Ogre

Hoga the half orc's page

1,089 posts. Alias of Dave Young 992.


Full Name

Hoga

Race

Half Orc

Classes/Levels

Bloodrager 5 / Init +3; Perc +9 / AC 22(26), 11, 20 / hp 54 /54(64) / F+8, R+4, W+4

Gender

M

Size

M

Age

16

Alignment

CG

Languages

Common, Orc

Occupation

Outcast

Strength 19
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 12
Charisma 14

About Hoga the half orc

Defense:
Init +3, Perception +9, Darkvision 60ft.

AC 22, touch 11, flat-footed 20 (amulet +1)
hp 54: (34 +5 class, +10 con, +5 toughness)
Fort +8, Reflex +4, Will +4 (cloak +1)

Offense:

BAB +5
Speed: 40
Melee: +1 Greataxe (+10, 1d12+7 x3, S) or (+12, 1d12+10, bloodrage) -2 to hit, +6 dmg, Power Attack
Dagger (+9, 1d4+4 19/20x2, S or P), Morningstar (+9, 1d8+4 x2, B and P)
Ranged: Sling (+6, 1d4+4 x2 B), Dagger (+6)

Skills:
Points/Ranks

Acrobatics: 9/5
Climb: 8/1
Craft: 0/0
Handle Animal: 6/1
Intimidate: 8/1 (racial)
Knowledge (arcana): 4/1
Perception: 9/5
Ride: 5/1
Sense Motive: 6/1
Spellcraft: 5/2
Survival: 5/1
Swim: 13/1+5 (Ring)

Background skills:

Artistry: 6/5
Craft (simple camping items): 6/5

The bloodrager's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Feats:
Traits:
Outcast's Intuition: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Reactionary: You gain a +2 trait bonus on initiative checks.

Arcane Bloodline:

While others of your kin may be powerful wizards and sorcerers, the eldritch nature of the blood coursing through your veins transforms you into a spell-breaking terror.

Bonus Feats: Combat Reflexes, Disruptive*, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker*. (Your bloodrager levels count as fighter levels for the purposes of qualifying for any feats marked with an asterisk

  • . This stacks with any levels in fighter you have.)

    Bonus Spells: Magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).

    Bloodline Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

    Disruptive Bloodrage (Su)

    At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

    Arcane Bloodrage (Sp)

    At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: blur, protection from arrows, resist energy (choose one energy type), or spider climb. These effects last for as long as you continue bloodraging, regardless of the spell's normal duration.

    Greater Arcane Bloodrage (Sp)

    At 8th level, when entering a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability.

    Caster's Scourge (Ex)

    At 12th level, you gain a number of extra attacks of opportunity equal to your Dexterity modifier (minimum 1). You can use these attacks of opportunity only against spellcasters in your threatened area who cast or attempt to cast defensively. The Spellbreaker feat, the caster's bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively. You have this ability constantly, even while not bloodraging.

    True Arcane Bloodrage (Sp)

    At 16th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities.

    Caster's Bane (Ex)

    At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when casting defensively. You have this ability constantly, even while not bloodraging.

  • Racial Abilities:

    •Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
    •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.
    •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.
    •Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Equipage:
    Weapons:
    +1 Greataxe (12 lbs.)
    Dagger (2 gp, 1 lb.)
    Morningstar (8 gp, 6 lbs.)
    Sling (0 gp, 0 lbs.)
    Bullets (8) (1sp, 4.5 lbs.)
    Wyrmsmite (a +2 dragonbane transformative longsword)
    A bane weapon excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes
    Armor
    +3 breastplate of luck (30 lbs.)

    Carried
    Traveler's Outfit (0 gp, 5 lbs.)
    Backpack (2 gp, 2 lbs.)
    Waterskin (5 sp, 4 lbs.)
    bedroll 1 sp 5 lbs
    1-pint flask 3 cp 1.5 lbs
    7 days' trail rations 3.5 gp 7 lbs
    1 acid flask, 50 feet of silken rope, a box containing tinder and three tindertwigs, three torches, a grappling hook, 6 rations

    Total Weight: 63.5 lbs.
    Total Gold: 722.69
    Carrying Capacity:
    Light: 116 lbs; Medium: 233 lbs; Heavy: 350 lbs.

    Magic Items:

    Ring of Acid Resistance
    A major ring of energy resistance grants 20 points of resistance.
    Amulet of Natural Armor +1
    1 potion CLW
    Ring of Swimming
    Cloak of Fangs:
    Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.

    Wand of Lightning Bolt: 5th level, 1 charges


    History:
    Hoga was just a child when the orcs he lived with were slaughtered by a band of adventurers. Since some of them weren't willing to kill him, they dropped him off near what looked like an inhabited settlement.

    It was, but it was far less welcoming than the family he'd lost. There were some who left food out for him, sometimes, but they had their own mouths to feed. He lived in the woods, able to stay fed on his own, usually.

    When his luck wasn't so good, he'd wander closer, aware that some might want to hurt him because he was different. Others recognized him as the harmless soul he was, and were not mean to him. He still kept his distance. It was a lonely life.

    That was probably why he drank so much. Hoga felt rejected and alienated most of the time, and drank the many libations offered him in return for chopping wood, a food item, or the occasional odd job. People knew he'd accept payment in drink, and in a village like this one, drink is easier to get than coin.

    Description:
    6'4", 240 lbs.

    Hoga is tall, and not that ugly, with black hair and eyes, and a strong, sinewy build. He's particularly mistrustful of humans and halflings, and has no real friends. He relies on his intimidating appearance to keep people at arm's length. He longs for companionship, however, and hopes that by developing his skills, he might earn some respect, and maybe a friend or two.


    Spells:

    Known:1: Long Arm, Snowball, Shield
    Spells per day:
    1: 2
    Bloodline Powers:
    At 4th level, when entering a bloodrage you can choose one of the following spells and apply its effects to yourself: Blur, Protection from Arrows, Resist Energy (choose one energy type), or Spider climb. These effects last for as long as you continue bloodraging, regardless of the spell’s normal duration.