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About Morcrug AxehomeRacial Traits
Intimidating:
Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature. Orc Ferocity:
Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity:
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision:
Half-orcs can see in the dark up to 60 feet. Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race. Class Abilities Class Skills:
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Heal(Wis) Knowledge (local) (Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Stealth (Dex). Weapon and Armor Proficiency:
Stalkers are proficient with all simple and martial weapons, and with light armor. Stalkers are not proficient with shields of any kind. Maneuvers:
A stalker begins his career with knowledge of six martial maneuvers. The disciplines available to him are Broken Blade, Solar Wind, Steel Serpent, Thrashing Dragon, Veiled Moon, and either Riven Hourglass or Tempest Gale. If he does not have that discipline’s associated skill as a class skill, he gains it as a class skill. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by stalkers is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown above. The stalker must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the stalker can choose to learn a new maneuver in place of one he already knows. In effect, the stalker loses the old maneuver in exchange for the new one. The stalker need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The stalker can swap only a single maneuver at any given level. A stalker’s initiator modifier is Wisdom. Steel Serpent, Thrashing Dragon, Veiled Moon Maneuvers Readied:
A stalker can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by meditating and focusing his ki for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Stalkers do not need to sleep or be well rested to ready their maneuvers; any time he spends 10 minutes in meditation, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readied maneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the stalker initiates a maneuver, he expends it for the current encounter, so each of his readied maneuvers can be used once per encounter (until they are recovered, see below).
Stalkers may recover their maneuvers in one of two ways. The stalker may either center his awareness of the combat momentarily as a standard action and recover a single expended maneuver of his choice. Alternately, he may recover his stalker initiation modifier in expended maneuvers (min of 2) as a full round action that does not provoke attacks of opportunity, centering his spirit completely to re-align his perceptions of the battle and change his place in it. When recovering his maneuvers in this way, he may move up to his base speed and adds a +4 insight bonus to his Armor Class as his ki defends his form while he re-centers himself. In addition, the next attack he makes this encounter adds his deadly strike damage if it hits. Stances Known:
Stalkers begin play with knowledge of one stance from any discipline open to stalkers. At the indicated levels (see class table), the stalker selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the stalker cannot learn a new stance at higher levels in place of one he already knows. Ki Pool:
At 1st level, a stalker gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in the stalker’s ki pool is equal to 1/2 her stalker level + his stalker initiation modifier (minimum of 1).
At 1st level, the stalker may spend 1 point of ki to grant himself a +4 insight bonus to a single Perception or Sense Motive check as an immediate action, as he uses his ki to feel out the vibrations of others and their hidden motives. At 5th level, the stalker may use his deadly strikes in conjunction with his combat insight to “read” his opponent’s defenses and deliver devastating blows beyond his foe’s guard. The stalker spends one point of ki as a swift action to read his target opponent, and may apply his deadly strike to all martial strikes initiated by the stalker for a number of rounds equal to his stalker initiation modifier against this target. If the stalker scores a successful critical hit against the target while this ability is active, then he activates deadly strike as normal. At 7th level, the stalker may spend 1 point from his ki pool to gain a +4 insight bonus on a saving throw as an immediate action. At 9th level, the stalker can delve into his subconscious in battle and remember key lessons from his training. The stalker envisions potential scenarios where martial abilities he has not readied come into play and gains a momentary burst of martial insight. A number of times per day equal to his stalker initiation modifier, the stalker can spend one ki point as a swift action and trade one readied maneuver for another maneuver known of the same level or lower. The new maneuver is immediately readied and accessible for use. The character may initiate this maneuver and recover it as if he had prepared at the beginning of the day (or when ever the stalker readied his maneuvers last) until the end of the combat encounter. The ki pool is replenished each day after 8 hours of rest and meditation; these hours do not need to be consecutive. If the stalker possesses levels in another class that grants points to a ki pool, stalker levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The stalker can now use ki points from this pool to power the abilities of every class he possesses that grants a ki pool. Deadly Strike:
The stalker is capable of maximizing his deadliness whenever he lands a critical blow upon his opponent, opening his target up for future punishment as the stalker becomes attuned to his prey. Whenever the stalker scores a successful critical hit against a creature, his deadly strike ability activates against that creature for a number of rounds equal to his stalker initiation modifier. Deadly strike inflicts extra damage, to only this target creature, on all of the stalker’s attacks. This extra damage is 1d6 at 1st level, and increases by 1d6 for every four stalker levels thereafter. When the stalker scores a critical hit, this extra damage is not multiplied, it is simply added to the damage. If the stalker scores a successful critical hit during the time his deadly strike is active, the duration of this ability is extended by one round (no more than one extension can be made per round). Ranged attacks can count as deadly strikes only if the target is within 30-ft. Deadly strike is more effective with weapons with higher critical multipliers, such as scythes and battle axes. Weapons with a x3 critical multiplier inflict damage with deadly strikes using a d8 instead of a d6, and weapons with a critical multiplier of x4 use d10’s. Damage multipliers higher than x4 use d10’s for deadly strikes damage.
Deadly strike may not be used with weapons that inflict non-lethal damage. The stalker must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Creatures immune to critical hits or precision damage cannot be targeted by a deadly strike. A stalker cannot deadly strike while attacking a creature who has concealment. Stalker Arts:
As a stalker gains experience, he learns a number of arts that aid him and confound his foes. Starting at 1st level, a stalker gains one art; he gains an additional art at 3rd level and new arts every four class levels attained after 3rd level. A stalker cannot select an individual art more than once (unless noted). Stalkers select their arts from the following list. Killer’s Implements (Ex):
Killer’s Implements (Ex)The stalker chooses a melee weapon he is proficient with, and gains the benefits of the Weapon Finesse and Deadly Agility feats when using that weapon, even if that weapon could not normally be used with those feats. At 6th level and every five levels thereafter, the stalker chooses an additional melee weapon to gain the benefits of this ability with. The stalker can change one of these weapon choices by practicing with a new weapon for ten minutes. This stalker art counts as both Weapon Finesse and Deadly Agility for the purposes of meeting prerequisites. TL;DR Manuevers Known:
6 Dizzying Venom Prana:
Discipline: Steel Serpent (Boost); Level: 1
Initiation Action: 1 swift action Range: Next melee attack or ranged attack Target: One creature Duration: Instant Saving Throw: Fort negates By focusing his ki onto a weapon, the disciple readies a spiritual poison which dizzies and confuses the minds of his foes. After initiating this boost, the next melee or ranged attack that the disciple makes staggers his foe for 1 round. In addition, if the target fails a Fortitude save (DC 11 + initiation modifier), the target also suffers 2 points of Wisdom damage. This is a supernatural ability. Hunting Serpent Blow:
Discipline: Steel Serpent (Strike); Level: 1
Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: Instant DESCRIPTION The disciple hunts his foe through the emulation of a hunting serpent, obfuscating his true attack until the moment he strikes. The disciple makes a Heal check with a difficulty equal to his opponent’s armor class. If this check is successful, then the target is made flat-footed and the disciple may make a melee attack against him, inflicting an additional 1d6 points of damage if successful. If this Heal check fails, then his opponent sees through this ruse, and the disciple makes his melee attack with a -2 penalty as the enemy is anticipating his attack. Leaping Dragon:
Discipline: Thrashing Dragon (Boost); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Instant DESCRIPTION As a dragon takes wing, his powerful legs thrust him skyward as his wings spread out to clutch the air. The disciple of the Thrashing Dragon uses this technique to suddenly launch himself into the air as if he were attempting flight. The initiator may make an Acrobatics check to jump as a swift action, and he gains a +10 competence bonus to his Acrobatics check and is treated as if he had a running start. Sting of the Rattler:
Discipline: Steel Serpent (Strike); Level: 1
Initiation Action: 1 standard action Range: Melee attack or ranged attack Target: One creature Duration: Instant DESCRIPTION Disciples of Steel Serpent learn to emulate the swift and powerful strikes of the serpent kingdom and leave lasting wounds through the power of their ki. By focusing this harmful energy into a single attack, the disciple may cause more grievous injuries than his opponent would register immediately. The disciple makes an attack and if successful, inflicts an additional 1d4 points of damage. The following round on the disciple’s turn, the enemy takes an additional 1d4 points of damage due to the venomous ki that has built up in the wound. This is a supernatural ability. Offensive Roll:
Discipline: Thrashing Dragon (Strike); Level: 1
Initiation Action: 1 full-round action Range: Melee attack Target: One creature Duration: Instant DESCRIPTION As the disciple moves by his opponent, he may drop into a tumbling roll and strike at it from a surprising angle. The initiator must move at least 10 ft. alongside an enemy (which provokes attacks of opportunity unless the initiator is using Acrobatics to tumble) and make a Acrobatics check with a DC equal to the target’s Armor Class. If successful, the target is considered flat-footed and the strike inflicts an additional 1d6 points of damage. The character initiating this maneuver may move up to his full base speed, making the attack along any point of the moment. Inner Sense:
Discipline: Veiled Moon (Counter); Level: 1
Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instant DESCRIPTION By sensing ripples in the spiritual world around him, the Veiled Moon disciple is capable of better avoiding dangerous effects and situations. This counter grants the disciple a +2 insight bonus to a single saving throw. Maneuvers Readied:
4 Ki Pool:
4 Stances:
1 Body of the Night:
Discipline: Steel Serpent (Stance); Level: 1
Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance DESCRIPTION A wielder of the secrets of Steel Serpent knows his body and how to use it effectively in the art of stealth. By learning to manipulate his ki flows to obscure his movements from sight and hearing, using his body- control to mask the signs of his passage. The disciple may add his ranks in the Heal skill to his ranks in the Stealth skill when making a Stealth check while in this stance as a competence bonus. While in this stance, when making an attack against a flat-footed opponent or one that has been denied its Dexterity bonus to AC, the disciple gains a +4 competence bonus to attack rolls and inflicts an additional 1d6 points of damage. This is a supernatural ability. Skills With Ranks::
Stealth 1, Acrobatics 1, Heal 1, Perception 1, Disable Device 1, Sense Motive 1, Escape Artist 1 Background Skills:
Appraise 1, Craft (Weapons) 1 Traits:
Merchant's Child:
One of your close relatives was a gifted merchant and taught you early in life how to see the innate value in any object. Benefit: You gain a +1 trait bonus on Appraise checks, and Appraise is always a class skill for you. Signature Moves: You’re known for some unique item that has become your trademark. Benefit(s): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands. Feats Weapon Group Proficiency (Axes):
Proficiency with all weapons of the Axe group. Butchering Axe:
Cost 65 gp Weight 25 lbs.
Damage 1d12 (small), 3d6 (medium) Critical ×3 Type slashing Category two-handed Proficiency exotic Weapon Group axes A creation of orc smiths, this axe has an oversized head bristling with spikes and a long, thick haft that only barely counterbalances its weight. If your Strength is less than 19 (or 17 for a Small or smaller butchering axe), you take a –2 penalty on attacks with it, as you’re unable to maneuver its daunting size and weight. Equipment:
Masterwork Butcher's Axe 25
Leather 10 Smoked Goggles - Inventory:
Shaving Kit: a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves. Price 15 gp; Weight 1/2 lb. Monk’s Kit: This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin. Price 8 gp; Weight 22 lbs. Equip Load: Light: 43 lbs. or less Medium: 44–86 lbs. Heavy: 87–130 lbs. Morcrug's Story and His Motives:
Life So far:
Morcrug grew up on the streets of Riddleport, he thinks his parents must have been pirates or sailors of a sort. He has vague memories of crashing waves and feet running along a ship's deck, of running to the wharf and seeing a ship in the distance. But that's not who he is. He's lived as a waif for a number of years before stumbling into Redrith Axehome's Smithy in Riddleport and finding himself a new life. Redrith didn't think much of Morcrug, but gave him some basic work to do for food and shelter. After a few years Morcrug had proved himself a capable weapon-smith and had even been adopted by Redrith, who never had any kids. Redrith saw more than a talented smith in him, he also saw a kind of attentiveness and virility he was all too familiar with. Redrith began to train him in more than just the smithy's trade. After a few more years of training in both the ways of a weaponsmith and a stalker, Redrith sent Morcrug to another teacher to hone both of these trades. Morcrug has training with them for 4 years, and is about to graduate. Goals:
Morcrug doesn't know exactly where his goals lay, he knows he wants to return to his adoptive father and show him the progress he has made, but he also wants to track down his real parents and give them a piece of his mind. He knows two things for certain. One: Making and selling weapons is his future. Two: He hates hagglers, and knowing how to swing around his Buther's Axe is sure to ensure they pay full price. |