Sabina Merrin

Marduk Zhro'hysh's page

415 posts. Organized Play character for Zinou.


Full Name

Marduk Zhro'hysh, The Orc-raised wildling

Race

AC: 20 [18] | T: 13 [11] | FF: 17 [15] | CMD: 25 [27] | Fort: +12 [14] | Ref: +9 | Will: +7 [9] (+1 vs fear and confusion) | Init: +3 (+5 in forest) | Perc: +12 (+14 in forest, +14 vs Humans+Aberrations) | SM: +2 (+4 Humans+Aberrations) | Spd: 40 ft.

Classes/Levels

Tracked Resources:
Spells: 1 - 2/2 ; Rage: 67/9

Gender

Female Human (Garundi) Wildling 7 | Diehard! | HP: 81/81 [95/95] | DR 1/- |

Size

Medium

Age

26

Alignment

CN

Deity

Laktharis

Languages

Common

Strength 20
Dexterity 16
Constitution 16
Intelligence 7
Wisdom 14
Charisma 7

About Marduk Zhro'hysh

Marduk's skill in combat.

Macros:
[dice=Perception (+2 in forest, +2 vs Humans)]1d20+12[/dice]
[dice=Initiative (+2 in forest)]1d20+3[/dice]

[dice=Earth Breaker]1d20+12[/dice] for [dice=Blugeonning]2d6+7[/dice]

[dice=+2 Orc Double Axe (Single attack)]1d20+15[/dice]
for [dice=Slashing]1d8+9[/dice]

[dice=+2 Orc Double Axe (Single attack), Rage]1d20+17[/dice]
for [dice=Slashing]1d8+12[/dice]

[dice=Composite Longbow (max str. 3)]1d20+10[/dice] for [dice=Arrow]1d8+3[/dice]

FULL ATTACK:
[dice=+1 Orc Double Axe]1d20+13[/dice]
for [dice=Slashing]1d8+7[/dice]
[dice=+1 Orc Double Axe (second end)]1d20+13[/dice]
for [dice=Slashing]1d8+7[/dice]
[dice=+1 Orc Double Axe (iterative)]1d20+8[/dice]
for [dice=Slashing]1d8+7[/dice]
[dice=Bite]1d20+7[/dice]
for [dice=B/P/S]1d4+2[/dice]

FULL ATTACK RAGE:
[dice=+1 Orc Double Axe, Rage]1d20+15[/dice]
for [dice=Slashing]1d8+9[/dice]
[dice=+1 Orc Double Axe (second end), Rage]1d20+15[/dice]
for [dice=Slashing]1d8+9[/dice]
[dice=+1 Orc Double Axe (iterative)]1d20+10[/dice]
for [dice=Slashing]1d8+9[/dice]
[dice=Bite, Rage]1d20+8[/dice]
for [dice=B/P/S]1d4+3[/dice]

+4/+4 vs humans and +2/+2 aberrations, don't forget!
+ Hunter's bond et Reckless Abandon.

[ ooc]RAGE STAT BAR| HP: 95/95; AC: 18/11/15 ; CMD: 27 ; Fort save +14 ; Will save +9 ; 9/9 rounds[/ooc]

[ ooc]RAGE/RECKLESS STAT BAR| HP: 95/95; AC: 17/10/14 ; CMD: 27 ; Fort save +14 ; Will save +9 ; 9/9 rounds[/ooc]

Marduk Zhro'hysh (and her Orchish Double Axe, Berthie)
Female Human (Garundi, Orc adopted) Ranger 5 / Barbarian (Invulnerable Rager) 2 | 7.0
CN Medium humanoid (Human)
Init +3 (+5 in forest) ; Senses Perception +12 (+14 in forest, +14 vs Humans and Aberrations)

Appearance:
A stout woman comes in. She seems pretty dirty but smells of wood and moss. Splinters of wood are tangled in her dark hair. She looks at the other persons in the room and bares her teeth, letting out a snarl, as an animal would do. When she does so, you see that her canines are more developed than most human's and seem to have been through a lot of whetting. She carries a big Orc Double Axe in her back.

Background:
Born in a small town, she only had a few months when her village was attacked by a horde of orcs and half-orcs. Only survivor of the massacre, she was taken by the chief's daughter, thinking the baby was a male. The chief's daughter gave the child the name "Marduk", lesser god of destruction and strength, and she raised her as if she were hers.
The baby girl had a habit to bite people when she was furious, but as her maw was only human, Marduk's mother begged the tribe's witch-doctor to give Marduk a true half-orc's maw. After he tried many mystic and magic ways to enhance her maw, the witch-doctor decided to use surgery to give the girl pointy teeth.
When Marduk reached 15, the tribe acknowledged the truth: she was a girl. Nevertheless, the girl had made her proofs and won the title of "hunter". Eventually, she decided to leave the tribe in hope to find the town in which she was born. When she found it, it was rebuilt and had grown from a village to a city. She tried nevertheless to find her "family" but got lost in the city and decided to leave.
After working for some years as a woodcutter, she met pathfinders and they explained her what was their motivation to be pathfinders. Very interested in fighting and exploring unknown lands, she decided to join the society.

Defense
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
HP 81
Fort +12 Ref +9, Will +7 (+1 vs fear and confusion effects)

Offense
Speed 40 ft.
Melee +2 Orc Double Axe +15 (1d8+9/Slashing/x3).
Earth Breaker +12 (2d6+7/Blugeoning/x3).
Bite +12 (1d4+5/B/P/S/x2).
Ranged Composite Longbow +10 (1d8+3/x3), Ammo 20, 110ft.

Ranger Spells (CL 2nd, Concentration +4)
1st (2/day) – Feather Step; Resist Energy ; DC 13

Special Abilities
Active
Favored Enemy: +4/+4 Humanoid (Human) and +2/+2 Aberrations
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Form chosen: bond to her companions.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian 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, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

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.

Rage Power:
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.

Passive
Track ; Wild Empathy ; Combat Style Feat: Double Slice (TWF) ; Favored Terrain: Forest ; Fast Movement ; Diehard ;

Statistics
Str 20, Dex 16, Con 16, Int 7, Wis 14, Cha 7
Base Atk +7; CMB +12; CMD 25

Feats Two-Weapon Fighting (lvl 1), Weapon Focus (Orc Double Axe) (Human), Double Slice (Combat Style), Endurance (Ranger), Toughness (lvl 3), Iron Will (lvl 5), Diehard (lvl 7),

Traits Jungle Guide (+1 to Handle Animal, +1 to survival while in a jungle), Adopted by Half-Orcs: Tusked (one primary bite attack)

Skills (ACP -3 already included)
Acrobatics +0
Appraise -2
Bluff -2 (+0 vs Humans and Aberrations)
Climb +6 (1 rank)
Diplomacy -2
Disguise -2
Escape Artist +0
Fly +0
Handle Animal +3 (1 rank)
Heal +6 (1 rank)
Intimidate +2 (1 rank)
Knowledge (Dungeoneering) +2 (1 rank)
Knowledge (Geography) +2 (+4 in forest) (1 rank)
Knowledge (Local) -2 (+0 vs Humans and Aberrations) (untrained)
Knowledge (Nature) +2 (+4 in forest) (1 rank)
Linguistics +1 (1 rank)
Perception +12 (+14 in forest, +14 vs Humans and Aberrations) (5 ranks)
Profession (Woodcutter) +6 (1 rank)
Ride +0
Sense Motive +2 (+4 vs Humans and Aberrations)
Stealth +13 (+15 in forest) (4 ranks)
Survival +15 (+17 in forest) (+17 vs Humans and Aberrations) (6 ranks)
Swim +6 (+10 endurance) (1 rank)

Languages Common, Orc.

Consumables
Wand of Lead Blades (41 charges)
Wand of Cure Light Wounds (34 charges)
Wand of Endure Elements (46 charges)
2 cure moderate wounds potions

Other Gear
+2 Orc Double Axe, Masterwork Earth Breaker, Composite Longbow (+3 str rating), +1 Mithral Breastplate, Ranger's kit, Silk rope, Spring-loaded wrist sheath, Cloak of resistance +2, Belt of constitution +2,

Boons:

Season 6 Boon #1: Adopted Weapon Training: gives Weapon Familiarity trait for a race. (Half-Orc selected) All other weapons hit with -1 on attack rolls.

PFS information for the GM:
PFS #93583-7
XP: 19 (normal advancement)
Faction: Grand Lodge
Fame: 34 / Prestige: 25
Marduk's additional resources can be scanned on demand for GMs, please ask via PM.

Chronicles applied:
#1 – 5-11 Library of the Lion (1 xp, 2 fame, GM Credit)
#2 – 0-13 The Prince of Augustana (1 xp, 2 fame)
#3 – 6-06 Hall of the Flesh Eaters (1 xp, 2 fame)
#4 - 2-15 Shades of Ice, part 1: Written in Blood (1 xp, 2 fame)
#5 - 2-17 Shades of Ice, part 2: Exiles of Winter (1 xp, 2 fame)
#6 - 2-19 Shades of Ice, part 3: Keep of the Huscarl King (1 xp, 2 fame)
#7 - 4-21 Way of the Kirin (1 xp, 2 fame)
#8 - Module Feast of Ravenmoor (3 xp, 4 fame)
#9 - 7-19 Labyrinth of the Hungry Ghosts (1 xp, 2 fame)
#10 - Module Carrion Hill (3 xp, 4 fame, GM credit)
#11 - 0-02 The Hydra Fang Incindent (1 xp, 2 fame)