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About SanuthaStats:
Sanutha Female Half-Orc (Kellid) barbarian 1 CG Medium humanoid (orc, human) Init +2, Senses darkvision (60 ft.); Perception +2 ================================================= DEFENSE ================================================= AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural, ) hp 15 ((1d12)+3) Fort +6, Ref +3, Will +3 =================================================
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Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Headstrong You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don't try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race. Rage You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 7 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 7 rounds per day. You 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 2 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Standard Rage Starchild (Desna) Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost. Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5. Vexing Defender You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you. Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Background:
Born in the wilds of the Realm of the Mammoth Lords, Sanutha was raised in the Fangmoon Trbe. She knew nothing of her father, but she was raised by her mother, a strong Kellid woman. Some whispered that Sanutha’s mother had numerous trysts with an orc warrior near Belkzen. Many among the Fangmoons looked down on Sanutha due to her mixed heritage, but the half-orc fought and struggled her way to acceptance and recognition. However, she was still discriminated against until one day, a massive dire sabertooth tiger attacked her and the hunting party she was with; while the other warriors were terrified, Sanutha was not. She wrestled with the beast, receiving numerous scars in the process, but she killed the tiger by breaking its neck. So amazed by her bravery and warrior spirit, the other warriors praised her and upon returning back to the tribe’s camp site, told of her heroism. Her tribe welcomed her with open arms. To commemorate her actions, she fashioned a dagger made from one of the animal’s fang. She was 10 years old at the time. When she turned 12, she killed a dire wolf, wearing its pelt like a headdress. She was well-known in her tribe for being able to battle monsters and beasts bigger than her. By the time she turned 14, she was an accomplished warrior, her body covered in tattoos, scars, and war paint. Then, on her 16th birthday, she bested two hill giants, ripping one’s throat opened with her tusks and cutting the other down with her axe. Her tribe celebrated that night. Then, suddenly, the tribe’s shaman shouted and the celebrations stopped abruptly. He pointed a bony finger at the half-orc, saying, “South…south you must go! Evil…evil stirs and grows! The spirits of the wolf and sabertooth tiger have spoken to me! You must travel to the lands south of our lands. I have seen it! The spirits have shown me! A dark castle floats on storm clouds! From this dark castle, vile warriors lacking in honor spew forth, laying waste to all in their path! The wolf howls for honor! The tiger roars for justice! You, Sauntha who is blessed by the wolf and sabertooth tiger, your destiny awaits you in the lands of the south!” With that ominous vision, the young barbarian warrior set forth southward, guided by her two animal spirits… Personality:
Headstrong and fierce, Sauntha is a ferocious warrior. Hardened and toughened by both battles and the wilds of her homeland, she is one who refuses to back down from a fight, whether it’s a tavern brawl or a facing down a siege. However, she’s not too bright, but what she lacks in intelligence, she more than makes up for in brawn and common sense. Despite her lust for battle, she is filled with a curiosity about the lands south as well as being driven by a strong wanderlust. Everything that’s different is fascinating to the half-orc. She’s willing to experience new things and meet new people. She is also prideful, but she is also prideful about her friends and comrades as well as about herself. Description:
Sauntha is an extremely tall half-orc, measuring 7’2” in height and weighing around 210 lbs, giving her an intimidating and burly appearance, although she has a bit of a curvy built as well. She has wild dark red hair that reaches slightly past her shoulders that she keeps adored with feathers and bone ornaments. Her dark green body is covered in numerous scars, tattoos, and war paint. Most of her tattoos are associated with wolves, sabertooth tigers, the moon, stars, and Desna. Her eyes are of a deep dark bluish-green color. |