Corsair

Togar-He's page

1 post. Alias of xugarf.


Full Name

Togar-He

Race

Half-Orc

Classes/Levels

Unchained Barbarian 2 / Brawler 1

Gender

Male

Age

23

Alignment

NG

Strength 17
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 13
Charisma 8

About Togar-He

Stats:

Male Half-Orc Unchained Barbarian 2 (Dreadnought) / Brawler 1 / Fighter 0 (FC)
NG Medium Humanoid(Human/Orc)
Init: +2 Perception: +10 Sense Motive: +7
BAB +3

Languages: Common, Orc, Goblin, Undercommon

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DEFENSE

AC 21, touch 13 (+2 dex, +1 dodge), ff 18 (+6 armor, +2 shield)
hp 31 (12 + 7 + 6 + 2*3)
Fort +5 Ref +5 Will +6
CMD

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OFFENSE

Speed 30 ft / 20 ft (armor)
Melee
Ranged
CMB

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WEAPONS

Terbutje, steel 1d8 19-20/x2

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ARMOR

Breastplate (agile)
Shield, heavy steel

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STATISTICS

Str 17, Dex 14, Con 14, Int 12, Wis 13, Cha 8

Skills:

Adventuring Skills - 15 Ranks (2*4 UC Barbarian + 1*4 Brawler + 1*3 Int)
*Acrobatics +8 - 3.2.3.0
*Climb +11 - 3.3.3.2
*Perception +10 - 3.2.3.2
*Swim +7 - 1.3.3.0
Sense Motive +7 - 2.2.3.0
Survival +8 - 3.2.3.0

Background Skills - 6 Ranks (2*3)
Craft (armor) +5 - 1.1.3.0
Knowledge (geography) +2 - 1.1.0.0
Linguistics +2 - 1.1.0.0
Lore (Fangwood Orcs) +5 - 1.1.3.0
Lore (Orc Religion) +5 - 1.1.3.0
*Sleight of Hand +3 - 1.2.0.0

* ACP applies

Racial Traits:

Bestial
The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Forest Walker
More at home in the forests and jungles of the world, these half-orcs are well adapted to their surroundings. Half-orcs with this trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial trait replaces darkvision.

Shadowhunter
Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.

Shaman's Apprentice
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Low-Light Vision (from Forest Walker)
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Traits:

Stigmatized (drawback)
You were kept at the periphery of society for a long period of time, so that even when you are among strangers in a new place, you feel the weight of your missing socialization.

You take a –3 penalty on Diplomacy checks to gather information or improve a creature’s attitude.

Blight-Burned
You were raised deep in the Fangwood Forest, but in your childhood the Darkblight overtook your community, and blighted fey attacked your friends and family. Even after escaping, you barely survived infection by the otherworldly fungal disease and still bear a terrible scar from your ordeal. You gain a +2 trait bonus on Fortitude saving throws against disease or poison (your choice), and your scar now throbs painfully in the presence of unnatural creatures, immediately alerting you to their presence. This sixth sense alerts you to the presence of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates within 30 feet (though it doesn’t indicate their exact location). You can always act during the surprise round against such creatures, and you aren’t considered flat-footed against such creatures in the first round of combat.

  • * +2 trait bonus on Fortitude saving throws against (TODO: CHOOSE poison OR disease).
  • * Are immediately aware of aberrations, oozes, and all creatures with the blighted fey and fungal creature templates whenever they are within 30 feet
  • * Can always act in the surprise round against such creatures
  • * Are not flat-footed in the first combat round against such creatures

Axe to Grind
There is a fire in your heart that can’t be quenched.

You gain a +1 trait bonus on damage against foes who are threatened by only you.

Indomitable Faith
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

You gain a +1 trait bonus on Will saves.

Class Features:

Rage (Dead Calm) (Ex)
A dreadnought can enter a dispassionate killing spree as a free action, granting her additional combat prowess. The dreadnought gains only half the usual bonuses from her rage but takes no penalty to her AC, can use all her normal skills and effects that require concentration, and is not fatigued when her rage ends. The dreadnought cannot enter a rage for 1 minute after she ends her rage, and she cannot charge or run while under the effects of her rage.

This ability alters rage.

  • * +1 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws
  • * +1 temporary hit points per Hit Die
  • * No penalty to AC
  • * Can concentrate normally
  • * Not fatigued when end rage
  • * Cannot charge or run while raging

Steady Gait (Ex)
A dreadnought advances steadily, shrugging off attempts to slow her advance. The dreadnought gains a +1 bonus on saving throws and to her CMD against effects that would slow or immobilize her. This bonus increases to +2 when she gains greater rage and +3 when she gains mighty rage.
This ability replaces fast movement.

+1 on saving throws and CMD against slowing and immobilization effects

Auspicious Mark (Su)
The barbarian has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. As a swift action, she can call upon the spirits’ favor to increase any d20 roll she just made by rolling 1d6 and adding it to the result. This bonus increases by 1 for every 4 levels she has. She can call on the auspicious mark after seeing the result of the d20 roll. This ability can be used only once per day.

Uncanny Dodge (Ex)
Brawler's Cunning (Ex)
Martial Flexibility (Ex)

Feats:

Endurance (from Shaman's Apprentice racial trait)
Dodge (L1)
Iron Will (L3)

Background:

TL;DR
Togar-He is a tough as nails half-orc who was attached to an orc tribe living in the Fangwood. He never knew whether his mother was raped or whether he was the product of an attempt to create a potential shaman. Either way, he was severely abused for years. Curiously, not an orc, but a hobbled hobgoblin exile, who deeply hated living with the tribe, was one of the most frequent beaters. Once he was able, he escaped and made his way south. On his way, he heard of a festival where he thought he could blend in, resupply, and determine his next move.

To pull through the horrors of his youth, Togar-He withdrew into himself and concentrated solely on survival. The constant denigration and suffering pushed him deep inside himself, and he developed a focused, detached, emotionless persona, almost like watching himself in the third person. Watching himself from that observer position created the awareness of what he could and could not control. This zen-like approach to life served him well and enabled him to develop a strong sense of will and self despite the environment.

Though he knows that all he suffered was profoundly wrong, he is not driven by revenge. He accepts that some are evil, some are good, and that if he wants peace, that he must put himself in the position to find it. His desire at this point is to, indeed, find it and help others find theirs along the way