Krun Thuul

Uro Taraka's page

390 posts. Alias of Jam412.


Full Name

Uro Taraka

Classes/Levels

HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Strength 20
Dexterity 9
Constitution 18
Intelligence 11
Wisdom 15
Charisma 9

About Uro Taraka

Uro
Male Orc Barbarian 4
LG Medium Humanoid (Orc)
Deity Gwynharwyf
Initiative -1 SensesDarkvision (60 feet)
Concentration +3
Perception +6

==DEFENSE==
AC 17 Touch AC 11 Flat-Footed AC 16
hp 59/ 59
Current hp 59/ 59
Fort +9 Ref +2 Int +7 Will +2
Damage Reduction 2/-
Hero Points 0

==OFFENSE==
Speed 40ft
Melee Greataxe +11 (2d8+10/20/x3)
Melee Raging! Greataxe +12 (2d8+1d6+12/20/x3)
Melee Power Attack Greataxe +9 (2d8+14/20/x3)
Melee Raging! Power Attack Greataxe +10 (2d8+1d6+16/20/x3)
Melee Dagger +8 (1d4+5/19-20/x2)
Melee
Ranged +1 Returning Hand Axe +8 1d6+6/20/X3 Trip
Base Atk +4 CMB +8 CMD 19

Offense Math:
To Hit: BAB: +4 Str +5 Weapon Focus: +1 Axe: +1 =11
Damage: 2d8 Str: +7 Weapon Specialization: +2 Axe: +1 =10

To Hit Raging: BAB +4, Str +5 Weapon Focus: +1 Axe +1 Rage+1 =12
Damage Raging: 2d8, Vital Strike 1d6, Str +7 Weapon Specialization: +2 Axe +1 Rage +2 =12

To Hit Power Attack: BAB: +4 Str +5 Weapon Focus +1, Axe +1 Power Attack -2 =9
Damage Power Attack: 2d8, Str +7, Weapon Specialization +2, Axe +1, Power Attack +4 =14

To Hit Raging Power Attack: BAB +4, Str+5, Weapon Focus +1, Axe +1, Rage +1 Power Attack -2 =10
Damage Raging Power Attack: 2d8, Vital Strike 1d6, Str+7, Weapon Specialization +2, Axe +1, Rage +2, Power Attack +4 =16

==FEATS & TRAITS==

Spoiler:

Feats
Diehard: You automatically stabilize when reduced to -1 or fewer hp, without the need for an Endurance check. You still die if reduced to a negative hp total equal to your Constitution score, however.

Power Attack: 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.

Weapon Focus/ Weapon Specialization: Greataxe: +1 to attacks at BAB +1, +6, +11, +16 (max +4), and +1 to damage at BAB +1, +4, +8, +12, +16, +20 (max +6)

Staredown:
Benefit: As a full-round action, you can make a demoralize check (see Bluff skill) against all foes within 30 feet who can see you, without the normal “mass demoralize” penalty.
As your base attack bonus and number of ranks in Bluff improve, the speed at which you can intimidate nearby opponents also improves, as described below.
 If your base attack bonus is +6 or higher and you have at least 6 ranks in Bluff, you can demoralize opponents within 30 ft. as a move action.
 If your base attack bonus is +11 or higher and you have at least 11 ranks in Bluff, you can demoralize opponents within 30 ft. as an attack action (using a later iterative attack applies a penalty to the Bluff check equal to the iterative attack penalty).
 If your base attack bonus is at least +16 and you have at least 16 ranks in Bluff, you gain the frightful presence ability. When you draw a weapon, charge, or are in a rage, your Staredown automatically affects opponents within 30 ft., without requiring an action on your part.
Synergy:
 If you have at least 6 ranks in Bluff and also have the Killing Stroke feat (q.v.), whenever you reduce an enemy to 0 or fewer hit points (whether using Killing Stroke or not), you can also make a Bluff check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you struck are unaffected. This subsumes the Dreadful Carnage feat from the Advanced Player’s Guide, the Mortifying Attack feat from Champions of Ruin, the Gory Finish feat from Ultimate Combat, the Fountain of Blood boost from the Tome of Battle, and the Ghost-Face Killer’s “frightful attack” prestige class feature from Complete Adventurer.
 Instead of only affecting targets who can see you, you can also affect creatures within a darkness effect you create (you can cast darkness and also use this ability as a single full-round action). This supersedes the Nightmare Weaver feat from Ultimate Combat.
Normal: Demoralizing multiple opponents applies a -2 penalty per individual to be demoralized. Demoralizing is a standard action (see Bluff skill). Targets of demoralization attempts must be within 30 ft. and able to see you.

Fast Recovery:
You recover from wounds more quickly and easily than others.
Prerequisite: Constitution 13+.
Benefit: You gain the following benefits:
 You heal at double the normal rate (2 hp per character level for a full night’s rest). With full bed rest for 24 hours, you recover 6 hp per character level. Even when not resting, you heal 1 hp per character level every 8 hours.
 You regain double the indicated hit points from a successful use of the Heal skill, or from taking a breather (Chapter 1).
 All magical healing you receive is treated as if it were empowered (as per the Empower Spell feat) for you only.
 You heal attribute damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
 You recover from fatigue and exhaustion at twice the normal rates.

Intimidating Prowess:
Your physical might is intimidating to others.
Benefit: You choose whether to apply your Strength modifier or your Charisma modifier to Bluff checks made to demoralize or browbeat.
 If you have at least 6 ranks in Bluff, you ignore all size modifiers to Bluff checks to intimidate or
browbeat, when it is to your advantage to do so.
 If you have at least 11 ranks in Bluff, add both your Strength and your Charisma modifier (if both are positive).
 If you have at least 16 ranks in Bluff, you can demoralize creatures that are normally immune to fear (although the maximum condition is Shaken, regardless of the margin by which you
win the check).
Normal: The Bluff skill is Charisma-based.

Stamina Training: +1 Con per 3 ranks in Endurance

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 16
Ranks+Ability Mods+Class Bonus+Totem=Total
+Acrobatics 1-1+3=3
*Athletics 4+4+3=11
+Bluff (+8 for intimidate) 3-1+3=3 [Intimidate 3+4+3=10]
Concentration 1-1+0=0
Diplomacy 2-1= 1
Disable Device
#*Endurance 4+3+3+1=11
Escape Artist
Fly
+Handle Animal 4-1+3=6 [+4 for Pigs, +8 for Boar] (Secondary Skill)
+Heal 1+3+3=7
Knowledge: +Lore 1+0+3=4
Knowledge: +Warfare 1+0+3=4
Knowledge: +Linguistics 1+0+3=4
Knowledge: Planes 2+0=2
*Perception 4+3+3=10
+Planar Sense 1+3+3=7
Sleight of Hand
Spellcraft
+Stealth 1-1+3=3
Streetwise
#+Survival 3+3+3+1=10

*Bonus Skill
+Class Skill
#Totem Skill

Languages
*Common, Orc

==RACIAL & CLASS ABILITIES==

Spoiler:

Racial Abilities
Darkvision (60 feet): You can see in the dark (black and white vision only)
Bestial Might (Ex): Some full-blooded orcs gain an additional +2 racial bonus to Strength, but suffer a -2 racial penalty to Charisma.
Loping Gait (Ex): Your base land speed increases by 10 ft.
Surface Dweller (Ex): You are accustomed to daylight, and lose your light sensitivity trait.
Intimidating Prowess (Ex): You gain Intimidating Prowess as a bonus feat.

Class Abilities

Canny Defense: (traded out shield prof) Wisdom to armor class

Rage: 4 + your Constitution modifier per day +2 per level.

Boar Totem:  Improved Damage Reduction (Ex): Starting at 3rd level, your normal barbarian damage reduction doubles.

Favored Terrain: Forest
Woodland Sight (Ex): You ignore partial concealment due to plant growth, leaves, etc.

Woodland Stride (Ex): You ignore difficult terrain due to undergrowth and heavy undergrowth. You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment; this supersedes the “woodland stride” class feature from the core rules.
Terrain Skills: You gain a +2 competence bonus on initiative checks and on certain skill checks when in this terrain (these skills are Athletics, Perception, Stealth, and Survival).
Rage Powers:
Protective Spirits (Sp): While raging, you gain the effects of a protection from evil spell at an effective caster level equal to your barbarian level (even if you have no ranks in Concentration). You can select protection from good or protection from law instead of protection from evil; once chosen, you cannot change your selection.
Beast Hide (Su): You gain a +2 enhancement bonus to natural armor, as if from an amulet of natural armor. This bonus improves to +3 in an improved rage, +4 in a greater rage, +5 in a mighty rage, and +6 in a primal rage.

==EQUIPMENT==

Spoiler:

Combat Gear: Blessed Great Axe +1 (4000 Numen- penetrate DR/good and auto-confirm crit threats against [evil] opponents), 3 Hand axes, +1 Returning Hand Axe, Dagger, Breast Plate (No ACP 1,600 Numen, Resistance +1)

Other Gear: 50' hemp rope, Trail Rations, Water Skin, Crowbar.

Money/Wealth:
pp; gp;175 sp; cp
Gems:
Jewelry:
Misc:

Carries –lbs
Light load: < lbs
Medium load: lbs
Heavy load: lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 18
Height: 6'5 Weight: 340lbs
Eyes: Red
Hair: Black

Background

Spoiler:

Uro spent his early years living with the Taraka (boar tusk in orc) tribe in the jungles to the south of Sasserine. Living in the jungle and not in caves like most other tribes, they weren't as aggressive as most other orcs since food was more plentiful. Because of this, the Taraka had established trade with the civilized people of Sasserine, and specialized in the capture and training of exotic beasts.

Uro was coming back from one such trip when he found his village razed and his people slaughtered. All but one of the creatures that attacked his tribe had moved on. The remaining thing was a monstrously deformed nightmare wielding a wicked double sided axe. Standing several feet over even Uro, the powerful creature took everything the orc had to bring it down. During the battle it taunted Uro, telling him that his families souls had been dragged to the Abyss and would be forever tormented. It was a group of demons that had attacked his tribe. In the end Uro was almost dead and his prized stone axe had shattered, but he had slain the creature. Out of spite, just as much as out of necessity, Uro took the demons axe. It was too big and unwieldy to use with the secondary head, so he sawed it off, making a suitable great axe.

Without anywhere else to go, Uro collected what was left of the animals and headed off to Sasserine. After a few weeks, a woman spotted his axe and recognized it for what it was. She asked him about it and when he told his tale, she explained that she was a priestess in the Church of the Whirling Fury and invited him to join. Uro relished the thought of not only getting revenge, but potentially uncovering just why his tribe had been wiped out.

Since then he has made a living in the Azure district training exotic creatures, but he makes his home in the Cudgel district where he has easy access to his church. Uro has done his best to fit in there. He was initially feared locally due to his race and size, but after a year or so, has earned the trust of his neighbors, always willing to lend a strong back when needed or corral any stray beasts that wander into the neighborhood.