Fighter

Nevaal Orcbane's page

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Full Name

Haile

Race

Prime Mul, Ogrekin

Classes/Levels

Unchained Barbarian 4

Gender

Male

Size

Medium

Age

20

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Dwarven

Occupation

Gladiator

Strength 26
Dexterity 14
Constitution 20
Intelligence 8
Wisdom 12
Charisma 8

About Haile

Background:

Born in the slave pits on the world of Athas in the shadows of a dying sun Haile was bred to fight in the gladiatorial rings for the pleasure of priest kings and nobles. His mother was a mul and was supposed to be sterile but through alchemical draughts and defiling magic she became pregnant from the seed of an ogre in some diabolical scheme that should have never been. He was blessed to have never known his father and was sure the creature had died before he was born; likely in the same arena he fought it.

His youth was not pleasant. It was a mixture of hard training from his masters, abuse from his jailors, and a tough tenderness from his mother. She was rewarded for wins in the ring with time with her son. And mom could fight. From his early teens he trained daily and killed his first man before he was 14. Mom was proud. For his come of age his owners promised something special. On his 16th birthday he was pitted against his own mother. Knowing that they both would be slain if they did not fight his mother fell on her own sword and died in sands to the booing of the crowd.

In attendance at the arena that day was a Horizon Walker and servant of Cayden Cailean named Juvins. He has his own reasons for being there that day on that world but that is another story. Such cruelty offended the man who was, after all, a servant of the god of freedom and so he acted. It was a simple matter for the master Walker to spirit Haile away from both his jailors and his dying world. But where would such a creature fit in? Few worlds would accept Haile. Then Juvins thought of Sigil, the City of Doors.

Haile has been in Sigal now for over a year. Juvins had initially set him up in an inn favored by adventurers and Haile has been able to maintain himself quite well by hiring himself out as a guard or mercenary. He likes his new home where no one ever beats him and he eats what and when he wants. He now follows Cayden Cailean himself and has become quite fond of strong drink. Over the year he has been in Sigal he has developed quite a name for himself and has become somewhat selective in the tasks he takes on. It seems he too hates slavery and captivity and takes every opportunity to oppose it. This is his passion. He has not seen Juvins in a while and is a little worried about the traveler. His favored possession is his Stagger Proof Boots the bear the holy symbol of Cayden Cailean on the uppers that were a gift from his savior.

1) 3 concepts that explain your character
- Haile is a slow thinker. It takes him a while to decide on most things. But he is a creature of action once decided.
- One thing it does not take him long to decide on is to act against slavers and to try to rescue captives. He hates slavery and will not tolerate it. Consider him impulsive on this.
- Haile considers strong drink a religious ritual. While he often drinks, he seldom overindulges.
- Due to the nature of arcane magic in his home world of Athas Haile knows little about it and trusts it even less.

2) 2 secrets: one your character keeps from the party, one kept from your character
- Haile does not talk about his Ogre heritage. He explains he is a Mul, which is strange enough that few ask further questions.
- Haile's father actually loved his mother and was quite gentle. He did not die in the arena but due to his strength was a valued slave in the mines. He knows of Haile and likely lives to this day.

3) 3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
- Juvins, the high level Horizon Walker who saved Haile. He may be gone for good or he may be back in Haile’s life as early as tomorrow.
- Haile’s father who is still back on Athas.
- Stanton, the owner of the inn who has come to like Haile and sort of looks after the barbarian. This is mutually beneficial as few trouble makers come to the Inn when they know the Mul is about.

4) 1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
-Haile would like to become part of an anti-slave/pro liberation movement. He likely is not smart or charismatic enough to start one but will be happy to be an active follower.
- I’d like the party to work to free those who are oppressed wherever we end up and to generally be of good alignment.
- This is my first time playing an unchained barbarian. I want to learn the class while focusing on the RP aspects and not specifically the mechanics of the class.

5) I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
- Two fears – Arcane Magic and being captured/enslaved again.
- His flaw is his lack of education. He has no knowledge skills and drawback, Unlearned, prevents him from even rolling untrained on Knowledge Arcana because arcane casters were rare and mostly considered evil on Athas.
- Even though he is a barbarian he does not wantonly kill and wants to believe most people (creatures?) deserve a chance to change. So he can and often will do nonlethal damage with him hammer unless he knows his foes are evil by their nature (demons, etc).

Haile
Prime Mul ogrekin unchained barbarian (invulnerable rager) 4
CG Medium humanoid (MUL, giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +8

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Defense
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AC 23, touch 13, flat-footed 21 (+7 armor, +2 Dex, +3 natural, +1 deflection)
hp 57 (4d12+24)
Fort +10, Ref +4, Will +3; +2 vs. disease, poison, sickened or nauseated, +3 competence bonus vs. spells and spell-like abilities while raging but must resist all spells, even allies', +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities; DR 2/—, 4/lethal; Resist extreme endurance, fortified drinker

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Offense
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Speed 30 ft.
Melee:
+1 cold iron earth breaker +13 (2d6+12/×3) or
MW Cold Iron spear +13 (1d8+12/×3) or
unarmed strike +12 (1d3+8 nonlethal) or bite +12 (1d4+8)

Range:
MW Cold Iron spear +6 (1d8+8/×3) or
Cold Iron Chakram +6 (1d8+8/×2) or
Silver Chakram +6 (1d8+7/×2)

Special Attacks rage (17rounds/day),rage powers (lesser beast totem, superstition+3)
NOTE: Can activate Rage as an immediate action; costs 1 round of rage

Raging Attacks
cold iron earth breaker +15 (2d6+15/×3) or
MW spear +15 (1d8+15/×3) or
Claws +14 (1d6+10 nonlethal) and bite +14 (1d4+10)

Range:
MW Cold Iron spear +8 (1d8+8/×3) or
Cold Iron Chakram +8 (1d8+8/×2) or
Silver Chakram +6 (1d8+7/×2)

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Statistics
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Str 26, Dex 14, Con 20, Int 8, Wis 12, Cha 8
Base Atk +4; CMB +12; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Power Attack, Raging Vitality
Traits fortified drinker, mock gladiator, reactionary

Skills:
Acrobatics +6
Appraise -1 (+1 to assess nonmagical metals or gemstones)
Climb +12
Handle Animal +6
Intimidate -1 (Immediate action demoralize after scoring a critical hit with the chosen weapon)
Perception +8
Profession (gladiator) +5
Ride +3
Survival +5
Swim +9
Racial Modifiers
Languages Common, Dwarven
SQ bad eyes, fast movement, oversized maw, unlearned

Gear

Armor:+1 (attuned) agile breastplate

Weapoons:
+1 (attuned) cold iron earth breaker
MW Cold Iron Spear
Cold Iron Chakram X6
Silver Chakram X2

Magic:

tagger-Proof Boots:

These calf-high leather boots are inscribed with Cayden Cailean’s holy symbol. The wearer can stand up from prone without provoking attacks of opportunity and gains a +4 bonus to CMD against bull rush and trip combat maneuvers. Once per day as an immediate action, the wearer can move up to 30 feet; this movement provokes attacks of opportunity as normal.

Gear:
Alchemist's Fire
Backpack
Barbarian chew
belt pouch
Blanket
Climber's kit
Crow Bar
Flint and Steal
Pot
Soap
Torches (10)
Trail rations (5)
Vermin Repellent (4)
Waterskin
Wetstone

Coin:2,068 gp
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Special Abilities
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Bad Eyes The ogrekin is partially blind. Creatures targeting the ogrekin increase their attack bonuses for flanking to +4, and the ogrekin takes a -2 penalty on all ranged attack rolls against targets more than 30 feet away.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white only).
Endless Stamina: +4 racial bonus to Con checks and fort saves vs fatigue, exhaustoon, etc. Plus gain Endurance.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferosity
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oversized Maw The ogrekin gains a bite attack (1d4).
Power Attack -2/+4/+6 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 17 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Superstition +3 (Ex) While raging, gain bonus to save vs. spells, but must resist all spells even allies'. Unlearned (Knowledge [arcana]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Mul - regain HP at twice the normal rate from rest