About Oro-TuOro-Tu
HP : 104, death at -20; raging 122, death at -24 (1d10+8d12+27)
Fort: +12, raging +14 (8 base, 3 con, 1 cloak)
Special Qualities: Endure Elements (Hot), Guarded Life, Diehard, Immune to Fatigue, Exhaustion Reduced to Fatigue. Offense: BAB : +9/+4
Special Attacks: Rage, Combat Expertise(-3/+3), Power Attack(-3/+6 or 9), Reckless Abandon(-3/+3), Combat Reflexes, Dirty Trick (3/day immediate action), Strength Surge (+8 CMB/CMD/STR immediate action) Melee: +1 Furious Tepoztopilli, +15/+10, (1d10+8/19-20/x2); options: brace, reach, +2 resist sunder, P/S (Raging: +19/+14 1d10+13) Ranged: +2 Composite Longbow (+4 Str), +13/+8, (1d8+6/x3/110ft); options: 5ft smoke(10), P Other Attack Options:
Melee: MW Urchine Spine Bracers, +15/+10, (1d6+5/x3); options: rake, -1 to enemy rolls on hit, +1 shield bonus, B/P MW Armor Spikes, +15/+10, (1d6+5/x2), P MW Falchion, +15/+10, (2d4+6/18-20/x2), S Ieku War Oar, +14/+9, (1d8+6/x3); options: reach, B Unarmed Strike, +16/+11 (1d3+7/x2); options: nonlethal, B Ranged:
Skills:
6/barbarian level, 4/fighter level, total 52
Acrobatics +19, +23 jumping (9 ranks, 2 dex, 3 class, 5 boots)
Feats:
Combat Reflexes (3 AOO/round, can AOO while flatfooted, 1 + 2 dex, human) Endurance (+4 bonus to endurance activity, sleep in armor, fighter) Diehard (Continue fighting below 0 HP, still take 1HP damage/rd, fighter) Power Attack (-3 attack, +6 damage/+9 damage 2-handed/+3 damage offhand, 1+1/4lvls, 1st) Combat Expertise (-3 attack, +3 dodge AC, 1+1/4lvls, 3rd) Stalwart (Trade AC bonus from Combat Expertise or fighting defensively for extra DR/-, 5th) Improved Unarmed Strike (No AOOs, armed, lethal/nonlethal, 7th) Extra Rage Power (Greater Guarded Life, 9th) Class Abilities:
Unbreakable Fighter: Simple/Martial weapon proficiency, Heavy Armor/Shield proficiency, Lose Tower Shield proficiency, Endurance/Diehard replace bonus feat at level 1, +1BAB, +2/0/0 F/R/W, 4 SP Invulnerable Rager Barbarian: Fast Movement (+10ft), DR/- at 1/2 barbarian level and double vs nonlethal, endure elements(hot climates), Fire Resistance 2, Rage, 4 Rage Powers, +8 BAB, +6/2/2 F/R/W, 48 SP Rage: +4 str/con, +2 will save, -2 AC, fatigued afterwards, 21 rounds/day Powers:
Traits:
Armor Expert (-1 to ACP) Indomitable Faith (+1 to will saves) Racial Abilities:
+2 Strength Bonus feat (Power Attack) Heart of Wilderness (replaces skill point bonus): +1/2 level to survival and negative HP limit before death, +5 con check to stabilize Favored Class (Barbarian): +1/3 bonus to superstition rage power (+3 total) Moamasu: Proficient with all coral bracers and weapons, proficient with the tewhatewha Equipment:
Tattoos
Serpentine Tattoo (3/day on unarmed/monk attack immediate action dirty trick maneuver, no AOO) Worn Headband: Headband of Havoc (instantaneous rage at double cost for the round, +4 barbarian levels to one rage power every rage) Shoulders: Cloak of Stubborn Resolve and Resistance +1 (ignore fatigue, exhaustion becomes fatigue) Neck: Amulet of Mighty Fists +2 Armor: Mithral Breastplate (+6/+5/0) with MW Armor Spikes 1d6/x2, P Belt: Belt of Giant Strength +1 Wrists: MW Urchine Spine Bracers, 1d6/x3, rake, -1 enemy rolls, +1 shield bonus, B/P Ring 1: Ring of Protection +1 Boots: Boots of Elvenkind (+5 acrobatics) Weapon: +1 Furious Tepoztopilli (Hand Crafted Bardiche), 1d10+1 19-20/x2, brace, reach, +2 resist sunder, P/S Efficient Quiver, on back
Compartment two
Compartment three
Scrimshaw Tooth Necklace (Each tooth has Ronjoronjo inscribed and a stopper, can be removed to consume potion/oil)
Backpack
Sack (attached to backpack)
Pouch (on belt cord)
All wood/leather/cloth treated with unguent of timelessness Tuahine (Hunting Dog)
Funds:
copper: 4 silver: 3 gold: 14 platinum: 0 gems: 0 Total: 14gp, 3sp, 4cp XP:
19,000 - base XP +1,355 - Bodak and Roachlord +1,800 - Skum +200 - Swarm +2,400 - Jawbone quest ---------------------- 24,755 - Level 6 +1,000 - Return of Jawbone +600 - Portcullis Trap +2,466 - Mummy and Snakes +400 - Minotaur Zombies +1,335 - Necromancer and Worms +820 - RP! and Vampire +620 - Barghest +2,160 - Worm corpses +2,731 - BONUS! ---------------------- 36,887 - Level 7 +533 - RP! +2,135 - Giant Scorpion +535 - RP! +7,110 - Bonegnaw, Smugglers, Cockatrice, Chimera +535 - Put Bard Ghost to rest +400 - Sharks +700 - Barbarians and Traps +4,640 - Ka'noa and Iku-Tursas (dire shark) ---------------------- 53,475 - Level 8 +400 - Saved Village! +1,000 - Finished personal quest to aid his village! +320 - Skrag +500 - Waverider RP +1,000 - Tame +535 - Vampire Spawn +1,200 - Plant! +1,200 - Girallons +1,200 - Scylla +300 - Cockatrice +2,100 - Guardian and Plant +3,200 - Traps in Temple of Caldera +1,600 - Devourer +1,800 - Mummies +3,200 - Pale Queen Vampire +1,370 - Mummies +1,600 - Advanced Clay Golem +1,200 - Wyverns +1,333 - Mohrg and Zombies +933 - Sea Gargoyles +1,000 - Christmas +2,780 - Sharks and Weresharks ---------------------- 83,246 - total XP 105,000 - Needed for level 10 (21,754 remaining) Background:
Oro-Tu grew up in a tribe known among the Tulita for the elders within, and for it's knowledge of the colonists and the outside world. His sister, Mele-Pila, was very close to him throughout their childhood, and fostered a strong loyalty to his family and his tribe. When Mele-Pila was found to be gifted as a spirit speaker, their paths were forever separated. She was kept with the soothsayers and shamans, whereas Oro-Tu spent all of his time hunting in the lands and seas around their territory, mastering the art of trapping food and following his quarry. As he aged, he took on the physical appearance of his father, tall for a Tulita and wide of shoulders and breadth as well. Just as gifted as his sister, but with a gift of the wild spirit, he became almost one with the land. It was after a savage attack on the tribe by sharks that Oro-Tu was marked for his ability in combat. Several of the sharks were black, which greatly troubled the village elders. Ordered by a village elder after the attack, Oro-Tu became an Ilamuku, or body guard, for the tribe. He took his new-found duty very seriously, honing his aggressive hunting posture to accommodate defending a person or place. He began to use a self-made hunting weapon of his own design, a thick shaft of wood with animal and shark teeth, as well as obsidian and coral, dotting the upper half of the length, which was well over his own height. After his new appointment as an Ilamuku, Oro-Tu began his next phase of his life. He traveled frequently while guarding a special personage or a trade mission, often picking up on the languages around the area as well as their cultures and habits. Without regard for the disdain of his brethren, Oro-Tu used his small personal funds (mostly acquired from outlanders as tips for performing his duties) to acquire foreign accoutrements, such as his first breastplate, as well as outsider weapons. During his time at home, the elders taught him the Ronjoronjo, the sacred Tulita. It was not only a great honor, but allowed him to function more effectively when dealing with other tribes and their elders, and to help him remember his place as a Tulita while in the midst of foreign cultures and their temptations. Oro-Tu has now been sent out of his territory, though not for the first time. Important events and omens were afoot, and the brave Ilamuku has been sent on a mission. Oro-Tu must venture to Port Shaw to meet Milliauka, a shaman of the Tulita. Without hesitation or even a farewell, he has gathered his few belongings and his recently acquired dog Tuahine, meaning little sister, and left on his journey.
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