===== Description and backstory ===== As an infant, this bastard of human and orc blood was left at the doorsteps of wizard college. He were left with nothing but some smallcloth and an amulet of primitive, yet fine, making of bone. An inscription adorned one side of the medallion: "My dear Kurkosj, you will always be the brighter of your kin". Taken in by the mages of the college, he grew up as a slave to clean and labor for them. A magical tattoo was inscribed on his wrist, to make him easier to magically manipulate by the mages, should he ever show resistance or rebellious attitude. For 14 years he lived like this, and his inborn ferocity slowly ebbed out. \\ \\ During his time with the mages, there were a single girl among the students that took pity on this less fortunate creature. Her name was Amilla, and she took her time to gain his trust. She taught him how to read and write in secret, so as to not get discovered by the other mages. After a year of secretly meeting and talking, Amilla decided to assist Kurkosj to escape his imprisonment. He did not disagree to this.\\ \\ Amilla were able to thwart the magical tattoos power and that very night, Kurkosj escaped the college and ran into the nearby woods. He had not run for many days before he stumbled into a swamp. His food supplies were running low, and when he found a small cottage he did not hesitate to enter to find food and help. But, as his misfortune would have it, this cottage belonged to a small coven of hag witches, and instead of helping him, they captured him. They laid upon him a curse, much similar to the mages tattoo yet more sinister in nature. He were now forced to work for the hags and he contemplated how his destiny might be to just serve others as a slave.\\ \\ For three years he worked for the hags. Yet unbeknownst to them, he understood the workings of the magic they practiced. He observed, and learned from the ignorant witches, who had thought him a mere brute. He looked over there grimoires whenever he cleaned their cottage, while they were out or attending something else. His knowledge of their art grew strong. \\ \\ One night, a small viper slithered to him while he was about to sleep. At first it only looked at him, and he stared back, thinking; "If you come any closer, I'll step on you, snake". Oddly enough a small sound within his head, almost like a thought, replied; "I'm here to assist you, Kurkosj half-orcen. Your understanding of the dark arts have grown to a decent level, but you lack knowledge. I can give you that". The half-orc was astounded at first, but then remembered that the Hags usually had small vermin with them, and they seemed to talk and communicate with each other. "This might be my chance at grasping their techiques" he thought. Over the next months, they communed on a mental level, and Kurkosj's knowledge of spells grew. \\ \\ At last, his powers had grown significantly enough for him to break the curse upon himself, and break loose of his cage. He fled the cottage with little but some bread, fruit, a few items stolen from the witches, a small cauldron and some ingredients. And he was still carrying his medallion. \\ After a roaming for a while, Kurkosj found a port town and got on a boat destined for Waterdeep. When he arrived at the docks, some scoundrels that were hiring some cheap muscle found him and took him in. Kurkosj were hired for his brains and his intimidating stature. After a few days of working under bad conditions, he got freed from the oppresive work by a group of adventurers. This group of hapstance people invited him to join their loose fellowship and work as a free man. He agreed, and helped the group over a few months with their varying jobs, while he also caused some minor pain and trouble with his knack for alchemy and exploding cauldrons.\\ \\ One day he got intoxicated by one of his alchemical experiments that went awry, and his companions set out to find the restorative antidote. They found the antidote after a short quest into the Sword Mountains, and Kurkosj drank the potion. But he woke up as another person. Gone was the bright intelligence and knowledge of alchemy that he had previously mastered. This person was a dimmer, denser and all around more brutal person than Kurkosj used to be. He had little memory of his previous life, except that he liked these companions and lived here in Waterdeep. He now runs around and help with whatever he can, using a newfound strength and his greatsword to solve the jobs and trouble the fellowship now undertake. ===== Kurkosj ===== ^Lvl ^Class ^BAB ^Fort ^Ref ^Will ^Feats ^Features ^Favoured Class ^ ^1 |Barbarian 1 |+1 |+2 |+0 |+0 |Power Attack |Fast movement, Rage |+1 HP | ^2 |Barbarian 2 |+2 |+3 |+0 |+0 | |Invulnurability, Rage Power (Reckless Abandon)|+1 HP| ^3 |Barbarian 3 |+3 |+3 |+1 |+1 |Cleave |Endure Elements (hot) |+1 HP | ^4 |Barbarian 4 |+4 |+4 |+1 |+1 | |Rage Power (Superstition) |+1 HP | ^5 |Barbarian 5 |+5 |+4 |+1 |+1 |Antagonize | |+1 HP | ^6 |Barbarian 6 |+6 |+5 |+2 |+2 | |Rage Power (Ground Breaker) |+1 HP | ^7 |Barbarian 7 |+7 |+5 |+2 |+2 |Extra Rage Power (Knockback) | |+1 HP | ^8 |Barbarian 8 |+8 |+6 |+2 |+2 | |Rage Power (Increased Damage Reduction) |+1 HP | ^9 |Barbarian 9 |+9 |+6 |+3 |+3 |Extra Rage Power (Improved Damage Reduction)| |+1 HP | ^10 |Barbarian 10 |+10 |+7 |+3 |+3 | |Rage Power (Improved Damage Reduction) |+1 HP| \\ ^ ^Total ^Mod ^Race ^Lv ^Item ^Misc ^Saves ^Fort ^Ref ^Will ^ ^STR |**24** |+7 |+2 |+2 |+4 | |Total |**+14 (+16)**|**+9**|**+5 (+7)** | ^DEX |**14** |+2 | | | | |Morale | **+4 vs spells** ||| ^CON |**18** |+4 | | |+2 | |Abilities |+4 |+2 |-1 | ^INT |**10** |0 | | | | |Barbarian |+7 |+3 |+3 | ^WIS |**8** |-1 | | | | |Resistance |+2 |+2 |+2 | ^CHA |**10** |0 | | | | |Luck |+1 |+1 |+1 | ^Total Hitpoints |**120 (140 during rage)** | |Damage Reduction |**8/-** | |Fire Resistance |**2**| |CMB |**+17** (+2 during rage) | |CMD |**29** (+2 during rage) | |__**Total Armor Class:**__ |**14** |10 + 2 dexterity + 2 Leather Armor| |__AC with Power Attack:__ |**11**|14-3| |__AC during Rage:__ |**12**|14-2| |__AC with Both:__ |**9**|14-5| ^Weapon ^Attack ^Damage ^Crit ^ ^Greatsword |+18/+13 |2d6+11 |19-20 x2 | ^Greatsword (Rage) |+22/+17 |2d6+16 |19-20 x2 | ^Greatsword (Power Attack) |+18/+13 |2d6+20|19-20 x2 | ^Greatsword (Both) |+22/+17 |2d6+25|19-20 x2 | ===== Skills, feats & features ===== **Class Feature**\\ ^Features ^Description ^ ^Fast Movement |Increase your base movement speed by 10 ft. | ^Rage |Enter a rage for 26 rounds per day. During the rage you gain +4 strength, 2 extra HP per level, +2 to will saves and -2 to AC. A barbarian can end her 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. | ^Invulnurability |Gain damage reduction equal to ½ barbarian level.| ^Extreme Endurance |Gain Endure Elements effect against (hot) climate. For every third level above 3rd level, you gain 1 fire resistance (2 at the moment). | **Skills**\\ ^Skill ^Ranks ^Bonus/Penalty ^**Total**^ ^Acrobatics (dex) |9 |+2 |**+11** (+4 to jump)| ^Climb (str) |8 |+7 |**+15**| ^Intimidate (cha) |9 |+2 |**+11**| ^Knowledge (Kurkosj)|4 |+0 |**+4**| ^Survival (wis) |5 |-1 |**+4**| ^Swim (str) |5 |+7 |**+12**| \\ **Feats**\\ ^Level gained ^Feat ^Description^ ^1 |Power Attack |Subtract 3 from attack bonus, add 6 to damage rolls (add 9 if using a two-handed weapon). | ^3 |Cleave |Standard Action: Attack a foe, and continue attacking the next if you hit. Can only be done once per round. Reduces armor class by 2 until next round. | ^5 | | | ^7 |Extra Rage Power ()| | ^9 |Extra Rage Power (Improved Damage Reduction) |Increase your damage reduction by 1 during rage. | \\ **Racial Features**\\ +2 to one ability score (intelligence in this case)\\ Darkvision 60 ft.\\ Medium Creature. \\ Normal Speed: 30 ft.\\ Intimidating: +2 to intimidate.\\ Orc Blood: This creature counts as both Human and Orc for any effects related to race.\\ Orc Ferocity (changed to Sacred Tattoo): Gain a +1 luck bonus to saves.\\ Weapon Familiarity: Gain profeciency with Greataxes and Falchions in addition to any weapon with "orc" in its name.\\ Languages: Common, Orc.\\ \\ ===== Equipment ===== __**Crude Medallion:**__ An heirloom from his parents. His only connection to his heritage. Gives +2 constitution. 4.000 gp. \\ __**A cloak for traveling:**__ Stolen from the witches, this enchanted cloak protects the wearer. +2 resistance to saves. 4.000 gp.\\ __**Bracers of Bark:**__ Simple yet elegant bracers, stolen from the witches, increasing muscle and power of the wearer. +4 strength. 16.000 gp \\ __**Fury:**__ His greatsword (+1 furious greatsword) that has slain many foes and tasted the blood of plenty enemies. Will definatly taste more. 18.000 gp.\\ __**Leather Armor:**__ Not of any special origin, but has served well as... well, really nothing so far. 25 gp\\ __**Gloves of Arrow Snatching:**__ Found among many shiny objects during a job, these comfortable gloves proved to be his favorite handwear. 4.000 gp.