Bojask

Strongman Tarasik's page

202 posts. Alias of Uret Jet.


Full Name

Belevich Taras (Tarasik) Pavlovich

Race

"Goliaf" Human

Classes/Levels

Rage:
HP: 175/175| Stamina: 22/77| Resolve 4/5| DR: 5/- |AC: 24 / T: 12 / FF: 21 | Fort: +13, Ref: +8, Will: +8 | CMB: +19, CMD: 30 | Init: +4 | Perception: +14; LowLight | Rage 24/26

Gender

Male

Size

Large (10'8; 1546) | Medium (6'2; 252)

Age

28

Special Abilities

Ring of Size Discrepancy, Rage

Alignment

CG

Deity

Thor

Languages

Russkin, Common

Occupation

Strongman

Strength 24
Dexterity 16
Constitution 20
Intelligence 8
Wisdom 12
Charisma 7

About Strongman Tarasik

The Tank:
Giant Male Human Urban Invulnerable Barbarian 9
Large Chaotic Good Humanoid (Human)
Initiative +4 | Perception +14 (Lowlight vision)

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Defense
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AC 23 | Touch 12 | Flat-Footed 20
(Base +10, +1 Clothing, +3 Dex, -1 Size, +3 Natural, +7 Game) | (+1 Dodge when surrounded by 2 or more enemies) | Reckless Raging (-2 Rage, -3 Reckless, +3 Natural) | Reduce Person (+1 Dex, +1 Size)
HP 157/157 | 164/175
Stamina 77/77
Resolve 5/5
Fort +13 | Ref +8 | Will +6
(Base 7, Ability 5, Magic 1) (Base 3,Ability 3,Magic 1,Racial 1) (Base 3,Ability 1,Magic 1,Racial 1)
+7 Vs. spells, supernatural abilities, and spell-like abilities
+2 Will during rage
Resistance: Cold 3
Damage Reduction: 5/-
Immunities: Cold environments (-50 Fahrenheit)

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Offence
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Speed 30 ft.
Attacks of Opportunity: 3 | (Reduced) 4
Melee
*Blunderbasher (Magical, Blunt)
+17/+12
3d8+10 | 2d8+9
19-20x3 Crit

*Blunderbasher (Raging, Power Attack, Reckless Rage, Reckless Abandon) (Magical, Bluntl)
+17/+12
3d8+36 | (Reduced) 2d8+35
19-20x3 Crit

*Claws (Slashing)
+16/+16/+11
1d10+9 | (Reduced) 1d8+8
x3 Crit

~+1 bonus when surround by 2 or more enemies.

Ranged
*Blunderbasher (80 ft.) (Blunt, Piercing)
+12/+7 | (Reduced) +14/+9
4d8 | (Reduced) 2d10
x2 Crit

*Blunderbasher (80 ft.) (Controlled Rage) (Blunt, Piercing)
+15/+10 | (Reduced) +17/+12
4d8 | (Reduced) 2d10
x2 Crit

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Statistics
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Str 24 (7 Point Buy, +2 Human, +4 Giant, +1 level Up)
Dex 16 (10 Point Buy)
Con 20 (7 Point Buy, +4 Giant, +1 Level Up)
Int 8 (-2 Point Buy)
Wis 12 (2 Point Buy)
Cha 7 (-4 Point Buy)
Base Atk +10/+5 | CMB +19/+14 (Raging +21/+17) | CMD 29

Feats
1st - Combat Reflexes - Make Additional Attacks of Opportunity.
3rd - Reckless Rage - Take a penalty on attack rolls to deal more damage while raging.
5th - Cleave - Make an additional attack if the first one hits.
7th - Great Cleave - Make an additional attack after each attack hits.
9th - Improved Critical: Hammers - Doubles the Crit range of selected weapon group.

Bonus Feats
Human - Powerful Maneuvers - Combines the effects of Improved Bull Rush, Improved Overrun, and Improved Sunder.
Enables the use of the hamstring combat maneuver without attacks of opportunity

Traits
(Religion) Defensive Strategist - (Thor) Grants Uncanny Dodge.
(Faith) Indomitable Faith - +1 trait bonus on Will saves.
(Drawback) Insatiable - Goods and services cost 10% more (and can’t be paid for by allies), requires twice as much food + drink.
(Social) Suspicious - +1 Trait bonus on Sense Motive, always class skill.

Racial Traits
Bonus Feat - Human’s get 1 feat of there choice.
Heart of the Fey (Replaces Skilled) - These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills.

Skills
24 Skill Points
*Acrobatics - +3 (+3 Dex - 0 Ranks)
Appraise - -1 (-1 Int - 0 Ranks)
Bluff - -2 (-2 Cha - 0 Ranks)
*Climb - +12 (+7 Str - +2 Ranks - +3 CS)
*Craft - -1 (-1 Int - 0 Rank )
Diplomacy - -2 (-2 Cha - 0 Ranks)
Disable Device - +3 (+3 Dex - 0 Ranks)
Disguise - -2 (-2 Cha - 0 Ranks)
Escape Artist - +3 (+3 Dex - 0 Ranks )
Fly - +3 (+3 Dex - 0 Ranks)
*Handle Animal - +11 (-2 Cha - 10 Background Ranks - +3 CS)
Heal - +1 (+1 Wis - 0 Ranks)
*Intimidate - +8 (-2 Cha - 7 Ranks - +3 CS) (+4 Size if larger then opposing target) (+4 to influence crowds)
Knowledge (Arcana) - -1 (-1 Int - 0 Ranks)
Knowledge (Dungeoneering) - -1 (-1 Int - 0 Ranks)
Knowledge (Engineering) - -1 (-1 Int - 0 Ranks)
Knowledge (Geography) - -1 (-1 Int - 0 Ranks)
Knowledge (History) - -1 (-1 Int - 0 Ranks)
Knowledge (Local) - -1 (-1 Int - 0 Ranks)
*Knowledge (Nature) - -1 (-1 Int - 0 Ranks)
Knowledge (Nobility) - -1 (-1 Int - 0 Ranks)
Knowledge (Planes) - -1 (-1 Int - 0 Ranks)
Knowledge (Religion) - -1 (-1 Int - 0 Ranks)
Linguistics - -1 (-1 Int - 0 Ranks)
*Perception - +14 (+1 Wis - 10 Ranks - +3 CS)
Perform - -2 (-2 Cha - 0 Ranks)
*Profession: Circus Strongman - +14 (+1 Wis - 10 Background Ranks - +3 CS)
*Ride - +3 (+3 Dex - 0 Rank)
*Sense Motive - +14 (+1 Wis - 10 Ranks - +3 CS)
Sleight of Hand - +3 (+3 Dex - 0 Rank)
Spellcraft - -1 (-1 Int - 0 Ranks)
Stealth - -1 (+3 Dex - 0 Rank - -4 Size)
*Survival - +1 (+1 Wis - 0 Ranks)
*Swim - +12 (+7 Str - 2 Ranks - +3 CS )
Use Magic Device -2 (-2 Cha - 0 Ranks)

Languages English, Russkin

Combat Gear: (MSTW, Furious) Tokarev WAHA-5495 "Russkin Blunderbasher" [3175], Ammunition ?[?]
Slotted MI: Belt Buckle of Giant's Strength [4000][Belt], Scarf of Resistance +1 [1000][Shoulder],Ring of Size Discrepancy[0][Right Ring]
-Slotless MI: Dusty Rose Prism (Cracked)[500], Wayfinder [500]
-Consumables: Grappler's Grease (5 Applications)[5], Rust Repellent (5 Applications)[25]
Mundane Gear: Holy Symbol of Thor (iron)[5], Explorer's Outfit[0], Soldier's Uniform (Mercurian Officer) [1], Heated Gloves[2], Filter Mask[5], Backpack, Masterwork[50], Bandoleer (2)[1], (Medium Tent, Tent cover, Cot, Bedroll, Blanket) [46.6], Bullseye Lantern [12], Oil (10 Pints)[1], Hip flask[1], (Celestial Censer, Incense (10))[60], Chain (10 ft.)[30], Privacy Shelter[5], Crowbar[2], Gear Maintenance Kit[5], Mess Kit[.2], (Shaving Kit, Grooming Kit)[2.5], Climber's Kit[80], Bear Trap (5)[10], Gabion (2)[2], Handle harness[10], Meels[10], Flight Grapnel[50], Lighter[1], Folding Table[10], Rope, Silk (50 ft.)[10], Gauntlet Magnet[75], Sack (5)[.5], Folding Shovel[10], Stretch Cords (4)[1], Trekking Pole[15]
-Bandoleer Slots 2/16: Grappler's grease, Rust Repellent, ?
-Wallet[1]: 280.20$

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Special Abilities
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Crowd Control (Ex) - At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds. +1/+1/+4
Controlled Rage (Ex) - 22/22 RpD - When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills. This ability otherwise follows the normal rules for rage. (+4/+4/+2/-2/2) or (+4)
Invulnerability (Ex) - At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.
Extreme Indurance (Cold) (Ex) - At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.
Superstition (Ex) - The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies. +4
Beast Totem, Lesser (Su) - While raging, the barbarian gains two claw attacks.
Beast Totem- While raging, the barbarian gains a +1 natural armor bonus. This bonus increases by +1 for every four levels the barbarian has attained. +3
Reckless Abandon- While raging, the barbarian can take a –1 penalty to AC to gain a +1 bonus on attack rolls. The AC penalty increases by –1 and the attack roll bonus increases by +1 at 4th level and every four levels thereafter. -/+3
Eater of Magic- Once per rage, when a barbarian fails a saving throw against a spell, supernatural ability, or spell-like ability, she can reroll the saving throw against the effect (this is not an action). If she succeeds at the second saving throw, she is not affected by the spell, supernatural ability, or spell-like ability and gains a number of temporary hit points equal to the effect’s caster level (in the case of spell or spell-like abilities) or the CR of the effect’s creator (in the case of supernatural abilities). These temporary hit points last until damage is applied to them or 1 minute, whichever occurs first. A barbarian must have the superstition rage power and be at least 10th level before selecting this rage power.

Favored Class Bonus - +3 Superstition - +1 HP

Descriptive Text:
Appearance
One might be willing to consider his face 'handsome', if they were to blatantly ignore his height. It's only if one were to ever meet a genuine pure-blooded giant that they might be willing to consider Tarasik shorter then average for his kind. In regards to wider society as a whole however, he's a man that towers over even over those afflicted gigantasism as a disorder. Unlike them, his body is evenly built and distributed for a being who naturally sands head and shoulder above everyone else.

His preferred state of is a mix of civilian and military, with a preference towards his dark overcoat and it's grey scarf when it's colder. He's usually seen also wearing gloves regardless of his choice of clothing.

Curiously, when it snows his normally light-pale skin seems to take on blue tint.

Personality
While some would refer to him as slow-witted, he would prefer to call himself cautious or even ponderous. He's distrustful of many things, constantly watching his everything and everyone for signs of trouble. Despite being an anomaly himself, he's maintained a healthy suspicion for 'witchcraft' since he was a boy, common among the Russkin peasantry. He's usually reasonable when it comes to his companions, but the draw of combat can sometimes sap at his composure.

He's not one to take immediate offense when rudeness and bigotry come to play, though neither will he laugh it off either. In fact, he seems to have a very poor sense of humor overall. Someone unaware of his shifts in mood might even refer to him as a 'gentle giant' especially when it comes to his fondness for small animals.

While people are free to berate him as they fit, this goes out the window when it comes to others as he detests those who hurt innocents with a passion. It's when things get too out of hand that the real trouble begins. His entire image of stoicism comes shattering when his eyes turn bloodshot and his too-wide mouth opens up in a primal snarl. There will be times however even when angry where he comes into these odd fits of dead calm where while no less dangerous, he becomes cautious and calculating in his movements.

Background
His family had always been on the large side of things, his mother had told him when he was a boy. The last few generations of his family living on their ranch had been even larger then most, his own father having had trouble walking all his life, having relied on a cane to help him navigate with disproportionate limbs. Tararasik was born different. He suffered from none of his family's health issues, only growing bigger and stronger as time went on. He had been born a True Giant, the first of his ancestral line in millennia.

When he was sixteen the Most Grand Spectacles of Our Age rolled into town, a circus and freakshow that was proudly displaying oddities from all over Pretronia- perhaps even the world. Something about them had fascinated him, and he felt a connection with people such as the Bearded Lady(Who he was pretty sure was a dwarf, rare in Russka they may'be been), the Mighty Hellhound(Wasn't it just a mastiff?), and even the Whispering Waif(Her ears were so strangely pointy). People that didn't quite fit in with normal society, much like him and his family hadn't.

For some reason his mother had only smiled when he'd brought up the idea of joining their troupe. She must've sensed that he'd never quite enjoyed the life of a simple farmboy, and while his father had wished he'd inherit their land his younger brother had been born normal (Though still a little bigger then most people) and was strong enough to carry their name.

He dosn't know if he'd describe the years he spent traveling with them to be a 'fulfilling' life, but it was comfortable. He'd flex his muscles at the crowd, bend barbells, lifting whatever heavy object the crowd would bring him. For some reason, it was the laughter he earned from children as he performed his tricks or let as many hang from his arms as they could fit which filled his heart with the most warmth. Perhaps one day he could start a family of his own.

Such fulfilling thoughts fell by the wayside a few years ago as their circus started to fall on hard times. Perhaps it was just the venues they were visiting, the echoes of conflict had been brewing, and people just didn't feel like spending money so frivolously anymore. Tarasik, in order to help keep his troupe afloat, had found... other work. Brutal, ugly work that had left him with a strange feeling in his chest as he heaved his fists, a spark of something ugly growing inside him.

Some way or another Division 6 had discovered him, reaching out to him for both his size and that odd feeling inside. There was money being offered on the table, money that would keep his found family fed and sheltered even during these hard few years.

Character Progression:
If I were to imagine a character arc, I'd honestly have to say he's a simple man who ultimately wants to live a simple life helping those he cares about. Perhaps that 'ugly feeling' in his chest could be brought out and refined into something used to protect rather then destroy.