Taiga Giant

Marduk Beastblood's page

799 posts. Organized Play character for Feral.

Full Name

Marduk Beastblood


| HP 134/184 (150 stoneskin, 0 temps) | AC 17 (22) T 11 FF 16 (21) | CMB +20, CMD 39 | F: +20 (22), R: +13 (15), W: +15 (17) | Init: +1 | Perc: +19 (21), SM: +0 (2) | Speed 40ft (50ft) | Active conditions: A bunch.


Spell Slots:
1st 7/8 | 2nd 7/8 | 3rd 1/7 | 4th 4/7 | 5th 7/7 | 6th 7/7 | 7th 2/4


Male Half-Orc Sorcerer/Barbarian 17


Medium - 6'4" 270lbs



Special Abilities




About Marduk Beastblood

Marduk is a monstrous hulk of bulging sinew and blue-gray skin. The musclebound orc is unclothed save a set of tight doeskin leggings and a thin shawl etched with glowing runes which is draped across his impossibly broad shoulders and attached to a short cape. Stripped to the waist, the exposed flesh of his thickly muscled upper body is a litany of scars and elaborate tribal tattoos. A massive crudely forged two-handed blade of dark skymetal is strapped across his back.

Male half-orc (mystic) barbarian 1/sorcerer (crossblooded) 15
CN Medium humanoid (human, orc)
Init +1; Senses Perception +19
AC 17, touch 11, flat-footed 16 (+4 armor, +1 Dex, +2 natural)
hp 184 (16 HD; 15d6+1d12+112)
Fort +20, Ref +13, Will +15
Defensive Abilities sacred tattoo[APG]; Immune fear
Speed 40 ft.
Melee +4 adamantine falchion +24/+19 (2d4+22/18-20) or
. . mwk scorpion whip +21/+16 (1d4+12)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork scorpion whip)
Special Attacks rage (16 rounds/day)
Sorcerer (Crossblooded) Spells Known (CL 15th; concentration +21)
. . 7th (4/day)—delayed blast fireball (DC 23), limited wish
. . 6th (7/day)—contagious flame[APG], sirocco[APG] (DC 22), transformation
. . 5th (7/day)—cloudkill (DC 21), fickle winds[UM], fire snake[APG] (DC 21), teleport
. . 4th (7/day)—beast shape II, detonate[APG] (DC 20), stoneskin, wall of fire
. . 3rd (7/day)—fireball (DC 19), haste, greater magic weapon
. . 2nd (8/day)—bull's strength, burning arc (DC 18), darkness, false life, scorching ray
. . 1st (8/day)—burning disarm (DC 17), burning hands (DC 17), mage armor, shield, true strike
. . 0 (at will)—bleed (DC 16), detect magic, light, mage hand, mending, message, open/close (DC 16), spark[APG] (DC 16)
. . Bloodline Draconic, Orc
Str 34, Dex 12, Con 22, Int 7, Wis 10, Cha 22
Base Atk +8; CMB +20; CMD 39
Feats Arcane Strike, Cunning, Defensive Combat Training, Empower Spell, Endurance, Eschew Materials, Extra Rage, Intensified Spell[APG], Power Attack, Quicken Spell, Spell Penetration, Toughness
Traits fate's favored, freed slave (andoran)
Skills Acrobatics +7 (+11 to jump), Bluff +12, Climb +16, Intimidate +16, Knowledge (local) +1, Perception +19, Survival +19 (+21 to avoid becoming lost), Swim +16; Racial Modifiers +2 Knowledge (local)
Languages Common, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, fearless, half-orc sorcerer, orc blood, power of giants, touch of rage
Combat Gear lesser ectoplasmic metamagic rod[APG], lesser extend metamagic rod, lesser piercing metamagic rod[UE], lesser selective metamagic rod[APG], wand of cure light wounds (24 charges), wand of infernal healing (50 charges); Other Gear mwk adamantine falchion, mwk scorpion whip[UC], belt of physical might +6 (Str, Con), cloak of resistance +5, headband of alluring charisma +6, ring of spell knowledge iii (barkskin)[UE], robe of arcane heritage[APG], wayfinder[ISWG], barbarian's kit[UE], 150 gp
Special Abilities
+7 Fire Spell Damage Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless (Ex) At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.
Immunity to Fear (Ex) You are immune to all fear effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power of Giants (19 minutes/day) (Sp) At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a stand
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rage (16 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sacred Tattoo +1 to all saves.
Touch of Rage +9 (9/day) (Sp) Gain listed morale bonus to attack, damage, and Will saves for 1 rd.