3 for 2HD or with natural weapons that do 1-1/2 Str mod, +1 for off-hand or secondary natural weapons). Lasts until your next turn. • SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. -- TRAITS --
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