Marsh Giant

Jagor Bonebreaker's page

158 posts. Alias of Pixie Rogue.


About Jagor Bonebreaker

Male Half-Orc Monk 1 Druid (Fav) 0
Lawful Neutral Medium Humanoid (Human, Orc)

Initiative +5 (+3 [Ability]+2 [Trait])
Senses Perception +9
Darkvision 60'
Speed 30'

DESCRIPTION

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22 years old
Height: 5' 7"
Weight: 258 lb

Jagor is like a tall, ugly dwarf. When you meet him, he seems to be nearly as wide as he is tall. He dresses in beggar's attire, but it may be because he can't afford to pay someone to make him clothes that actually fit. No, he must have a little money -- he's carrying an odd bladed weapon and some javelins. But the clothes he's wearing just hang off of his frame, even as large as he is. He carries a sack nearly everywhere and there is a belt pouch that can be seen at his waist, but only when his shirt rises far enough to show it, which is not often. He has the characteristic scowl of a half-orc most of the time, but those that know him recognize a twinkle in those coal-black eyes most of the time, too. He feigns a temper as a defense mechanism and has gained a reputation with many of being dangerous when he's angry. While no one actually knows someone that he's killed in one of his rages, they all know someone that knows someone. His hair is cut very short if not shaved off completely and the scars visible on his face and hands are numerous, but he's never shown any willingness to share the stories of where they came from.

BACKGROUND

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Jagor and Makoa grew up in the same tribe, but had very little in common. While Makoa had the brute strength and look of a warrior, Jagor was fat and weak. To survive, Jagor learned to develop his strengths. He possessed quick hands and sharp eyes, and he worked to make them better. Because of his stature, the elders did not want to waste time training him in the traditional combat of the barbarian, so Jagor had to teach himself. He found that his quick hands could be weapons unto themselves, but the elders would not include him in hunts despite his developing prowess, requiring him to be nothing more than a simple scout. Eventually, he struck out on his own. He told Makoa that he was heading into the civilized lands and walked away, taking nothing from the tribe.

The first civilization he came to was Riddleport. Before he'd been in town for a full day, he'd been robbed twice -- but to the frustration of the would-be thieves, the young half-orc had nothing but the clothes on his back, and they were so shabby that no one would take them. A beggar, Ol' Jim, took pity on the "new guy," and showed him how to get money and where to buy food. Ol' Jim correctly felt that if he helped the kid, the kid might help him in return. The next time a local tough tried to rob the old man, there was an angry young half-orc there to help, and the thief woke up the next day bruised, beaten, and penniless. He felt comfortable in a city of gangs because they were just tribes to him and he decided that Ol' Jim was his new tribe.

The old man taught Jagor the rules for the silly games that the humans played for money and discovered that he had quite a knack for gambling. Having found his meal ticket to the good life, Ol' Jim began to make plans to take advantage of Jagor's skill. Unfortunately, the old man's time came to its close before he could collect on the promise.

Since then, Jagor has earned money at the tables, in the gladiator arena, and providing protection services for would-be gamblers. Tired of the constant hand-to-mouth, he's decided to attend the Gold Goblin's tournament to see if it was a place where he could work. Any place with a big tournament like this is bound to grow, right?

Best of all, he's been contacted by Makoa, and he's going to the tournament, too! With Makoa keeping an eye out, it will be a lot easier to win and live to tell the tale...

DEFENSE

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AC 18, touch 17, flat-footed 15 (+1 [armor bonus]+4 [Class AC Bonus]+3 [DEX])
hp 9 (1d8 [monk]+1 [CON]) Wounds 4
Fort +3 Ref +5 Will +6
Defensive Abilities Combat Reflexes, Improved Grapple

OFFENSE

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Speed 30'
Melee Unarmed Strike +2 (1d6+2/x2)
Melee Flurry of Blows +0/+0 (1d6+2/x2)
Melee Quarterstaff +2 (1d6+2/x2)
Ranged Javelin +3 (1d6+2/x2); Increment 20'
Ranged Dagger +3 (1d4+2/19-20); Increment 10'

Special Attacks Flurry of Blows, Combat Reflexes, Improved Grapple

STATISTICS

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STR 14 DEX 16 CON 12 INT 8 WIS 18 CHA 7
Base Attack +0; CMB +2 (+4 Grapple) (Def 17 [19 Grapple])

FEATS & Traits

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Combat Reflexes [First level], Improved Grapple [First monk bonus]
Reactionary [Combat Trait], Looking for Work [Campaign Trait]

SKILLS

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Total skill points: 3
Acrobatics +7: [+1 Ranks, +3 Class, +3 Ability]
Perception +9: [+1 Ranks, +3 Class, +4 Ability, +1 Trait]
Profession (Gambler) +8: [+1 Ranks, +3 Class, +4 Ability]

LANGUAGES

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Common, Orc

SPECIAL QUALITIES

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Unarmed Strike, AC Bonus, Flurry of Blows, Bonus feat

COMBAT GEAR

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[/b]

[b]OTHER GEAR

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Quarterstaff: 0 gp, 4 lb
Bracers of armor +1: 1000 gp, 0 lb (party)
Described: Well-made bronze bracelets engraved with runes in what looks like Elven, but which make no sense
Peasant's Outfit: 0 gp, 2 lb
Kama: 2 gp, 2 lb
Daggers (3): 6 gp, 3 lb
Javelin (3): 3 gp, 6 lb
Sack: 0.1 gp, 0.5 lb
--Bedroll: 0.1 gp, 5 lb
--Blanket, winter: 0.5 gp, 3 lb
Belt Pouch: 1 gp, 0.5 lb
--Flint & Steel: 1 gp, 0 lb
--Whetstone: 0.02 gp, 0.25 lb
--Coin: 4 pp, 408 gp, 14 sp, 8 cp, 4.44 lb

Encumbrance: ? lb
Light load: 58; Medium load: 116; Heavy load: 175

REWARDS

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Experience Points: 1095
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175 xp for fight at Golden Goblin casino
80 xp for fight with drunks
160 xp for fight with cindersnake
600 xp for fight at the mission
80 xp for Gold Goblin profitability goodness