Orc

Hakiri Bloodfang's page

28 posts. Alias of dreamingdragon.


Race

Orc Barbarian

standard:
hps 16 AC 14, T 11, FF 13 Fort +5 Ref +1 Will +0 Init +1 Perc +4

Classes/Levels

raging:
hps 18 AC 12, T 9, FF 11 Fort +7 Ref +1 Will +2)

About Hakiri Bloodfang

History Part 1:
Five years ago
"Chief Korchag said wait here, little cubs," the warrior said, kicking Hakiri back into the tent with the other children. She lay gasping on the ground, holding her side, feeling a cracked rib and then pushing herself up before she could even catch her breath before the others decided kicking her was a fun game. No cub of the Bloodfang Clan survived childhood if they let anything as insignificant as a broken rib keep them on the ground.
The Bloodfangs were fighting another column of knights from Lastwall, who marched bolding into Belkzen to make war on the tribes. The warrior guarding the tent, the one who had kicked her, was named Maharg. He had been left with the cubs because he was a bootlicker who did what Korchag told him to, no matter how dishonorable. He was the kind of orc who would rather live than rage, and the cubs how the others treated him. Lower than a human, even, for humans were at least worthy foes. So Maharg watched the cubs while the true orcs of Bloodfang ran under the stars to fight their enemies.

The trumpets sounded, too close, and the roar of the Bloodfang charge. Hakiri opened the flap of the tent, and saw Maharg watching the ridge. She could hear the clash of arms and see the orange glow of fire behind the hills, and then she saw steel glinting in the starlight. The knights had sent another column to take the Bloodfang in the rear. Just as she realized it, Maharg grunted, an arrow appearing in his chest. He began to draw his axe, but another arrow struck him and he fell.

The thunder of hooves on the ground was racing closer, and flaming arrows arced across the sky towards the camp. Hakiri clenched her teeth and watched as they fell, some falling harmlessly to the ground, others landing on tents, setting fires. The cubs and the elders, mothers and other necessary weak could not stand against them, and though it shamed her, Hakiri ran. Darkness was the orcs' friend, too, as well as fury and their stonehard souls.

*

The next night, she found the warriors of the tribe, left to rot at the ford where they had been ambushed. She took what weapons she could carry from the dead, and followed the stars that wandered westward. She shed no tears for the fallen, but set her heart to survival. Vengeance would come, but not until she was stronger. To the west was a place that was called Freedom Town in the language of humans. As she understood, it was a kind of tribe for those who had no tribe.

*

Freedom Town wasn't quite what she had hoped, and it hadn't lived up to its name. She sat in the small cell and waited for the rat. She had tried to find a place here, but they said she was too young to be a fighter. They said they couldn't trust her to fight other orcs, as though every orc were somehow of her tribe. She gave no sign that she understood their words, but set about proving them wrong, until one said that an orc girl with no tribe had no honor. Him, she killed to prove her honor, and the others she had to kill to defend herself.

"So you've got at least an orc's sense of honor," the rat said. Marshall Oswald, the rat, had broken up the fight and thrown her in this cell. "And I could use someone who fights like you. Where is your tribe?"

"Dead," she said, and told him her story.

"You'll do," the rat said, and opened the cell.


History Part 2:
There is a five year gap between the slaughter of her tribe and the beginning of the campaign. I would say that she'd have found her way to Freedom Town within a few months at most. On arrival, she'd have been still a child and half-starved, and (I'm hoping) some kind soul would have taken her in.
Though they might hate what she is, she proves herself an able fighter, a tireless worker and a friend to Freedom Town, which she considers her tribe. They get used to picking on her and she takes it stoically enough for the most part.

A couple of years go by, and while she's not beloved by the town, she's at least tolerated. After all, we're all outcasts of one kind or another. When she reaches adulthood, according to orcish custom, things change. She's bound by honor to fight for the tribe and follow the chief and to defend her honor.

When a couple of scumbag bandits blow into town with a bag of gold, nobody's too surprised. They drink and gamble and everyone's keeping an eye on them because they might be the next residents of Freedom Town or they might try something nefarious. By the time they see the young orc girl, they're completely sideways, and they follow her down the streets, hurling insults and rocks. Until one says that she has no honor.

The townspeople are as surprised as they are when she turns on them, and bashes the brains of the first in with a rock. The others come at her, but now she's got the man's sword, and two more are slain before the sheriff comes and puts her down.

When she fails to die and actually recovers from the gunshot, Oswald comes to speak with her. He discovers that she considers the town her tribe and understands her loyalty. He also learns what had happened and decides that she could be useful. The killings are declared self-defense and Marshall takes the girl under his wing, on the understanding that she is not to defend her honor with anything stronger than her fists.


Stats:
Hakiri Bloodfang
Orc Barbarian (Brutal Pugilist) 1
CN Medium Humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 16 (1d12+4)
Fort +5, Ref +1, Will +0
Defensive Abilities ferocity
Weakness light sensitivity
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Offense
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Speed 40 ft.
Melee Javelin +2 (1d6+5/x2) and
. . Javelin +2 (1d6+5/x2) and
. . Javelin +2 (1d6+5/x2) and
. . Javelin +2 (1d6+5/x2) and
. . Javelin +2 (1d6+5/x2) and
. . Longspear +6 (1d8+7/x3) and
. . Nodachi +6 (1d10+7/18-20/x2)
Special Attacks rage (7 rounds/day)
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Statistics
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Str 20, Dex 12, Con 16, Int 8, Wis 10, Cha 5
Base Atk +1; CMB +6; CMD 17
Feats Power Attack -1/+2
Skills Acrobatics +4 (+8 jump), Climb +4, Escape Artist +0, Fly +0, Perception +4, Ride +0, Stealth +0, Survival +4, Swim +4
Languages Common, Orc
SQ fast movement +10
Other Gear Studded leather armor, Javelin, Javelin, Javelin, Javelin, Javelin, Longspear, Nodachi, 150 GP
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.