![]() About Runt the DiamondRunt the Diamond:
Runt, the half-blooded bastard of some orc in the wilderness and a human woman, as far as he can tell. Definitely the tusks and dark skin of one of the Junglekin orc tribes, but no distinctive horns of a Tiefling, no metallic hair of an Aasimar, too tall to be even half-dwarf, or gnome, and no self-respecting, full-blooded jungle orc (and isn't that an oxymoron) would lower himself to mate with an elf of any sort. Supposedly abandoned by his mother after birth, he had never known either of his parents. But it was not his destiny to die.
He was told when he was young how his tribe found him, crying, nearly dead from exposure to the sun, dehydration, and hunger, but even in their camps the Dawnflower can be found. These orcs, overseen by another half-blood, took him, despite being obviously physically different than any in the region, and nursed him back to health. Due to the lack of proper nutrition in the days following his abandonment, Runt earned his name. He never quite grew into his body as well as others thought he should have, but his strength shown in other ways. Having a smaller, thinner body, combined with the nomadic nature of his father's tribe seemed to have given him the ability to outrun most of his compatriots. He took to this with all of his heart - the one thing that he could do better than the others. That didn't stop orcs, even half-orcs, from ridiculing and picking on the runt. He grew up quick, and he grew up mean, his fists got hard, and his wits got keen, and it was only after several years of this that the tribal chieftain took him aside and pointed out that, despite the rage that he had built up towards some of the others in the tribe, it was his size, and the others' treatment of him that helped to make him strong. The chieftain told Runt that he was at a crossroads in his life; nearly an adult, he could embrace the anger, let the bitterness and hatred turn him into what others fear when they see the color of his skin: a bloodthirsty orc with no regard for any life save his own. Or, he could acknowledge it, learn to control it and focus it, take all of his resentment and channel it into something worthwhile. He could take that which he was most ashamed of, and accept it, thereby turning it into a shield against others' perceptions. It was proudly told to him that, despite his physical heritage being a jungle orc, he was raised as a Sandkin and should consider himself as such, and represent himself as such. Runt walked out of the camp that night, only uttering a small prayer to Desna to help him find his own path in life. Runt again found piece in running. He would run for miles at a time and, while it always left him exhausted, the sheer exertion of it always left him feeling better about himself. At least, until he arrived in the next settlement or town. His mentor was correct: most saw him only as a bloodthirsty monster. But he found that it stopped bothering him after a while, instead of bothering him more as time went on. He grew adept at measuring the attitude of the towns that he came into, and quickly joined a courier's guild in one that didn't resent him outright. He figured that, if he was going to move into and out of a village within a couple of days at most, he might as well get paid for it. It was exactly this which led to his enlistment in Aergoreth's army. The military's strict hierarchy allowed Runt to find acceptance based on his personal merits instead of finding hatred based on preconceptions from his skin color. Able to traverse terrain which proved too deadly or rough for others, Runt was (relatively) quickly assigned to carrying messages to and from Aergoreth's command posts directly, messages which needed to be sealed against all forms of scrying and so could not be transmitted through the arcane aether; the military's commanders could never be sure exactly what arcane abilities the old Runelord had at his disposal, or so he was told. Runt's most distinguishing feature, however, is that he couriered these messages without arms or armor. By the time the Runelord was defeated, Runt was in command of the intelligence battalions, charged with ensuring that communications both magical and mundane were available and uninterrupted, and it was this that allowed Aergoreth to coordinate his war so successfully. When Aergoreth sent Runt to the cathedral of the Ascendant Court, Runt asked for a change in position, should he Ascend. He requested that, with the military no longer required to operate at its recent level, he be allowed to take to the road again. Using his prowess to keep the King's Roads clear of thugs and bullies. Asking that the request at least be considered, even if not granted, Runt made his way to the Ascendant Court and stepped into the test. The only difference in Runt's physical appearance when he emerged was the color of his eyes: a nearly pure white, speckled with red flecks. Runt walked out in what appeared to be a full ceremonial uniform* of white, gold, and blue. With a quick glance across the crowd that inevitably awaited anyone attempting the Test, Runt began the trek back to his waiting God-King. Runt led himself to Aergoreth's audience room and waited, letting the rumors fly faster than even Runt could move and waiting for his King to either see him or summon him in his own time. Why Diamond?:
The color white often stands for purity, peace, and protection. Diamond itself is one of the hardest natural materials in the world. The lessons learned from his childhood and his time in the God-King's military have given Runt both a will of, well diamond, and a sense of inner peace nigh incomparable; words and actions born from a place of hatred and fear have no effect on someone who knows themselves, and knows whether it is unwarranted. Additionally, while Runt himself is well aware of the cliche - having been raised by a sandkin tribe in the deserts of Qadira where childrens' tales always seem to feature an orc in a place of righteousness - he hopes to be a shining beacon from which to teach tolerance.
Runt's use of white clothing originally stemmed from necessity due to being raised in a desert environment, and is continued as a deliberate method to steer peoples' thoughts away from him - or others like him - hiding and sneaking about in the shadows, generally being a menace to society. As an added bonus, the white combined with the small amounts of gold in his uniform can easily tie him to the God-King, whose primary colors are supposedly well-known. Runt crunch:
Male half-orc unchained barbarian (spirit totem) 11/monk (martial artist) 11/gestalt 11/Champion 3 (Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Ultimate Combat 59, Pathfinder Unchained 8) NG Medium humanoid (human, orc) Init +7; Senses darkvision 120 ft., scent; Perception +18 -------------------- Defense -------------------- AC 28, touch 22, flat-footed 26 (+2 armor, +2 deflection, +2 Dex, +2 enhancement, +4 monk, +4 natural, -2 rage, +4 Wis) hp 203 (11d12+71) Fort +12, Ref +12, Will +17 Defensive Abilities danger sense +3, hard to kill, improved evasion, improved uncanny dodge; DR 4/—; Immune exhaustion, fatigue -------------------- Offense -------------------- Speed 130 ft. Melee unarmed strike +24/+19/+14 (6d8+13/19-20/×3) or . . unarmed strike flurry of blows +33/+33/+28/+28/+23/+18 (6d8+13/19-20/×3) or . . bite +20 (1d4+9), 2 claws +20 (1d8+9/×3) Special Attacks flurry of blows, mythic power (9/day, surge +1d6), pounce, rage (36 rounds/day), rage powers (beast totem[APG], greater beast totem[APG], lesser beast totem[APG], brawler[APG], increase damage reduction +2), stunning fist (3/day, DC 20) -------------------- Statistics -------------------- Str 22, Dex 14, Con 14, Int 10, Wis 18, Cha 10 Base Atk +11; CMB +23; CMD 37 Feats Combat Meditation, Deepsight[APG], Improved Critical[M], Improved Unarmed Strike, Keen Scent[APG], Meditation Master, Medusa's Wrath, Pummeling Style[ACG], Slow Time, Stunning Fist, Weapon Focus (unarmed strike)[M], Weapon Specialization (unarmed strike) Traits bully, reactionary Skills Acrobatics +13 (+64 to jump), Intimidate +17, Linguistics +11, Perception +18, Profession (Courier) +18, Sense Motive +10, Survival +18 (+20 to avoid becoming lost); Racial Modifiers +2 Intimidate Languages Abyssal, Celestial, Common, Daemonic, Dwarven, Elven, Gnoll, Gnome, Goblin, Halfling, Infernal, Orc, Undercommon SQ aerial assault[MA], amazing initiative, exploit weakness, fast movement, fast movement, high jump, impossible speed[MA], maneuver training, mythic rage[MA], orc blood, pain points, physical resistance, recuperation, sudden attack[MA] Combat Gear caltrops, vicious; Other Gear bracers of armor +2, monk's robe, ring of sustenance, stonefist gloves[MA], vest of endure elements, bedroll, belt pouch, belt pouch, belt pouch, belt pouch, belt pouch, blanket[APG], canteen[UE], chalk, collapsible plank[UE], compass[APG], cot[UE], everburning torch, folding chair[UE], folding ladder[UE], folding pole[UE], folding shovel[UE], folding table[UE], masterwork backpack[APG], mug/tankard, pot, scroll case, signet ring, small tent, star charts[ARG], tent cover[UW], twine (50')[APG] (4), 10,012 gp, 9 sp, 3 cp -------------------- Special Abilities -------------------- Aerial Assault (+30 ft) (Su) When charge use 1 power, add to jump distance & +1d6 wep dam/10 ft of height, or grapple and pull foe down. Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Beast Totem +3 (Su) +3 to Natural Armor while raging. Beast Totem, Greater (Su) Pounce ability and 1d8 claw damage while raging Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small). Combat Meditation (11 rounds, 4/day) Can lose Med. Master bonus to roll a check 2x. As a full rd action, count as meditated for 1 rd/lvl. Damage Reduction (4/-) You have Damage Reduction against all attacks. Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps. Darkvision (120 feet) You can see in the dark (black and white only). Exploit Weakness +15 (Ex) At 4th level, as a swift action, a martial artist can observe a creature or object to find its weak point by making a Wisdom check and adding his monk level against a DC of 10 + the object's hardness or the target's CR. If the check succeeds, the mar Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed. Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Flurry of Blows +20/+20/+15/+15/+10/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. High Jump (+11/+31 with ki point) (Ex) +11 to Acrobatics checks made to jump. Immunity to Exhausted You are immune to the exhausted condition. Immunity to Fatigue You are immune to the fatigued condition. Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour. Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+. Increase Damage Reduction +2 (Ex) While raging, DR increases by 2. Maneuver Training (Ex) CMB = other BABs + Monk level Meditation Master Meditate 1 hour after 8 hours of rest to get +1 Insight bonus to any roll over next day. Medusa's Wrath Full attack: Add 2 unarmed strikes against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. Mythic Rage (+1 rounds) (Su) Recover rage rounds w/mythic power, attacks bypass DR for rest of turn. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind. Physical Resistance 2 (Ex) At 7th level, if a martial artist suffers any effect that causes ability damage, ability drain, or temporary ability score penalties, the effect is reduced by 1 point. This reduction increases by 1 for every three levels beyond 7th (to a maximum redu Pounce (Ex) You can make a full attack as part of a charge. Pummeling Style Total damage from all unarmed attacks before appplying DR. Rage (Unchained, 36 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. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Slow Time (1/day) (Ex) After using Combat Meditation: Gain effects of haste for 1 rd/2 lvls. Stunning Fist (3/day, DC 20) You can stun an opponent with an unarmed attack. Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR. Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount. Weapon Focus [Mythic, Unarmed strike] 1 MP: As a swift action, add half tier to attack with selected weapon. Mythic notes:
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