Lokansir

Mek and Rek's page

23 posts. Alias of Seranov.


Full Name

The Brothers, Mek and Rek

Race

Two-Headed Oggr

Classes/Levels

Aegis 1 [ HP: 13/13 | AC: 14 T: 9 FF: 14 | F: +4 R: -1 W: +3 | Init: +1 Per: +8 ]

Gender

Male

Size

Medium (6'6", 280 lbs.)

Age

20

Alignment

Neutral Evil

Deity

Asmodeus

Languages

Common, Giant, Dwarven, Gnoll, Undercommon

Occupation

Bandit

Homepage URL

Portrait of Mek and Rek.

Strength 20
Dexterity 8
Constitution 15
Intelligence 16
Wisdom 13
Charisma 14

About Mek and Rek

MEK AND REK
Male Oggr
Two-Headed Template 1 / Aegis 1 / Gestalt 1
NE Humanoid (Giant, Human)
Init +1; Senses Darkvision, Perception +8

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DEFENSE
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AC 14, touch 9, flat-footed 14. . (-1 Dex, +3 armor, +2 natural)
HP 13 (1d10+2+1)
Fort +4, Ref -1, Will +3

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OFFENSE
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Speed 30 ft. (Light Armor)
Space 5 ft.; Reach 5 ft.
Melee Unarmed Strike +7/+7 (1d6+7/20/x2) or +6/+6 (1d6+9/20/x2)
Ranged
Special Abilities form astral suit (Su)
Psi-like Abilities astral repair (Ps) (at-will)
Curent Astral Suit astral hauberk (see spoiler below)

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STATISTICS
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Str 20, Dex 8 [6], Con 15, Int 16, Wis 13, Cha 14
Base Atk +1; CMB +7; CMD 16
Feats Power Attack (-1/+2), Weapon Group Adaptation (heavy blades) (bonus), Exotic Weapon Proficiency (falcata) (flaw), Alertness (template), Combat Reflexes (template)
Flaws Fearless
Traits Reactionary (+2 Initiative), Seeker (+1 Perception, Perception is a class skill), Banditry (+2 Intimidate, Intimidate is a class skill)
Skills Intimidate 1 rank (+8), Perception 1 rank (+8), Craft (weapons) 1 rank (+7), Spellcraft 1 rank (+7), Knowledge (local) 1 rank (+6), Use Magic Device 1 rank (+6), Climb 0 ranks (+5), Swim 0 ranks (+5), Knowledge (history) 1 rank (+4), Acrobatics 1 rank (+3), Sense Motive 0 ranks (+3), Bluff 0 ranks (+2), Diplomacy 0 ranks (+2), Disguise 0 ranks (+2), Survival 1 rank (+2), Heal 0 ranks (+1), Stealth 0 ranks (-1); +2 competence bonus on Diplomacy checks to gather information.
Languages Common, Giant, Dwarven, Gnoll, Undercommon
Combat Gear -; Other Gear - (Light encumbrance)

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SPECIAL ABILITIES
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Favored Class: Aegis (HP)
Favored Class: Warder (Skill point)
Leathery Hide (Ex): An oggr’s leathery skin increases its natural armor bonus by +2.
Powerful Build (Ex): The physical stature of oggr lets them function in many ways as if they were one size category larger. Whenever an oggr is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the oggr is treated as one size larger if doing so is advantageous to him. An oggr is also considered to be one size larger when determining whether a creature’s
special attacks based on size (such as grab or swallow whole) can affect him. An oggr can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Strong Back (Ex): An oggr’s body is built to carry weight and exert force. They treat their Strength score as 4 points higher when calculating carrying capacity, performing a sunder combat maneuver, or making a Strength check to manipulate an object.
Surprise Whallop (Ex): A half-ogre faces uneven odds every day, either as part of an ogre clan or amongst human cultures, and they learn to hit where it hurts; they double their Strength bonus to damage when attacking flanked or flat-footed opponents.
City Savage (Ex): An oggr gains a +2 competence bonus on Knowledge (local) checks and Diplomacy checks to gather information.
Fearless: Your courage and overconfidence are extreme to the point of foolhardiness. You cannot use the withdraw or total defense actions.
Two-Headed Template
Astral Repair (Ps)
Form Astral Suit (Su) (3 customization points)
. . Astral Suit: Hardened Strikes (1), Augment Weapon (2)

===

Background:
Mek and Rek are some god's idea of a sick joke. Born as a two-headed monster to an ogre and an Asmodean cultist, the Brothers came screaming into this world, and since then, have dedicated their lives to send the enemies of the First screaming from it. But even the most fervent disciples of the Prince of Darkness must work to eat, even if they share a stomach. Taking to banditry with ease and enthusiasm, they used the powers they received from their lord to handicap the merchants and travelers of Talingarde with great glee. It eventually got to a point where the trail they lurked on became a ghost road - not a man alive was sane enough to risk facing Mek and Rek and the rest of their motley band. So when a rather large caravan came through after roughly two weeks of no saps, the Oggr brothers couldn't be happier. But when they charged out of the trees to claim their prize, they found a trap, instead. Hundreds of soldiers of Talingarde had been assembled to end the bandit threat. And end it they did: slaying all of the Brothers' highwaymen and capturing the mastermind. The two now sit within the walls of Banderscar Prison, awaiting their beheading, and arguing over which brother will go first.

Personality:
Mek is the calm, reasonable right half of the Brothers. He does most of the planning and detail work, and lives by the code "the ends will justify the means." He keeps Rek in line, preventing him from doing things he may regret, and is the truly devoted Asmodean of the pair, as taught by his mother.

Rek is the rambunctious, confrontational left half. He is the one who puts Mek's plans into action, and takes the most joy in what they do. He pays lipservice to Asmodeus, but is simply content to have an outlet for his destructive impulses. Despite this, he is fiercely protective of those he considers comrades, and will tear through ranks of enemies to keep his companions safe from harm.

Appearance:
Mek and Rek are not a pretty sight to look upon. Standing six and a half feet tall and weighing a bit under 300 pounds, they are heavily-muscled and broad-chested. With a pair of heads, each with its own ugly mug, the Brothers have faces only their mother could love. With bright amber-colored eyes, deeply tanned skin and shocks of short black hair, the two-headed Oggr has no lack of distinguishing traits.

They tend to wear dark, loose and ratty leather clothing, like most bandits do. When Mek forms their armor with the power granted them by their lord Asmodeus, it appears as any number of imposing varieties of armor, in shades of black and red.

Portrait of Mek and Rek.

Confiscated Equipment (300g):
Large Falcata x2 (72g)
Large Dagger x5 (20g)
Large Cold Iron Spiked Gauntlet x1 (20g)
Large Alchemically Silver Gauntlet x1 (30g)
Large Sling x1 (0g)
Large Sling bullets x20 (0.4g)
Studded Leather x1 (25g)
Alchemist's fire x1 (20g)
Potion of Enlarge Person x2 (100g)
Satchel x1 (2g)
Adventurer's outfit
10gp 6sp

===

Astral Suits:
Astral Skin (No Armor): When formed in this way, an astral suit resembles a psychoactive skin. Forming an astral suit into this form takes a swift action. The aegis gains no armor bonus from his astral suit when worn in this fashion, but he gains the following free customizations: speed (2), nimble. At 2nd level, the aegis gains the evasion customization as a free customization when the astral suit is in astral skin form. At 12th level, the aegis gains the improved evasion customization as a free customization when the astral suit is in astral skin form. An astral suit in this form does not count as any type of armor, but does count as a psychoactive skin and follows all the rules of a psychoactive skin.
Current Bonus: +0 AC, no max Dex, 0 ACP; +10 movement speed, +2 Dexterity; Improved Unarmed Strike, damage die increase by 1 step

Astral Hauberk (Light Armor): When formed into an astral hauberk, an astral suit resembles masterwork studded leather and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: crystallized weapon and nimble. At 2nd level, the aegis gains the spoked carapace customization as a free customization when the astral suit is in astral hauberk form. At 5th level, the astral suit resembles and is treated as a mithral shirt for all mechanical purposes.
Current Bonus: +3 AC, +5 max Dex, 0 ACP; crystallized weapon, +2 Dexterity; Improved Unarmed Strike, damage die increase by 1 step

Astral Armor (Medium Armor): When formed into astral armor, an astral suit resembles masterwork chainmail and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a move action. The aegis gains the following free customizations: brawn, improved damage. At 2nd level, the aegis gains the flexible suit customization as a free customization when the astral suit is in astral armor form. At 8th level, the astral suit resembles and is treated as a masterwork breastplate for all mechanical purposes.
Current Bonus: +6 AC, +2 max Dex, -4 ACP; +2 Strength, improved damage; Improved Unarmed Strike, damage die increase by 1 step

Astral Juggernaut (Heavy Armor): When formed into astral juggernaut, an astral suit resembles masterwork half-plate and is treated as such for all mechanical purposes. Should the aegis be wearing armor when forming his astral suit in this fashion, the astral suit encloses the armor and the aegis gains the benefits of only his astral suit and not that from his armor, even if his armor would confer better benefits. Forming an astral suit into this form takes a full-round action. The aegis gains the following free customizations: fortification, hardy. At 2nd level, the aegis gains the stalwart customization as a free customization when the astral suit is in astral juggernaut form. At 7th level, the astral suit resembles and is treated as masterwork full plate for all mechanical purposes.
Current Bonus: +8 AC, +0 max Dex, -6 ACP; light fortification, +2 Constitution; Improved Unarmed Strike, damage die increase by 1 step

Current Status:
[ HP: 13/13 | AC: 14 Touch: 9 FlatFooted: 14 | Fortitude: +4 Reflex: -1 Will: +3 | Initiative: +1 Perception: +8 ]

Effects: Astral Hauberk

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