Molric

Torgo the Gormork's page

No posts. Alias of The Eldritch Mr. Shiny.


Full Name

Gordon Montague Torrance Gordon-Montague VI

Race

advanced human

Classes/Levels

fighter (armor master) 9 / barbarian (armored hulk) 3

Gender

male

Size

medium

Age

337

Alignment

N

Occupation

mercenary

Strength 24
Dexterity 20
Constitution 22
Intelligence 6
Wisdom 6
Charisma 7

About Torgo the Gormork

"HELLO. ARE YOU THE BRAIN SPECIALIST?"

Game Stats:

Torgo the Gormork
Male advanced human fighter (armor master) 9 / barbarian (armored hulk) 3
CN medium humanoid (human, augmented)
Init +5; Senses Darkvision 60 ft.; Perception -2 (-4 to sight-based checks)

DEFENSE
AC 28; Touch 14; Flat-Footed 24 (+4 Dex, +12 armor, +2 natural armor) (armor check penalty -1; max Dex +4)
HP 171 (9d10 + 3d12 + 72 Con + 12 Toughness)
Saves Fort +14; Ref +8; Will +1 (+3 vs. fear)
Defensive Abilities DR 6/- (12/-), spell resistance 13
Immune electricity, mind-affecting effects, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, physical ability score damage, exhaustion and fatigue effects; Resist acid 10, cold 10, fire 10

OFFENSE
Speed 30/30 ft.
Space 5 ft. / 5 ft.; Reach 5 ft.
Melee +2 thundering speed pollaxe +21/+16 melee (1d10+12; x3; B/P/S; +2 bonus to combat maneuver checks to sunder medium or heavy armor, may make one additional attack per full attack action, +2d8 sonic damage on critical and target must make a successful DC 14 Fort save or be permanently deafened)
Ranged Webley Mk. VI double-action revolver +17/+12 ranged (1d10; x4; B/P; capacity: 6)
Special Attacks rage (21 rounds/day)
Rage Stats Str 29, Con 26, Will +3, AC 26, HP 195

STATISTICS
Abilities Str 25, Dex 20, Con 22, Int 6, Wis 6, Cha 7
Base Atk +12/+7; CMB +19; CMD 34
Feats Bleeding Critical, Bolstered Resilience, Combat Reflexes, Critical Focus, Extra Rage, Extra Rage, Greater Sunder, Improved Sunder, Power Attack, Quick Draw, Toughness
Traits & Drawbacks Armor Expert (trait), Never Stop Shooting (trait), Oblivious (drawback)
Skills Intimidate* +10, Profession (mercenary)* +2, Survival* +10
Languages Common, Abyssal
SQ Armored Swiftness (Ex), Bravery (Ex), Fortification (Ex), Guarded Life (Ex), Indomitable Stance (Ex), Resilience of Steel (Ex)
Combat Gear +2 thundering speed pollaxe, Webley Mk. VI double-action revolver, ammunition (.455 Webley, 120 rounds), +3 adamantine full plate of spell resistance 13
Other Gear backpack, belt pouch, bricks (7), clothing, deck of cards, dried beans (10 lbs.), grog (1 gallon), gun oil (1 vial), mess kit, tea (4 lbs.), miscellaneous junk (10 lbs.), teapot, trail rations (20 lbs.), waterskin

Abyssal Brain Coral
Created by the arcanosplicers of Grurmudmelton the Ebon Serpent, this fiendish coral was used by the now-deceased demon lord to control the minds and bolster the endurance of his most prized warriors. Apparently, it didn't work well enough...

After a coral seed is implanted in a host's brain, it grows rapidly through the host's skull, appearing as a series of irregular scaly purple-black knobs protruding from the host's head. The host takes a permanent -3 penalty to Intelligence, Wisdom, and Charisma, but gains darkvision 60 ft., resistance to acid 10, cold 10, and fire 10, as well as immunity to electricity, mind-affecting effects, paralysis, poison, sleep effects, stunning, nonlethal damage, ability drain, energy drain, physical ability score damage, exhaustion and fatigue effects. The host can understand Abyssal, but not speak it. Removing Abyssal brain coral is impossible outside the use of the spells wish or miracle.

Special Abilities:

Armor Expert (trait) When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Armored Defense (Ex) At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless. This ability replaces weapon training 1 and 3, and armor mastery.

Armored Swiftness (Ex) An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Bleeding Critical (feat) Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Bolstered Resilience (feat) As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.

Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Combat Reflexes (feat) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Critical Focus (feat) You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Extra Rage (feat) You can rage for 6 additional rounds per day. You can gain Extra Rage multiple times. Its effects stack.

Fortification (Ex) At 9th level, an armor master can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications.

Greater Sunder (feat) You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.

Guarded Life (Ex) While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, he immediately stabilizes.

Improved Sunder (feat) You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.

Indomitable Stance (Ex) At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of his speed. This ability replaces uncanny dodge.

Never Stop Shooting (trait) If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm.

Oblivious (drawback) You take a –2 penalty on Sense Motive and sight-based Perception checks.

Power Attack (feat) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rage (Ex) A barbarian can enter or end rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, a barbarian gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants him 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.

Resilience of Steel (Ex) At 3rd level, an armored hulk is able to use his armor to help avoid deadly hits. While wearing heavy armor, he gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense.[/i]

Toughness (feat) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die

Background:
Born in the year 1884 in Hampshire, England, on the Prime world of Earth, Gordon Montague Torrance Gordon-Montague VI was a child of wealthy aristocrats. His upbringing was fairly standard for an upper-class child of the Victorian Age, attending the Harrow School, where he graduated at the bottom of his class before being accepted to Oxford University (with the help of a hefty donation to the college from his father, Lord Gordon-Montague). At Oxford, Gordon again performed abysmally at his academic pursuits, but excelled at rugby football and all-night drinking parties, becoming popular among his classmates for stunts such as downing two pitchers of brown ale at the same time, then smashing the pitchers over his head.

Following his time at Oxford (there is some dispute as to whether or not he actually graduated), his family purchased him an officer's commission in the British Army, where he performed dismally as a leader. However, he again excelled at the more physical aspects of the job (marching, shooting, shouting, etc.), and quickly gained a reputation as something of a well-liked, well-meaning buffoon--who happened to be the best rugby player in the King's Army, and a crack pistol shot.

Everything changed in 1914. War was declared between the nations of England and Germany, and Captain Gordon-Montague was sent to the Western Front. Surprisingly, he performed well, making up for his obvious lack of intelligence with courage and dash, always leading his men from the front, oblivious to danger. Over the next three years, he gained a reputation as a "lucky" officer, pulling through battle after battle without a scratch, and always bringing his men back safely, eventually even receiving the Victoria Cross for single-handedly capturing a German position, bashing a German gunner's skull in with his own MG-08.

However, Gordon's actions hadn't only attracted the attention of Field Marshal Haig. From deep in the Abyss, the lesser demon lord Grurmudmelton the Ebon Serpent had sent his spies to countless Prime worlds in search of elite warriors as part of a plan to usurp the rule of the Pits of Sloth from the demon prince Juiblex. In a desperate skirmish during the Third Battle of Ypres, a German sniper's bullet found Gordon's skull. The young captain, somehow still barely alive, sank into a pit of watery mud, and was deposited in the Halls of Ebon Woe on the 639th layer of the Abyss.

Gordon awakened a changed man. The Ebon Serpent's arcanosplicers had warped his body with grafted muscle and bone, doubling his already prodigious strength and fortitude, and had implanted an Abyssal coral seed in the remains of his brain. Totally in thrall to the demon lord, and with only hazy memories of his old life, Gordon became part of the Ebon Serpent's elite shock troops. His service, however, was not long. Less than a year afterward, the forces of Grurmudmelton were ambushed on the plane of Acheron by the archdevil Abigor, where the Ebon Serpent himself was captured, and most of his forces were wiped out. Gordon, however, was press-ganged into the Baatorian Foreign Legion. Unable to function properly without his patron's influence controlling his mind, a garbled form of his name was entered into the lists as "Torgo the Gormork," with his contract extending to three hundred years.

For the remainder of his contract, Torgo fought from plane to plane, passed between archdevil upon archdevil in their never-ending Blood War, dying and being resurrected countless times. Torgo didn't mind though. After all, war was war, and Torgo was good at war. After his contract's expiration, he found work as a mercenary, where his reputation was made solid by his unquestioning loyalty, inhuman endurance, and his willingness to be paid in food and random bits of garbage. In recent years, however, the Abyssal coral inside his brain has begun to reach the end of its life cycle, rapidly growing polyp-spawning nodules and causing terrible headaches. Following the advice of an old Legion comrade, he has made his way to Sigil in search of a brain specialist...

Appearance:
Torgo, while technically human, could almost be mistaken for a dwarf, with a short, squat body, large bullet-shaped head, and unnaturally oversized musculature. His skin is cris-crossed with badly-healed surgical scars, and knucklebone-sized protrusions of coral sprout through the crown of his bald head above bleary brown eyes that point slightly in different directions. His expression is invariably slackjawed, unfocused, and confused-looking. Torgo is rarely seen outside of a crude, weatherbeaten suit of thick adamantine plates, and topped by a heavy kettle hat not dissimilar from the Brodie helmet he wore during the Great War. He carries a massive two-handed pollaxe stamped from a single piece of Abyssal iron, and wears his trusty Webley revolver on one hip, right next to large hook from which hangs a stout iron teapot. On his back, he bears a comically large, metal-reinforced pack, filled to bursting with food and miscellaneous junk, with additional satchels, barrels, and items strapped to the outside.

Age 337 Height 1.62 m Weight 145 kg (without armor)
Eyes brown Hair none Skin ruddy

Personality:
Brutish, oblivious, and simple-minded, Torgo is painfully direct in everything he says and does, and believes basically anything he hears. He follows orders blindly and without question, displaying complete loyalty to whoever he perceives is in command. Torgo's speech is loud and harsh, and he seems to have no concept of "indoor voice," or even stealth in general. There is nothing Torgo loves more than fighting, especially if it means smashing things with his pollaxe, but he also enjoys the simpler things in life--grog, boiled beans, hot tea, collecting small pieces of useless junk, hot tea, smashing bricks together, grog...

Note: if the Abyssal coral is ever removed from Torgo's skull, his personality will shift back to its original, pre-implanting state--i.e. less Mr. D.P. Gumby, more General Sir Anthony Melchett crossed with Bertie Wooster.

Victorian slang