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About Urga the Ogre ProphetUrga the Ogre Prophet
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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 realm of Taldor, fleeing Cheliaxan bounty hunters. He has traveled to the city of Heldren seeking employment as a mercenary. Urga yearns for the day to return to Cheliax to extract vengeance. In Taldor he hopes to raise a new army to destroy his former Cheliaxan masters.
1st Level Stat Block:
Urga the Ogre Prophet Male half-orc oracle 1 None Medium humanoid (orc, human) Init +2; Senses darkvision 60 ft., Perception +3 DEFENSE AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
OFFENSE
0 (at will)—create water, detect poison, light, stabilize, mage hand, ghost sound (DC 11) STATISTICS
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Greater Weapon Focus (Falchion, Falchion), Improved Critical (Falchion, Falchion), Shield Proficiency, Simple Weapon Proficiency, Toughness, Weapon Focus (Falchion) Skills Acrobatics -2, Acrobatics (Jump) -6, Appraise -1, Bluff +1, Climb +0, Craft (Untrained) -1, Diplomacy +1, Disguise +1, Escape Artist -2, Fly -2, Heal -1, Intimidate +7, Knowledge (Religion) +3, Perception +3, Perform (Untrained) +1, Ride -2, Sense Motive -1, Stealth -2, Survival -1, Swim +0 Languages Common, Orc
SPECIAL ABILITIES Traits: Axe to Grind, Northern Ancestry Battle Mysteries You draw upon the divine mystery of Battle to grant your spells and powers. 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. Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. 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. Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again. 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. Weapon Mastery (Falchion) (Ex) Appearance:
Urga has black hair, black eyes and green skin. He is tall with a large, muscled frame. His protruding teeth give him a perpetual snarl. Personality:
Urga is a quiet, reserved and brooding. Level Progression:
Level Progression (Battle Oracle): 1. Battle Oracle 1; Toughness, Weapon Mastery (Falchion), Divine Favor, Protection From Evil 2. Battle Oracle 2; Enlarge Person 3. Battle Oracle 3; Skill at Arms, Extra revelation (Battle Cry), Shield of Faith 4. Battle Oracle 4; +1 Chr (14), Bull's Strength, Fog Cloud 5. Battle Oracle 5; Extra revelation (War Sight), Restoration (lesser) 6. Battle Oracle 6; Dispel Magic, Magic Vestment 7. Battle Oracle 7; Maneuver Master, Extra revelation (Battlefield Clarity) 8. Battle Oracle 8; +1 Chr (15), 9. Battle Oracle 9; Extra revelation (Surprising Charge) 10. Battle Oracle 10; 11. Battle Oracle 11; Iron Skin, 12. Battle Oracle 12; +1 Chr (16), 13. Battle Oracle 13; 14. Battle Oracle 14; 15. Battle Oracle 15; 16. Battle Oracle 16; +1 Chr(17), 17. 18. 19. 20. Level Progression (Rage Prophet):
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