Rage Prophet

"Snarl"'s page

11 posts. Alias of NerdOfTheYear.


About "Snarl"

Snarl
Orc Barbarian (True Primitive) 1
CE Medium humanoid (orc)
Init +3; Senses darkvision 60 ft.; Perception -3

Defense and Offense:

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 14 (1d12+2)
Fort +4, Ref +3, Will -3
Defensive Abilities ferocity
Weakness light sensitivity
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Offense
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Speed 20 ft.
Melee greataxe +7 (1d12+9/×3)
Ranged sling +4 (1d4+6)
Special Attacks rage (6 rounds/day)

Statistics:

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Statistics
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Str 22, Dex 16, Con 14, Int 5, Wis 5, Cha 5
Base Atk +1; CMB +7; CMD 20
Feats Weapon Focus (battleaxe)
Traits killer, suspicious, touched by the sea, Drawback: burned
Skills Climb +7, Sense Motive +2, Swim +4
Languages Common, Orc
SQ favored terrain (water +2), illiteracy, weapon familiarity
Other Gear hide armor, greataxe, sling, sling bullets (100), animal glue, barbarian's kit, battle mask, fishing net, orc trail rations (10), wooden unholy symbol (Rovagug), 89 gp, 5 sp

Special Abilities:

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Favored Terrain (Water +2) (Ex) +2 to rolls vs Favored Terrain (Water).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Illiteracy May never learn to read or write any language.
Killer Add weapon's critical modifier to its critical bonus damage.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Touched by the Sea Underwater attack penalties are lessened by 1.

Traits:

Killer: Add weapon's critical modifier to its critical bonus damage.
Suspicious: +1 on Sense Motive and SM is always a class skill.
Touched by the Sea: +1 Swim, penalties for attacking in water reduced by 1.
Drawback (Burned): –1 penalty on saving throws against fire effects.

In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Physical Description:

Easily towering over most anyone, Snarl is a hulking 6’8” mass of flesh considered large even by orc standards. Fierce burns scars interweave with tribal tattoos, covering much of his chest and back, stopping just at the nape of his throat. Though a first glance may mistake these tattoos for battle scars, each indentation is a mark Snarl has carved on himself as a reminder. Some reminders are important (“Fire hurt”) and some are mundane (“Goblin taste bad”).

Snarl is usually adorned in his hide armor, made mostly from bearskins. Small trinkets – mostly of little to no value – are crudely stitched into the seams of the hide armor, mostly taken from the bodies of things Snarl has bested in combat. Additionally, Snarl owns (and often wears) a large bone facemask: his most treasured possession. It’s white surface has been painted in purple and red paint, clearly by someone with better attention to detail than Snarl, and was a gift from one of the few people Snarl called friend. (GM can interlink an NPC to that backstory, if they so choose).

Personality:

Snarl is primal, impulsive and certainly not a forward thinker. He finds spoken communication difficult to sustain, and written language impossible to understand at all. Due to this, he has a tendency to rage first and ask questi-… no, he never actually bothers with the questions either. In general, Snarl has learnt to understand and follow simple instructions, as was necessary to find employment. However, once someone has gained his trust (a hard feat for certain) Snarl is able to focus and pay more attention to what they have to say. He may not understand it all, but he will still hang on their every word.

Due to his experiences with fire, Snarl is deadly petrified of open flame. He will flee from any source of open flame, and will often threaten anyone that he sees attempting to start a fire.

Snarl is fiercely selfish: he is bigger, so he deserves better.

Backstory:

Snarl was born into the Black Sun tribe in the Hold of Belkzen, of those who claim to be descendants of Belkzen himself. Even as a newborn, his parents would take him on raids with them, so from a very young age Snarl was surrounded by battle. Whilst still an infant, one of these raids went terribly wrong and his parents were slain. Left in the small village the raiders had attacked, Snarl was eventually found by a merchant who seized on the opportunity for profit and sold him as a slave.

The next 8 years were hard on Snarl. He was not a quick learner, and his new Chelaxian owner had no great patience for him. To make matters worse, even mistakes that were not his own were pinned on him; “of course it was the orcish brute.” These troubles were exacerbated as Snarl grew to his full height and strength, making disciplining him a much harder feat. Finally, a horrible crime was committed in the town of Snarl’s master: a small child was brutally murdered. In leiu of an actual suspect, the blame was automatically pinned on Snarl. His punishment: death by fire.

It is a day that Snarl will never forget. Still barely understanding what was going on, Snarl was chained to the great pyre in the centre of the town. Before him stood people he had never seen before in great numbers, all jeering at him. He started to growl and yell at them, but this just seemed to make them worse. Suddenly, Snarl felt heat curling up at his feet. Still barely understanding, Snarl tried to strain against his chains, but it didn’t seem to help. Then he spotted his master in the crowd, step forward and throw another torch to the flame, laughing all the while. In a stunning moment of mental acuity, Snarl understood.

”The fire, the hurt, the pain, the hurt, the master, the pain, the fire will kill, the pain, the master is the fire…. I kill.”

With a strength and rage that Snarl had never felt before, he burst from chains and lunged at the man before him. He never stood a chance. The towns folk fled from the beserking, flaming orc. The pain of searing flesh drove Snarl to the nearby ocean. Barely making it before collapsing, the cool water and salt both ached and soothed the beast as consciousness fled him

Snarl has spent the rest of his short 22 years passing from slavery to freedom and back to slavery again, without much noticing. Whether slave or free and employed, Snarl has always done what he is told if it benefits him, and does what he wants regardless. He has spent time in the wild, but ever since his burns he never feels comfortable unless he is near water.

Most recently, Snarl was working aboard a small shipping vessel as the main rigger. The ship has just settled in to Port Peril, and so Snarl much hungered decided to get food…