About Marduk Zhro'hyshMacros:
[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]
[dice=+2 Orc Double Axe (Single attack), Rage]1d20+17[/dice]
[dice=Composite Longbow (max str. 3)]1d20+10[/dice] for [dice=Arrow]1d8+3[/dice] FULL ATTACK:
FULL ATTACK RAGE:
+4/+4 vs humans and +2/+2 aberrations, don't forget!
[ 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)
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
Offense
Ranger Spells (CL 2nd, Concentration +4)
Special Abilities
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.
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:
Passive
Statistics
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)
Languages Common, Orc. Consumables
Other Gear
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:
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