Hurskan

Savage of the Mountains, Urglin Exile

Description:

001_HurskanBanner.png

Name: Hurskan | Race: Half-Orc (Cragkin) | Height: 6’5"
Player: Roy | Gender: M | Weight: 255 lbs.
Update: 1 | Age: 25 | Eyes: Brown
Align: CN | Size: M | Hair: Black
Deity: Shoanti Totemism | Speed: 30ft | Hand: Right
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Ability | Temporary | Class Level
Score Mod | Score Mod | Savage 1
STR 20 +5 |
DEX 16 +3 |
CON 17 +3 |
INT 14 +2 |
WIS 16 +3 |
CHA 12 +1 | XP: 0 Next: 2,000
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Total Current Subdual | Total Dex Misc
HP: 15 15 | Init: +5 = 3 + 2
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Total Armr Shld Dex Misc
AC: 19 = 10 + 3 + xxx + 3 + 3
Touch: 16 = 10 + xxx + xxx + 3 + 3
FlatFoot: 16 = 10 + 3 + xxx + xxx + 3
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +5 = 2 + 3 + 0
Ref (Dex): +5 = 2 + 3 + 0
Will (Wis): +3 = 0 + 3 + 0
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Base Total Base Str Size | Base Total Base Dex Size
Melee: +6 = 1 + 5 + xxx | Range: +4 = 1 + 3 + xxx
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Combat Total Base Str Size | Mnvr Total Base Str Dex Size Misc
Mnvr: +6 = 1 + 5 + xxx | Defense: 22 = 10 + 1 + 5 + 3 + xxx + 3
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ABILITIES/FEATS
H Armor Proficiency: Savage Armor – no penalties on attack rolls while wearing savage armor
H AC Bonus – When wearing savage armor and unemcumbered, add Wisdom bonus to Armor Class and Combat Manuever Defense. In addition, gain +1 bonus to AC and CMD at 4th level. Bonus increases by 1 for every four levels thereafter, up to a maximum of +5 at 20th level. Bonuses apply against touch attacks and when flat-footed. Bonus is lost when immobilized or helpless, when carrying a shield other than buckler, when carrying medium or heavy load, or during rounds when savage has used furious blows.
H Furious Blows – May make furious blows when wielding a savage weapon as a full-attack action. May make one additional attack at -2 to both attack rolls. Can be any combination of attacks with savage weapon. At 8th level, may make two additional attacks. At 15th level, may make three additional attacks. Full Strength bonus applies to damage rolls for all successful attacks made with furious blows. May substitute disarm, sunder, and trip combat maneuvers for melee attacks as part of furious blows. Cannot use any weapon other than savage weapon. When wielding greataxe, greatclub, or great macuahuitl as part of furious blows, penalty suffers additional -1 to each attack.
H Primal State – Can conduct a personal ritual to enter a primal state. Ritual is full-round action that provokes attacks of opportunity and can be held for up to 24 hours, or when a rest is taken. Primal state grants benefits of Improved Unarmed Strike feat and +2 morale bonus to Intimidate, Handle Animal, and Sense Motive checks. While rampaging, can also expend primal state to gain benefits of certain savage powers. May attain primal state even if depleted feral points pool. Expending primal state to power fear, class feature, or any other ability powers single effect. Cannot gain benefits of multiple abilities that require expending primal state once; each effect requires separate expending of primal state.
H Rampage – Can rampage for number of rounds per day equal to 4 + Constitution modifier. At each level after 1st, can rampage for additional 2 rounds per day. Temporary Constitution bonuses don’t grant additional rounds. Total number of rounds renewed after resting for 8 hours, but hours need not be consecutive. Can enter rampage as free action. Gain +2 morale bonus to Will saves and Acrobatics, Climb, and Swim checks, and can call upon savage powers. For every foe defeated by savage during rampage, gain temporary hit points equal to foe’s HD. Defeating foe can be in the form of reducing to 0 HP, rendering unconscious through nonlethal damage, or unconscious by other means. Temporary hit points can surpass savage’s current maximum hit points, last for a number of rounds equal to Constitution modifier, and do not stack with themselves with more than one defeat. Can end rampage as free action, and feats that affect rage affect rampage, where possible.
H Tribal Lore – May add any two additional skills to become class skills.
1 Power Attack – May take a – 1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Bonus to damage is increased by half if you are using a two-handed weapon, a one-handed weapon with two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. Bonus to damage is halved if making attack with off-hand weapon or secondary natural weapon. Penalty increases by – 1 and bonus damage increased by +2 at base attack bonus of +4 and every 4 points thereafter. Must choose to use before attack roll and effects last until next turn.

Rock Climber – Gain +1 racial bonus on Acrobatics and Climb checks.
Cliffside Charger – When in mountain terrain, can move through natural difficult terrain at normal speed. Magically altered terrain affects movement normally. In addition, gain +10 foot racial bonus to speed while charging.
Darkvision – Can see perfectly in the dark up to 60 feet.
Orc Blood – Count as both human and orc for effects related to race.
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AC BONUS: +0
Wisdom +3
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FURIOUS BLOWS: – 1 / – 1
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PRIMAL STATE:
1 Improved Unarmed Strike, +2 Intimidate, +2 Handle Animal, +2 Sense Motive
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RAMPAGE (7 rds/per day):
1 +2 Will saves, +2 Acrobatics, +2 Climb, +2 Swim
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TRIBAL LORE: Knowledge (Dungeoneering), Knowledge (Geography)
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Skills:

Acrobatics +7 = 1 rank + 3 Dex + 3 Trained + 1 Race – 1 Armor Check Penalty
Climb +9 = 1 rank + 5 Str + 3 Trained + 1 Race – 1 Armor Check Penalty
Handle Animal +5 = 1 rank + 1 Cha + 3 Trained
Intimidate +6 = 1 rank + 1 Cha + 3 Trained + 1 Trait
Knowledge (Geography) +6 = 1 rank + 2 Int + 3 Trained
Knowledge (Nature) +6 = 1 rank + 2 Int + 3 Trained
Lore (Shoanti) +6 = 1 rank + 2 Int + 3 Trained
Perception +7 = 1 rank + 3 Wis + 3 Trained
Ride +6 = 1 rank + 3 Dex + 3 Trained – 1 Armor Check Penalty
Sense Motive +7 = 1 rank + 3 Wis + 3 Trained
Survival +8 = 1 rank + 3 Wis + 3 Trained + 1 Trait

Traits:

Outlander (Exile) – +2 trait bonus to Initiative checks.
Regional Recluse (Urglin) – +1 trait bonus to Survival and Intimidate checks.
Shaonti Tattoo – +1 trait bonus on saving throws against fear effects. Proficient with earth breakers, klars, and Shoanti bolas.

Drawbacks:

Cruelty – Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a -2 penalty on attack rolls against foes who are neither dying nor helpless.

Hero Points: 1

Languages: Common, Shoanti, Orc, Giant, Goblin

Gear: Falchion, Shoanti Bolas, Studded Leather, Furs, Savage’s Kit

Gold: 164 gp

Weapon: Falchion Weight: 8 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Melee | +6 | 2d4 +7 | 18-20/x2 | x | Slashing | x

Weapon: Shoanti Bolas Weight: 3 lbs.
Move Name Type Atk Damage Crit Range Type Special
Attack | Ranged | +4 | 1d4 +5 | x2 | 10 ft. | Bludgeoning and Piercing | Trip

Bio:

Hurskan

Rise of the Runelords R_Kaiser