Scary Monster's page

2 posts. Alias of MageHunter.

Full Name





Ranger (Guide) 2/Brawler (Mutagenic Mauler) 1/Fighter (Archer) 2/Warpriest 1/Alchemist (Ragechemist) (Vivisectionist) 2/Barbarian (Wild Rager) 4




Medium; 6'10, 318 lb.


18 years





Strength 18
Dexterity 17
Constitution 16
Intelligence 10
Wisdom 11
Charisma 7

About Scary Monster

Male Half-Orc Ranger (Guide) 2/Brawler (Mutagenic Mauler) 1/Fighter (Archer) 2/Warpriest 1/Alchemist (Ragechemist) (Vivisectionist) 2/Barbarian (Wild Rager) 4
CE Medium Humanoid (Human) (Orc)
Init +3; Senses Perception +13
AC 25, touch 16, flat-footed 22 (+9 armor, +3 dex, +3 deflection)
hp 128 (5d10 + 3d8 + 4d12 + 39)
Fort +14, Ref +14, Will +8 (+2 during rage, additional +2 vs. Spells, Supernatural Abilities, and Spell-Like Abilities)
Speed 30 ft.

Melee Unarmed Strike +13/+11/+8 (1d6 + 9), 2 Claws +12 (1d6 + 6), and Gore +12 (1d8 + 6)

Special Attacks/b] Rage, Sneak Attack +1d6, Two-Weapon Rend (1d10 damage), Wild Fighting

Str 22, Dex 17, Con 16, Int 10, Wis 11, Cha 7
Base Atk +10; CMB +6; CMD 19

Aspect of the Beast Gain two primary claw attacks that deal 1d4 points of damage
Double Slice No damage penalty for TWF
Extra Rage May rage for an additional 6 rounds a day
Improved Two-Weapon Fighting May make an additional attack at a -5 penalty
Improved Unarmed Strike Never counts as unarmed for terms of threats, no penalty when dealing lethal damage unarmed.
Iron Will +2 bonus on Will saves
Martial Versatility Weapon Focus applies to all natural attacks
Multiattack Secondary attacks with natural weapons take only a -2 penalty
Two-Weapon Fighting Decreases the penalty for TWF by two for both attacks
Two-Weapon Rend When striking with two TWF attacks, deal an extra 1d10 points of damage.
Weapon Focus (Bite) Gain a +1 bonus on attack rolls with Bite Attacks

Skills *Climb +14, Heal +6, Perception +13, *Stealth +15, Survival +11, *Swim +14
ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses
+2 racial bonus on Appraise and Perception to find hidden objects, identify a potion by taste, or determine if food is spoiled
+1 bonus on Perception checks
Languages Abyssal, Common, Giant, Gnoll, Orc

Special Abilities:

Toothy Bite attack, 1d4 points of Piercing Damage
Skilled +1 skill point per hit die
Scavenger gain a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Weapon Familiarity Proficient with Orc Weapons.

Ranger's Focus 1/day as a swift action may choose one opponent within line of sight. Until the opponent is lowered to 0 or fewer hit points or it surrenders, gain a +2 attack and damage roll bonus.
Track +1 bonus on Survival to follow tracks
Wild Empathy May make a charisma check with a +2 modifier; as diplomacy but for animals.

Brawler's Cunning Effective INT score of 13 to qualify for combat feats
Martial Training Brawler level stacks with Fighter to meet feat prerequisites
Unarmed Strike Gains Improved Unarmed Strike as a bonus feat. Unarmed Strikes deal 1d6 damage.

Hawkeye Gain a +1 bonus on Perception checks, and bows can shoot 5 feet farther.

Sacred Weapon Weapons attuned to the Weapon Focus feat deal 1d6 points of damage.
Blessings 3/day; As a swift action gain a +1 bonus on melee attack rolls, CMB, and Strength Checks. OR touch an ally and grant a +1 bonus on damage rolls for one minute

Alchemy +1 competence bonus on Craft (Alchemy) when making alchemical items. May hold a potion for a round and identify it as detect magic.
Sneak Attack Deal +1d6 damage if flanking a foe, or when attacking if they are denied DEX to AC
Brew Potion Receive Brew Potion as a bonus feat. May brew extracts
Throw Anything Gain Throw Anything as a bonus feat. Add INT to damage with splash weapons
Rage Mutagen May drink a mutagen and receive a -2 INT penalty and a +6 alchemical bonus to Strength, as well as +2 Natural Armor for 30 minutes. At the end of each turn damage is taken must succeed at a DC 15 Will Saving Throw (Or 20 if a crit) or else take an additional -2 will save penalty and INT penalty. If INT goes to 0, remain comatose for an hour after the mutagen expires.
Poison Resistance Gain a +2 bonus on all saving throws against poison
Preserve Organs 25% chance of negating crits and Sneak Attack

Fast Movement Base foot movement speed increased to 40 ft.
Rage 19 rounds/day. As a free action may gain a +4 morale bonus to STR, CON, and +2 Will saves. May not use patience-based skills and after raging is fatigued for twice the number of rounds raged. Gain a -2 penalty and if lowering an opponent to 0 hp or lower must make a DC 15 Will save or attack the nearest opponent. Every round after may keep making the save or else just acts as if affected by confusion.
Wild Fighting When making a Full-Attack may make one extra attack a round, however for the rest of the turn all attacks take a -2 penalty and gains a -4 AC penalty.
Lesser Fiend Totem While raging gain a primary gore attack dealing 1d8 points of piercing damage.
Superstition Gain a +3 bonus on saving throws to resist spells, supernatural abilities, and spell-like abilities. Cannot be a willing target of a spell.


Warpriest Spells
0th (at will)
Create Water
Detect Magic

1st (1/day)
Cure Light Wounds

Alchemist Extracts Known
1st (2 Known)
Endure Elements
Enlarge Person

Alchemist Extracts Prepared
1st (1/day)
Enlarge Person


Carrying Capacity
Light 0-173 lb. Medium 174-346 lb. Heavy 347-520 lb.
Current Load Carried 52 lb.

Money 15311 GP 0 SP 0 CP
Amulet of Mighty Fists (+3) (36000 gp) (-- lb.)
Cloak of Resistance (+3) (9000 gp) (1 lb.)
Ring of Protection (+3) (18000 gp) (-- lb.)
Belt of Giant Strength (+4) (16000 gp) (1 lb.)
+3 Mithral Breastplate (13200 gp) (15 lb.)
Barbarian's Kit (9 gp) (26 lb.)
Chirurgeon's Kit (400 gp) (4 lb.)
Climber's Kit (80 gp) (5 lb.)


Raids into Lastwall often lead to abandoned or orphaned Orc Children. Business was no different when finding Ragath. At the age of 4, he seemed decent enough and could be raised. He bit off the finger of the soldier who met him, but they figured that just meant he had a lot of spirit in him. They named him Ragath after Ragathiel, hoping he would grow up in his example. He didn't. As he grew up he would frequently start and win fights. He learned surprisingly quickly like most humans, and quickly mastered using basic healing kits and bandages, due to all the fights he got in. Ragath constantly was irritated at authority figures telling him what to do. When he turned 14 he just had enough, and killed two soldiers. He went on the run ironically enough back the Hordes of Belkzen where he came from. Unfortunately, he was brutally humiliated and survived purely from basic medicinal skills.

He felt he couldn't go anywhere without being ambushed so stealing supplies he camped out by himself hidden. He tried a mix of all sorts of chemicals, and through pure luck found something to make him stronger. He tested it out and killed two Orcs. Now he had their respect.

At last free, Ragath walked the countryside despite all the danger and he enjoyed the land. He also was quite good at murder with his bare hands. Through a combination of brutish experiments, the newfound faith of Rovagug, and unhealthy effects on his mental stability, he was forged into a new person. One whose natural rage manifests into a monstrous form, only to be former augmented by vile concoctions.

Ragath wanders mostly and any chance for blood he takes advantage of, charging all in. It truly is a grim and horrifying sight. One shudders to think that it was once an orphaned infant.

Appearance and Personality:

Ragath is a unique person. He loves battle because in his early childhood it was all he was good at, and in his later youth his only form of survival. He has resentment for all around him, and attacks anyone without care or abandon.

Shockingly he takes good care of his body however. Ragath patches up his own wounds, and improves his body making it reach peak form. His mind however is psychologically damaged. Essentially rage is all he can feel, and the closest he gets to pleasure. It also becomes somewhat of an addiction, and he can't control or restrain himself. Of course he wouldn't want to.

Ragath is a menacing presence that stands a full foot taller than an average human. He wears an interesting contrast of shiny mithral armor, stained with old and new blood alike. He wears a wolfskin cloak around the shoulders, mostly to show off, though the magic properties help shield his mind.