Dog

Neghed's page

34 posts. Alias of Jeremy Packer.


Full Name

Neghed

Race

Kellid-Gloomkin Half-orc

Classes/Levels

Beastkin Berserker Barbarian 1 | ❤ 17/17 | AC 13 – T 10/FF 11 – CMD 16 | Fort +7, Ref +3, Will+2 | Initiative +2 | Darkvision, Perception +4 (+6 to avoid surprise and to detect invisible and incorporeal))

Occupation

1-016

About Neghed

Male Kellid-gloomkin half-orc barbarian (beastkin berserker) 1
N Medium humanoid (human, orc)
Init. +2; Senses Darkvision 90 ft.; Perception +4 (+6 to avoid being surprised and to detect invisible or incorporeal creatures)
-----Defense-----
AC 13, touch 10, flat-footed 11 (+3 armor, +2 Dex, -2 rage)
hp 17
Fort +7; Ref +3; Will +2
-----Offense-----
Speed 30 ft.
Melee greataxe +6 (1d12+7 slashing/x3) or morning star +6 (1d8+5 bludgeoning and piercing) [+2 more damage if two-handed) or dagger +6 (1d4+5 piercing or slashing/19-20)
Ranged dagger +3 (1d4+5 piercing or slashing/19-20) [thrown 10 ft]
Special Attacks rage 8 rounds/day (+4 Str/Con, +2 Will save, -2 AC)
-----Statistics-----
Str 21, Dex 14, Con 20, Int 12, Wis 11, Cha 14
Base Attack +1; CMB +6; CMD 16
Feats Recovered Rage
Skills Acrobatics +6, Climb +9, Intimidate +8 (+9 involving wolves), Perception +4 (+6 to avoid being surprised and to detect invisible or incorporeal creatures), Profession (fisherman) +1, Sense Motive +0 (+1 involving wolves), Sleight of Hand +3, Stealth +2, Swim +9
Languages Common, Orc, Varisian
SQ savage rapport (wolf)
Traits spirit sense, tortured (unhappy childhood)
Combat Gear acid (x2); Other Gear studded leather armor, dagger, greataxe, morning star, backpack, belt pouch, blanket, fishing kit, flint and steel, 50 ft. of hemp rope, sack (x2), half pound of soap, torches (x2), waterskin, whetstone
Base Statistics Without rage, Neghed’s statistics are AC 15, touch 12, flat-footed 13; hp 15; Fort +5, Will +0; Melee greataxe +4 (1d12+4 slashing/x3) or morning star +4 (1d8+3 bludgeoning and piercing) [+1 more damage if two-handed) or dagger +4 (1d4+3 piercing or slashing/19-20); Ranged dagger +3 (1d4+3 piercing or slashing/19-20) [thrown 10 ft]; Str 17, Con 16; CMB +4.

Consumable & Uses:
  • Acid ⬛⬛
  • Torches ⬛⬛
  • Rage ⬛⬛⬛⬛⬛⬛⬛⬛
  • Recovered Rage ⬛⬛⬛⬛⬛⬛⬛⬛

Special Abilities:
Acute Darkvision Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.
Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
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.
Savage Rapport (Ex) At 1st level, a beastkin berserker gains a spiritual connection to a specific kind of creature with the animal type (such as a badger or a triceratops). She adds half her level (minimum 1) on Handle Animal, Intimidate, and Sense Motive checks involving the chosen type of animal.
At 5th level and every 5 levels thereafter (10th, 15th, and 20th levels), the beastkin berserker can select an additional kind of animal to which these bonuses apply.
Spriti Sense (basic [faith]) You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Tortured (unhappy childhood, campaign) You spent a period of time as one of Gaedren Lamm’s enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of “Lamm’s Lambs” before escaping. You’ve nursed a grudge against the old man ever since.
After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.
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.
Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Appearance:
[list]
  • Age 25
  • Height 6 ft. 1 in.
  • Weight 255 lbs.
  • Skin pale grey-green, but tanned
  • Hair black
  • Eyes dark blue
  • Unique Features Neghed bears many scars, mostly on his back, from the beatings Lamm gave him when he was young. In addition, his forearms have matching netting tattoos, given to all of the crew of the Sunset Net, with each season added as another row of netting.
  • Neghed Image Link
  • Rough Background:
    Born to a Kellid slave in Urglin and then sold to a slaver in Kaer Maga, Neghed was eventually freed thanks to the Freeman faction. He was taken to an orphanage in Korvosa but found his orc heritage meant he was abused by his caretaker as well as the other children. In addition, odd things seem to happen such as extra food appearing in his bed when he was hungry. When another boy tried to harm him, somehow the bully ended up losing his ear. Neghed knew he would never be able to explain that he didn't do it, so he fled into the streets of the city.

    Eventually, Neghed joined Gaedren Lamm's gang of thieves. Neghed was never a great thief, but he proved he could flex his muscle to get his way. As he got older though, he often was ordered to discipline the other children but Neghed found even if he tried he could never bring much harm to them. Gaedren found this weakness to be too much, and would discipline Neghed along with the other child himself.

    As the years went on, Gaedren abused Neghed more and more for these failures until one night Neghed refused to discipline a girl names Lara, he beat him and left him for dead in the cold. Neghed knew it was over and felt himself go numb, then slipped into the dark as he heard the howl of a wolf. He woke after a time on the deck of a fishing vessel with the small crew watching him carefully. They told him that he was found floating in the river and they brought him aboard, unsure how he had made it without being finished off by some predator.

    Neghed was offered to join the crew of the Sunset Net, and without any better offer he figured this would be a good alternative to thievery. Soon the crew begin to look at Neghed as a good luck charm. Their hauls were greater than they had ever been. The Net seemed to need less repairs. Occasionally they would see a figure near Neghed, just for a second, but Neghed never did. They would hear a wolf howl from time to time, and Neghed began to feel he could almost hear a voice within it.