Scrapwall Fanatic

Urga the Ogre's page

258 posts. Alias of wehrpig.


Full Name

Urga the Ogre

Race

Half Orc

Classes/Levels

Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),

Tracked Resources:
13/19 rage rounds

Gender

Male

Size

M

Age

25

Alignment

CN

Deity

Gorum

Location

Varisia

Languages

Common

Occupation

Mercenary

Homepage URL

Character Sheet

Strength 20
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 10

About Urga the Ogre

8th Level Stat Block:

Urga the Ogre
Half-Orc Barbarian (Invulnerable Rager) 7/Fighter (Unbreakable) 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 20 (+7 armor, +2 Dex, +1 natural, +2 deflection)
hp 93 (7d12+1d10+39)
Fort +14, Ref +8, Will +6; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities orc ferocity; DR 3/—, 6/lethal; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine greatsword +14/+9 (2d6+8/19-20) and
cold iron battleaxe +13/+8 (1d8+5/×3) and
silver dagger +13/+8 (1d4+4/19-20)
Ranged rifle +6 (1d10/×4)
Special Attacks rage (19 rounds/day), rage powers (beast totem, beast totem, lesser, reckless abandon, superstition +3, witch hunter)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +8; CMB +13; CMD 27
Feats Diehard, Endurance, Extra Rage Power, Extra Rage Power, Power Attack, Toughness
Skills Acrobatics +5, Climb +6, Intimidate +13, Perception +11, Stealth +7, Survival +4, Swim +6; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear +1 breastplate, +1 adamantine greatsword, cold iron battleaxe, rifle, silver dagger, amulet of natural armor +1, cloak of resistance +4, ring of protection +2
--------------------
Special Abilities
--------------------
Beast Totem +2 AC (Su) +2 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

7th Level Stat Block:

Urga the Ogre
Half-Orc Barbarian (Invulnerable Rager) 6/Fighter (Unbreakable) 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 84 (6d12+1d10+34)
Fort +14, Ref +8, Will +6; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities orc ferocity; DR 3/—, 6/lethal; Resist fire 1, extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine greatsword +12/+7 (2d6+7/19-20) and
cold iron battleaxe +11/+6 (1d8+4/×3) and
silver dagger +11/+6 (1d4+3/19-20)
Ranged rifle +5 (1d10/×4)
Special Attacks rage (17 rounds/day), rage powers (beast totem, beast totem, lesser, reckless abandon, superstition +3, witch hunter)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +7; CMB +11; CMD 23
Feats Diehard, Endurance, Extra Rage Power, Extra Rage Power, Power Attack, Toughness
Skills Acrobatics +4, Climb +5, Intimidate +12, Perception +10, Stealth +6, Survival +4, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear +1 breastplate, +1 adamantine greatsword, cold iron battleaxe, rifle, silver dagger, cloak of resistance +4
--------------------
Special Abilities
--------------------
Beast Totem +2 AC (Su) +2 Natural Armor while raging.
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Damage Reduction (6/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (1) You have the specified Energy Resistance against Fire attacks.
Extreme Endurance (Fire) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.
Witch Hunter (+2) (Ex) Bonus to damage spellcasters while raging.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

6th Level Stat Block:

Urga the Ogre
Half-Orc Barbarian (Invulnerable Rager) 5/Fighter (Unbreakable) 1
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 70 (5d12+1d10+29)
Fort +9, Ref +3, Will +1; +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Defensive Abilities orc ferocity; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine greatsword +11/+6 (2d6+7/19-20) and
cold iron battleaxe +10/+5 (1d8+4/×3) and
silver dagger +10/+5 (1d4+3/19-20)
Ranged rifle +4 (1d10/×4)
Special Attacks rage (15 rounds/day), rage powers (beast totem, lesser, reckless abandon, superstition +3)
--------------------
Statistics
--------------------
Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +6; CMB +10; CMD 22
Feats Diehard, Endurance, Extra Rage Power, Power Attack, Toughness
Skills Acrobatics +3, Climb +5, Intimidate +11, Perception +9, Stealth +5, Survival +4, Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
Other Gear +1 breastplate, +1 adamantine greatsword, cold iron battleaxe, rifle, silver dagger
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (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
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (15 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

Urga deserted the Cheliax Army two years ago after killing his lieutenant, a local Hellknight scion. Within the Cheliax Army he exalted in the savagery of battle but found the long hours within the barracks unbearable. His Cheliax officers were willing to overlook Urga's breaches of discipline because of his lethal effectiveness in battle. That changed when Urga refused to follow orders during a mission to suppress militant insurgents. Urga was commanded to allow the insurgents to retreat by his corrupt lieutenant. Urga killed the insurgents and then killed his lieutenant when he intervened. In the following months Urga would live in the woods like a feral animal and survive through banditry. Hunger and exposure to the elements would eventually drive him to join the very rebels he once fought. There Urga would come to revel in the freedom and constant violence of his new life. He would come to realize an ever burning hatred for both the Cheliax aristocracy and the forces of Law. But eventually the day would come that even within the insurgency the horrors of Urga's excesses were too much, and he was forced to leave Cheliax entirely. Urga now wanders from town to town as a mercenary or a bandit, depending on the availability of gold for blood. Above all Urga seeks the opportunity to strengthen his growing rage on the anvil of battle.

Urga currently has traveled to the southern continent of Garund, fleeing Cheliaxan bounty hunters. He has traveled to the city of Alkenstar seeking employment as a mercenary in the regions long standing conflict between Geb and Nex. After spending time In Alkenstar, Urga has come to realize the lethal potential of firearms. Urga yearns for the day to return to Cheliax to extract vengeance. He now seeks to arm himself and his fellow mercenaries for an expedition North to Varisia. In Varisia he hopes to raise a new army to destroy his former Cheliaxan masters.

Stat Block:

Urga the Ogre
Male half-orc fighter 1 / barbarian 4

CN Medium humanoid (orc, human)

Init +2; Senses darkvision 60 ft., Perception +8

DEFENSE

AC 18, touch 12, flat-footed 18 (+6 armor, +2 Dex)
hp 57 (5 HD; 1d10+4d12+24)
Fort +9, Ref +3, Will +1

DR 2/-

OFFENSE
Speed 30 ft., Fast Movement
Melee greatsword (two handed) +9 ((two handed) 2d6+6/19-20)
Melee battleaxe (cold iron) +9 (1d8+4/x3)
Melee dagger (alchemical silver) +9 (1d4+3/19-20)
Ranged dagger (alchemical silver/thrown) +7 (1d4+3/19-20)
Ranged rifle +3 (1d10/x4)
Special Attacks Beast Totem, Lesser, Reckless Abandon,
STATISTICS
Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 10
Base Atk +5; CMB +9; CMD 21

Feats Diehard, Endurance, Extra Rage Power, Power Attack, Toughness

Skills Acrobatics +2, Appraise +0, Bluff +0, Climb +5, Craft (Untrained) +0, Diplomacy +0, Disguise +0, Escape Artist -2, Fly -2, Heal +1, Intimidate +10, Knowledge (Nature) +4, Perception +8, Perform (Untrained) +0, Ride -2, Sense Motive +0, Stealth -2, Survival +4, Swim +5

Languages Common, Orc
Archetypes Invulnerable Rager, Unbreakable,
SQ bonus feats, darkvision, extreme endurance, fast movement, intimidating, invulnerability, orc blood, orc ferocity, rage, superstition, tough as nails, weapon and armor proficiency, weapon and armor proficiency, weapon familiarity,
Gear breastplate; traveler's outfit; greatsword; battleaxe (cold iron); dagger (alchemical silver); Rifle ;

SPECIAL ABILITIES

Beast Totem, Lesser (Su) While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian's full base attack bonus. The claws deal 1d6 points of slashing damage (1d4 if Small) plus the barbarian's Strength modifier.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Extreme Endurance (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.

Extreme Endurance / Hot 0

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

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.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 13 rounds per day. You can enter 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, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 10 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Reckless Abandon (Ex) 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.

Superstition (Ex) You gain a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Tough as Nails An unbreakable gains Endurance and Die Hard as bonus feats. This ability replaces the fighter's 1st-level bonus feat.

Weapon and Armor Proficiency A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Weapon and Armor Proficiency An unbreakable is not proficient with tower shields.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Additional Good Save: Will
Teamwork Feat: lookout

Starting Build Info:

4th level build:

HP: 16+11+11+11 = 49 (includes +3/1 for toughness, +3 for con, +1x3 for favored class)

AC: 18 , DR 1/-

Skills:
Perception +4r
Intimidate +4r
Survival +1r
Handle Animal +1r
Ride +1r
Swim +1r
Climb +1r
Acrobatics +1r
Knowledge (Nature) +1r
Heal +1r

Feats:
Toughness
Endurance
Die Hard
Power Attack

Rage power: Reckless Abandon

Additional Good Save: Will
Teamwork Feat: lookout

Invulnerable Rager extreme endurance: Hot climate effects

Equipment: (draft)
Rifle (5000 gp, 12 lbs)
Pistol (1000 gp 4 lbs)
120 Bullets (120 gp 2 lbs)
Gunsmith's Kit (15 gp)
Greatsword (50 gp 8 lbs)
Breast plate (200 gp 30 lbs)
Cold iron Battle Axe (20gp 6 lbs)
Silver (alchemical) edged dagger (22 gp 2 lbs)
Backpack
Rations
Potions CLW x 10
50gp

Feat and Rage Power Progression:

Level/Feat/Rage Power Progression (draft)
1. Fighter (Unbreakable); Toughness, Endurance, Die Hard
2. Barbarian (Invulnerable Rager);
3. Barbarian (Invulnerable Rager); Power Attack, Reckless Abandon
4. Barbarian (Invulnerable Rager);
5. Barbarian (Invulnerable Rager); Extra Rage Power, Superstition, Lesser Beast Totem
6. Barbarian (Invulnerable Rager);
7. Barbarian (Invulnerable Rager); Extra Rage Power, Witch Hunter, Beast Totem
8. Barbarian (Invulnerable Rager);
9. Barbarian (Invulnerable Rager); Spell Sunder, Increased DR
10. Barbarian (Invulnerable Rager);
11. Barbarian (Invulnerable Rager); Dazing Assault, Greater Beast Totem
12. Barbarian (Invulnerable Rager);
13. Barbarian (Invulnerable Rager); Come and Get Me, Combat Reflexes
14. Barbarian (Invulnerable Rager);
15. Barbarian (Invulnerable Rager); Raging Brutality, Improved Sunder
16. Barbarian (Invulnerable Rager);
17. Barbarian (Invulnerable Rager); Eater of Magic
18. Barbarian (Invulnerable Rager);
19. Barbarian (Invulnerable Rager);
20. Barbarian (Invulnerable Rager);

dice script:

[dice=Attack]1d20+14+2[/dice]
[dice=Damage]2d6+8+2[/dice]

[dice=Attack]1d20+9+2[/dice]
[dice=Damage]2d6+8+2[/dice]