Zorgus

Mogir Kinscorned's page

16 posts. Alias of Cuàn.


Race

Pongid

Classes/Levels

Barbarian (Urban, Invulnerable Rager) 1 / Rogue (Thug) 2

Gender

Male

Size

Medium

Alignment

Neutral

Languages

Common, Vanara, Vudrani

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 12
Charisma 10

About Mogir Kinscorned

Base Stats:

HP: 35
Initiative: +3
Speed: 20 ft Climb: 20 ft

Attack
BAB: +2
Melee: +6
Ranged: +4
CMB: +6

Defenses
AC: 20 FF: 18 T:19
CMD: 18
Fort: +5
Ref: +5
Will: +1

Attacks:

Earth Breaker: +8, 2d6+5, x3
Composite Longbow: +4, 1d8+4, x3, 110 ft

Longsword: +6, 1d8+4, 19-20/x2
[b[Switchbalde Knife:[/b] +6, 1d4+4, 10 ft, 19-20/2x

Skills:

[C] Acrobatics +7 (+10 for jumps)(trained)
[C] Appraise +0
[C] Bluff +0
[C] Climb +12
[C] Craft [] +0
[C] Diplomacy +0
[C] Disable Device +4 (trained)
[C] Disguise +0
[C] Escape Artist -1
[ ] Fly -1
[ ] Handle Animal +0
[ ] Heal +1
[C] Intimidate +13 (trained
[C] Knowledge [Dungeon] +0
[C] Knowledge [Local] +0
[C] Knowledge [Nobility] +0
[C] Linguistics +4 (trained)
[C] Perception +7 (trained)
[C] Perform [] +0
[C] Profession [ ] +0
[C] Ride -1
[C] Sense Motive +6 (trained)
[C] Sleight of Hand +4 (trained)
[ ] Spellcraft +0
[C] Stealth +5 (trained)
[ ] Survival +1
[C] Swim +1
[C] Use Magic Device +5 (trained)

Traits & Feats:

Traits
Resilient:
+1 Fortitude

Survivor:
+1 Sense Motive +1 Initiative, Sense Motive class skill

Bully:
+1 Intimidate, Intimidate class skill

Feats
Bonus : Armor Proficiency: Medium
Level 1: Power Attack
Trick 2: Intimidating Prowess
Level 3: Weapon Focus (Earthbreaker)

Racial Abilities:

Natural Armor
+1 NA

Skill Bonus:
+2 Acrobatics, Intimidate

Natural Attack:
Slam 1d6

Low-Light Vision

Class Abilities:

Favored Class: Rogue ; +2 HP

Armor Proficiency: Light, Shield (except tower)
Weapon Proficiency: Simple, Martial, Hand Crossbow

Frightening (Ex):
Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.

Sneak Attack: 1d6

Spoiler:

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Evasion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talent:
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

2: Strong Impression
Intimidating Prowess bonus feat

Crowd Control:
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.

Controlled Rage (Ex)

Spoiler:

When an urban barbarian rages, instead of making a normal rage she may apply a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage.

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.

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.



Equipment:

Weapon: Earth Breaker +1
Spoiler:

DMG:2d6+1
Type: Bludgeoning
Crit: 3x
Weight: 14 lbs
Enhancement: +1

Weapon: Composite Longbow (+4)
Spoiler:

DMG: 1d8
Type: Piercing
Crit: 3x
Range: 110 ft.
Weight: 3 lbs
Enhancement: +4 strength modifier

Armor: Agile Breastplate +2
Spoiler:

AC: +7
Type: Medium
Max Dex: +3
ACP: -3 (0 for Climb and jump checks)
ASF: 25%
Speed: 20 ft
Weight: 25 lbs

Alternate weaponry:
Weapon:Switchblade Knife

Spoiler:

DMG: 1d4
Type: Piercing
Crit: 19-20/2x
Range: 10 ft.
Weight: 1 lbs

Weapon: LOngsword
Spoiler:

DMG: 1d8
Type: Slashing
Crit: 19-20/2x
Weight: 4 lbs

Shield: Masterwork Heavy Steel Shield
Spoiler:

AC: +2
ACP: -1
ASF: 15%
Weight: 15 lbs

Other Equipment:
Explorer's Outfit

Arrows (100)

Masterwork Backpack
Waterskin

Masterwork Thieves' Tools

Hanging Tent
Bedroll
Hammock
Spidersilk Rope (50 ft)

Bull's Eye Lantern
Lamp Oil (5 pints)

131 G 3 S

Description:

Height: 7'1"
Weight: 343 lbs

Background:

Hailing from a jungle village on the Vudran sub-continent Mogir's early life was untroubled. He grew up quietly, learning the way of his people and eventually taking a mate to spend his life with. It were the tribal traditions however that eventually drove him away.

The biggest taboo among Mogir's people is murder. Being very few in number a single murder is detrimental to all the tribes. As such tribal warfare is highly ritualised and instead of killing your enemies you knock them out after which they are bound to serve as your tribe's slave for exactly one year and one day, after which they are free to return to their own tribe. Slaves are generally treated well though things like rape (of both male and female slaves) is not unheard of.

During a war with a neighbouring tribe it was Mogir's mate that got captured and made slave. While this saddened him greatly, he was bound to be patient and simply wait for his beloved to return. Time slowed to a crawl as he waited for the entire year as he counted down the days till her return. Once the fateful day arrived he went to edge of the other tribe's territory to wait for her. What he saw arriving however wasn't at all what he expected: She returned to him bruised, fur matted with blood and pregnant. When asked what happened she told that she had been raped by her captor several months ago and that when she wanted to leave for her own tribe once her time was done he resisted and hit her. Infuriated though he was he was unable to do anything and instead they resolved to get the elders to act.

The elders however refused to interfere. What happened during the year and a day of slavery was to no longer be discussed and as such no action could be taken. His mate was in tears but Mogir instead decided to do something about it by himself.

That night he snuck into the other tribe's territory. His fur painted black with soot to better hide in the night he came with only a single goal: butcher his mate's captor. When he found him he was once again beating up a slave. Using the distraction Mogir snuck in and slit his throat with a single cut. He then dragged him out of his hut and to the central place of the village where he threw him on the bonfire that always burned in the heart of each village and fled.

News travelled fast though and it was only a few days later that Mogir was called before the elders. The abused slave, which came from Mogir's own tribe, had spoken and said it had been him that butchered the other pongid. Their verdict was as clear as it was cruel: Exile. Mogir had broken the holiest of traditions in murdering another and only the harshest punishment would do in that case. He was given till sunrise the next morning to get his things and say his goodbyes, though most of his tribesmen shunned him. When he wanted to say his farewell to his mate she was nowhere to be found. When he asked the next morning he heard she had gone to the other tribe to raise her baby among it's father's people. Bitter and angry Mogir turned away never to return.

Instead he made his way to a port city and took the first ship he encountered that went far away from those lands. The ship eventually landed him in Absalom.

In Absalom he started working at an import company, working both on unloading cargo and guarding the warehouse. Recently however the company has been shut down and the owner's arrested for their part in a smuggling ring as well as humanoid trafficking. Since then Mogir has simply been roaming the streets, accepting the occasional job to make enough money to feed himself but never for more than a few weeks.