Tsadok Goldtooth

Hector __'s page

177 posts. Alias of Foxy Quickpaw.


Full Name

Hector

Race

Half-Orc

Classes/Levels

Barbarian (12) - Ini +7, AC18/11/17, F+11(15),R+5;W+8(11), Perc +17

Gender

Male

Size

6' 8"

Age

15

Alignment

N

Deity

Asmodeus

Languages

Common, Orc

Strength 21
Dexterity 13
Constitution 16
Intelligence 7
Wisdom 14
Charisma 11

About Hector __

You might think that half-orcs are the result of some poor human woman falling victim to an orc raid. But sometimes an orc woman manages to catch some human guy who is not choosy or has put on his beer goggles or both. Such was the case with Hector whose mother planned on having an intelligent son.

Even though there are not too many men to choose from if you're an orc she should have been more choosy. Because Hector turned out just as dumb as all of his brothers. His mother wouldn't have noticed - she even praised him as the clever one as she gave him to the tribes shaman for training. As the deal included that Hector's mother provided Hector with everything he needed and the Shaman being allowed to do with Hector as he pleases he used him as a cheap servant. But Hector wasn't able to remember even the easiest things of nature. For Hector there are trees, bushes and grass. Animals are divided by eatable and not. Though he is able to tell a cat from a wolf. His solutions to problems were to fly into a rage and smash things.

That is also what led to an end of this relationship. In one such a rage he accidentally destroyed the shamans orc double axe - a magic item handed on through generations of shamans. He was handed over to a slave trader in exchange for the gold needed to repair this item. And so he ended up on the Flesh Block in Kaer Maga.

There he got bought by Tauriell (even though Abomentolor payed). Since then he is dragged along on their adventures. Which are much more along his skills - smashing and breaking stuff.

Hector
Male Half-Orc barbarian 12 Archetypes Invulnerable Rager,
TN Medium humanoid (orc, human)
Init +7, Senses darkvision (60 ft.); Perception +17
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex, )
hp 125 ((12d12)+36)
Fort +11, Ref +5, Will +8, +2 trait bonus on all saving throws against charm and compulsion effects
DR6/-; Resistances fire 3,
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OFFENSE
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Speed 40 ft., Fast Movement
Melee +3 greataxe +20/+15/+10 (1d12+10/x3)
Special Attacks Reckless Abandon, Renewed Vitality,

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TACTICS
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STATISTICS
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Str 21, Dex 13, Con 16, Int 7, Wis 14, Cha 11,
Base Atk +12; CMB +17; CMD 28
Feats Furious Focus, Improved Initiative, Iron Will, Power Attack, Raging Vitality, Vital Strike
Skills Acrobatics +5, Acrobatics (Jump) +9, Climb +9, Handle Animal +4, Intimidate +6, Knowledge (Nature) +2, Perception +17, Survival +6, Swim +8,
Traits Birthmark, Reactionary,
Languages Common, Orc
SQ bonus barbarian rage rounds (12x), darkvision, extreme endurance, fast movement, increased damage reduction, intimidating, invulnerability, no escape, orc blood, orc ferocity, rage, renewed vigor, unexpected strike, weapon familiarity, , , , , , , , , , , ,
Combat Gear
Other Gear +3 greataxe, peasant's outfit, +1 elven chain, backpack, masterwork, mess kit, grooming kit, 1633.7 gp
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SPECIAL ABILITIES
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Barbarian ~ Uncanny Dodge Tracker

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.

Bonus Barbarian Rage Rounds (12x) Barbarian: Add +1 to the barbarian's total number of rage rounds per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Extreme Endurance At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to hot climate effects as if using endure elements. [Benefit 3]

Extreme Endurance / Hot 3

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Increased Damage Reduction (Ex) Your damage reduction increases by 1/--. This increase is always active while you are raging.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

No Escape (Ex) You can move up to normal your speed as an immediate action, but you can only use this ability when an adjacent foe uses a withdraw action to move away from you. You must end your movement adjacent to the enemy that used the withdraw action. You provoke attacks of opportunity as normal during this movement. This power can only be used once per rage.

No Racial Subtype You have chosen no racial subtype.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/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.

Provincial You have only one way of looking at things: the right way. You take a -2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 41 rounds per day. You 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, you gain a +6 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 48 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 41 rounds per day. You 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, you gain a +6 morale bonus to your Strength and a +8 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 48 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Reckless Abandon (Ex) While raging, the barbarian can take a -1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by -1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter.

Renewed Vigor (Su) As a standard action, you heal 3d8+3 points of damage. This power is can only be used once per day and only while raging.

Renewed Vitality (Ex) While raging, the barbarian ignores the effect of 1 point of ability penalty or damage per two barbarian levels she has (maximum 10). Once per day, when a barbarian with ability penalties or damage ends her rage, she can reroll a saving throw, if any, against an effect that imposed an ability penalty or dealt her ability damage. If successful, she removes an amount of ability penalty or damage equal to the amount she can ignore while raging. A barbarian must have the renewed vigor rage power and be at least 4th level before selecting this rage power.

Resistance to Fire (Ex) You may ignore 3 points of Fire damage each time you take fire damage.

Standard Rage

Unexpected Strike (Ex) You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether that movement would normally provoke an attack of opportunity. This power can only be used once per rage.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.