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Quomaugh Ironmaw NE Barbarian PaizoPbP Info

Dec 29th, 2014
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  1. http://www.myth-weavers.com/sheetview.php?sheetid=519157
  2.  
  3. [spoiler=Character Sheet]QUOMAUGH IRONMAW
  4. Male [url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html]Dwarf[/url]
  5. [url=http://paizo.com/pathfinderRPG/prd/classes/barbarian.html#_barbarian]Barbarian[/url] ([url=http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/barbarian.html#_invulnerable-rager]Invulnerable Rager[/url]/[url=http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/barbarian.html#_urban-barbarian-(archetype)]Urban Barbarian[/url]) 1
  6. NE Medium Humanoid (Dwarf)
  7. [b]Init[/b] +2; [b]Senses[/b] Darkvision, Perception +8
  8.  
  9. --------------------
  10. DEFENSE
  11. --------------------
  12.  
  13. [b]AC[/b] 16, touch 12, flat-footed 14. . (+2 Dex, +4 armor)
  14. [b]HP[/b] 16 (1d12+4)
  15. [b]Fort[/b] +6, [b]Ref[/b] +2, [b]Will[/b] +5 (+3 on all saves vs. poison, spells and spell-like abilities)
  16.  
  17. --------------------
  18. OFFENSE
  19. --------------------
  20.  
  21. [b]Speed[/b] 20 ft. (No Armor)
  22. [b]Melee[/b] Longsword +5 (1d8+6/19-20/x2) OR
  23. . . Longsword +4 (1d8+9/19-20/x2) OR
  24. . . Longsword +7 (1d8+9/19-20/x2) (Str rage) OR
  25. . . Longsword +6 (1d8+12/19-20/x2) (Str rage)
  26. [b]Ranged[/b] Longbow +3 (1d8/20/x3) OR
  27. . . Longbow +5 (1d8/20/x3) (Dex rage)
  28. [b]Special Abilities[/b] Controlled Rage (Ex) (+4 Str, Dex or Con) (8 rounds/day)
  29.  
  30. --------------------
  31. STATISTICS
  32. --------------------
  33.  
  34. [b]Str[/b] 18, [b]Dex[/b] 15, [b]Con[/b] 19, [b]Int[/b] 8, [b]Wis[/b] 18, [b]Cha[/b] 8
  35. [b]Base Atk[/b] +1; [b]CMB[/b] +5; [b]CMD[/b] 17
  36. [b]Feats[/b] [url=http://paizo.com/pathfinderRPG/prd/feats.html#power-attack]Power Attack (-1/+2)[/url]
  37. [b]Traits[/b] [url=http://paizo.com/campaigns/CosmiysWayOfTheWicked/recruiting#1]High Treason (+1 Will saves)[/url], [url=http://www.d20pfsrd.com/traits/regional-traits/glory-of-old-dwarf-regional-trait]Glory of Old (+1 on saves vs. poison, spells and spell-like abilities)[/url]
  38. [b]Skills[/b] Perception 1 rank (+8), Intimidate 1 ranks (+3), Handle Animal 1 rank (+0), Knowledge (Nature) 1 rank (+0), Spellcraft 1 rank (+0)
  39. [b]Languages[/b] Common, Dwarven
  40. [b]Combat Gear[/b] -; [b]Other Gear[/b] longsword, longbow, arrows (20), chain shirt, adventurer's outfit
  41.  
  42. --------------------
  43. SPECIAL ABILITIES
  44. --------------------
  45.  
  46. [b]Favored Class: Druid[/b] (+1 HP)
  47. [b][url=http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces/dwarves.html]Dwarven Racial Traits[/url][/b] (Rock Stepper alternate racial trait)
  48. [b][url=http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/barbarian.html#_crowd-control]Crowd Control (Ex)[/url][/b]
  49. [b][url=http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/barbarian.html#_controlled-rage]Controlled Rage (Ex)[/url][/b] 8 rounds/day
  50.  
  51. --------------------
  52. SPELLS
  53. --------------------
  54.  
  55. [b]None[/b][/spoiler]
  56.  
  57. [spoiler=Background]Quomaugh and Xoruk Ironmaw were both found in the wreckage of a Dwarven caravan by Orcish scavengers. The Ironmaw Clan, as they called themselves, were a particularly ruthless and bloodthirsty tribe of Orcs. What they were most well-known for, however, was the fact that not a single one of the clan had anything resembling intelligence. The lot of them were foolish and ignorant, and it was because of this that they took to slaughter and the sowing of chaos with such vigor.
  58.  
  59. However, despite their renowned idiocy, the witch doctor of the Ironmaws, Bazur the Scarred, a Half-orc man who had also led the tribe for many years, saw promise in the two infants. Unsure how they had survived the wreck of the caravan, but impressed they had managed to stay alive despite it, Bazur took both boys in as his own children. It was many years before he even began to guess what they were, but from the first moment, they were treated as Orcs. Short, stout, pale-skinned, red-headed Orcs.
  60.  
  61. Quomaugh was apprenticed under the tribe's resident shaman, an Orc by the name of Krugg. Xoruk became a disciple of Bazur, himself. As soon as Quomaugh was of-age (though they still believed both brothers to be runts) he began the training to become a shaman, just as Krugg was. The dwarven man took to the training with gusto, thoroughly intent on becoming just as mighty and wise as his mentor. Training with vigor and fury, Quomaugh found in him the ability to become a whirling dervish of destruction, gleefully smashing the knees and privates of any of the Orcs who still dared call him a runt. He almost reveled in the fact that, unlike his brother, the Orcs began to fear and respect him for his great prowess in battle. Unlike even the most wild Orcs, Quomaugh was capable of a cold fury that allowed him to be just as strong or tough as any of his adoptive brethren, a skill learned from Krugg, himself.
  62.  
  63. Soon enough, an upstart Orc from outside the tribe came and demanded to be made leader of the Ironmaws. This Orc, Kilg, was far smarter than any of the Ironmaws, and immediately pointed out the two brothers for what they were. Seeing as they had been raised as Orcs, told they were Orcs, and generally believed they were Orcs, this was a grave offense. Bazur and Krugg stepped forward to defend their tribe, and their apprentices... but Kilg proved to be a mighty warrior who channeled pure evil. Slaying the Ironmaw Clan's previous leaders, Kilg had their heads mounted on pikes next to the tent Bazur used to inhabit. This infuriated Quomaugh and Xoruk, but they knew they could not fight the newcomer.
  64.  
  65. The two brothers decided they no longer belonged among the Ironmaws, and set out on their own. Upon reaching the nearest town, the two went their own separate ways, as well. Quomaugh found his way to the country of Talingarde, where he began to subsist in the Savage North. This northernmost area of Talingarde is plagued with ice cold winters, almost no arable farmland, and patchwork communities of shantytowns, if not a few huts in terrible condition. Without any money, Quomaugh was forced to live among these conditions, and after living in the (comparative) lap of luxury as the adoptive son of the Ironmaw Chieftan, the squalid and practically inhumane conditions of the Savage North was simply not acceptable. With Krugg's teachings in his head, the Dwarf knew there was only one way to solve this horrible problem: to topple the kingdom of Talingarde and take their land, their homes and their food for himself.
  66.  
  67. It was not long before Quomaugh founds others who agreed, and he soon became an enforcer for the anti-Talingarde revolutionary group, the Dark Moons. With the highest ranking members of this group being disenfranchised Talingarde aristocrats and ex-soldiers, Quomaugh found himself surrounded by people with similar goals... but they tricked themselves into believing they worked for the greater good. That the evil Talingarde and its leader, King Markadian V, must fall so that the poor, suffering folk of the Savage North might have somewhere to go. The fools! The simple folk who made up much of the base of the Dark Moons are nothing but peasants and serfs! What do they know of revolution?
  68.  
  69. As the plan to overthrow Markadian V had progressed, Quomaugh ingratiated himself with the group's leaders. Though not truly interested in their goals, the Dwarf knew when to shut up and follow along. Working his way towards the top of the organization, he managed to get his hands into the planning and running of operations. Better pay, better accommodations, all because he knows when NOT to open his mouth. Eventually, however, the day of the invasion of Talingarde arrived.
  70.  
  71. What ever made them think that two thousand peasants armed with pitchforks, shovels and scythes could do anything against the trained armies of Talingarde? Fools and dreamers. Quomaugh and a few other of the well-trained, well-armed revolutionaries managed to sneak into the palace. If they could not destroy the royalty with brute force, then a more strategic plan was required. The five of them infiltrated the castle, finding themselves in the depths of the enemy's stronghold, ready to slay the King whose negligence killed many, his laughter reverberating in the great hall where he feasted without a care for the people of the Savage North. Kicking down the door, Quomaugh and crew did not see Markadian V in the middle of a meal. Instead, a full hundred soldiers and crossbowmen awaited them. They had stumbled into a trap!
  72.  
  73. [b]"Your plans are for naught! Mitra has warned us of your treasonous ways!"[/b] the King had shouted at them. They must have been sold out by the foolish former aristocrats, who believed they would be returned to power if they warned the Talingarde government of the invasion, of the attempt on the King's life. They would die, by Quomaugh's hand if not by the government they hoped to be welcomed by, that was for sure. [b]"Mitra will have no mercy on your souls! The lot of you are sentenced to death by drawing and quartering! Guards, [i]seize them![/i]"[/b] And so the Dwarf fought. A full half-dozen of the King's guards fell before he was subdued, pressed face-first into the hard stone floor. There was no escape for Quomaugh. He had indeed tried to slay the King of Talingarde, and death was all he could expect for it. It appeared that his chance to rejoin his brother and retake the Ironmaw Clan, to become Shaman of the Ironmaws, was never to be. A dead man, Orc or Dwarf, can rule nothing...[/spoiler]
  74.  
  75. [spoiler=Physical Description]Quomaugh is broad and stout, a veritable mountain of a man... a very short mountain, yes, but every bit as tough. His bright emerald eyes, wild, dark red hair and well-kept beard aren't the only things that set him apart from his Orcish brethren, but they are the parts that stick out to the dimwitted Ironmaw. Though the Dwarven man has a light tan, he is still rather pale, especially compared to the olive or brown complexion of those he grew up amongst.
  76.  
  77. He has Druidic tattoos on his arms and chest, and a tattoo of a fang on his forehead, markings given to him by Krugg, his former master.
  78.  
  79. [url=http://i.imgur.com/OKS66di.jpg]Portrait of Quomaugh.[/url][/spoiler]
  80.  
  81. [spoiler=Personality]Quomaugh is a loud, boisterous fellow with very sinister motives. Unlike his brother, he is entirely content with doing evil to better himself, and often enjoys causing trouble and picking fights for fun. He loves ale and women, and lives entirely for himself. However, in combat, his eyes fill with cold fury, and he is like a scythe through wheat. Woe to the ones who stands before him on the battlefield.
  82.  
  83. He is also a self-centered jerk. While he will give people the benefit of the doubt in regards to their usefulness to him, those found wanting may wake up to a dagger in the spine, if they wake again, at all.[/spoiler]
  84.  
  85. [spoiler=Status] [ooc][ HP: 16/16 | AC: 16 T: 12 FF: 14 | F: +6 R: +2 W: +5 (+3 vs. poison, spells & spell-like abilities) | Init: +2 Per: +8 | Rage: 8/8 ][/ooc][/spoiler]
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