Half-Orc

Makoran's page

5 posts. Alias of Tarondor.


Full Name

Makoran

Race

Half-Orc

Classes/Levels

Bloodrager 1 (aquatic) - HP 12/12,- AC 16/T: 11/FF:15- Perception +5 - F: +4 / R: +1 / W: +1 - CMB: +5 - CMD: 16, Speed: 30, Init. +1

Gender

Male

About Makoran

Statblock:
Makoran
Male half-orc bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 90 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 12 (1d10+2)
Fort +4, Ref +1, Will +1
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee greataxe +5 (1d12+6/×3)
Special Attacks bloodrage (7 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 8, Wis 12, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Endurance, Power Attack
Traits fate's favored, guiding spirit, set mind
Skills Bluff +0, Disguise +0, Handle Animal +5, Intimidate +5, Perception +5, Profession (sailor) +2, Stealth -4, Swim +4
Languages Common, Orc
SQ fast movement, orc blood, underwater attacks
Other Gear scale mail, greataxe, backpack, belt pouch, blanket[APG], crowbar, flint and steel, portable ram, pot, soap, torch (10), trail rations (5), waterskin, 19 gp
--------------------
Tracked Resources
--------------------
Bloodrage (7 rounds/day) (Su) - 0/7
Guiding Spirit (1/day) - 0/1
Torch - 0/10
Trail rations - 0/5
--------------------
Special Abilities
--------------------
Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Darkvision (90 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Set Mind Once per day when you fail a saving throw against a charm or compulsion effect that would cause you to act differently than you normally would, you can immediately reroll that saving throw as a free action. You must take the second result, even if it’s worse.
Underwater Attacks (Su) Your bludgeoning and slashing melee attacks underwater ignore the usual penalties.

Background:
Born in Urglin on the Storval Plateau after a vicious orc raid out of the Hold of Belkzen, Makoran was an outcast from birth, abandoned by his mother and forced to take on menial or violent jobs almost as soon as he could walk. Angry with the world and everyone in it, the young Makoran was capable of truly terrifying fury.

Makoran's earliest life is best forgotten, but when he was ten he was taken in by the monks of the White Rose in the Kodar mountains. As much an artists colony as a place of religious contemplation, the monks exposed Makoran to his first taste of beauty and culture. Though he despised it at firs and never gained any true artistic abilityt, the angry young half-orc came to see that there were some things worth fighting for beyond mere survival.

Moving on, but never forgetting the lessons of the kindly monks, Makoran made his way down river to Riddleport, working as a caravan guard. It was his first sight of the sea that truly changed his life forever. Perhaps it was something in his long-forgotten mother's past or perhaps it was merely destiny, but Makoran knew that the sea and the regions near to it would always be his true home. He loved the sea, the waves and the salt foam and took to practicing his martial skills standing waist deep in the crashing surf until moving and fighting in the water was as natural to him as breathing.

From Riddleport he became a sailor, often working as a guard or bodyguard. He sailed as far north as Kalsgard and as far south as Corentyn, earning a reputation as a savage but reliable sailor. It was in Corentyn that he came to the rescue of two merchants threatened by local thugs. These were representatives of the Bountiful Venture Company, who offered Makoran a place on a new expedition they were forming, to sail into the unknown west. Makoran immediately accepted!

Personality:
Makoran is angry at life, furious at being an outcast and eager to demonstrate that he is stronger, harder and just better than those who might judge him. However, he is not cruel and loves things of beauty for themselves, hewing in his unsophisticated way to the teachings of Shelyn and the monks of the White Rose.

He longs for adventure on the high seas, for chances to win fame and glory and perhaps even to find something of great beauty he can send back to the monastery in thanks for their kindness.

There is one item he prizes above all others, a simple enamel cloak pin in the shape of a white rose given to him by the monks when he left their monastery years ago. He contemplates this symbol whenever he feels the fury threatening to overwhelm him.

Common Die Rolls

[dice=Greataxe]1d20+5;1d12+5[/dice]

[dice=Greataxe and Power Attack]1d20+4;1d12+8[/dice]

[dice=Greataxe while Bloodraging]1d20+5+2;1d12+9[/dice]

[dice=Greataxe and Power Attack while bloodraging]1d20+6;1d12+12[/dice]