Lervanus | |
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Aliases: | Larry, Lerv, Spud |
Age: | 19 |
Hair: | Grey |
Eyes: | Blue |
Height: | 6'7 |
Weight: | 290 lbs. |
Race: | Orc |
Class: | Barbarian-2 Crusader-2 |
Alignment: | Chaotic Good |
Diety | Fenris |
Level: | 4 |
Experience: | 9,504/10,000 |
Hit Points: | 60/60, 68/68 Rage |
Gold: | 2085 |
Current Status: | Active |
Played by Nerylos |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Mans and Stans
- Equipment
- Magic Items
- Heroisms
- Spud's Thesaurus
- Background
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 22 | +6 | 26 | +8 |
Dexterity | 16 | +3 | - | - |
Constitution | 18 | +4 | 22 | +6 |
Intelligence | 7 | -2 | - | - |
Wisdom | 8 | -1 | - | - |
Charisma | 14 | +2 | - | - |
Temp Mod Used to track Magic Item bonuses etc
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Orc Double Axe +1 | +11/13, or +9/11/+9/11 | 1d8+7/9 or 1d8+7/9/1d8+4/5 | x3 | S |
Longsword +1 | +11/13 | 1d8+7/9 | 19-20/x2 | S |
Longbow | +7 | 1d8 | x3 | 100 ft., P |
Armor Class | |
Total | 20 = Base 10 + 3 Dex + 6 Armor +1 Natural -2 Rage |
Total | 22 = Base 10 + 3 Dex + 8 Armor(shield) +1 Natural -2 Rage |
Flat-Footed | 20 = Base 10 + 3 Dex + 6 Armor +1 Natural -2 Rage |
Flat-Footed | 22 = Base 10 + 3 Dex + 8 Armor(shield) +1 Natural -2 Rage |
Touch | 14 = 10 +1 Natural +3 Dex -2 Rage |
Saving Throws | Base | Bonus | Total |
Fortitude | +4 | +5 | +9 |
Reflex | +3 | +0 | +3 |
Will | -1 | +2 | +1 |
BAB | Mod | Total Range/Melee |
+4 | +3/+6 | +7/+10 |
Initiative |
Dex = +3 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +0 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +0 | +0 | +0 | +0 | +0 |
X | Craft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +0 | +0 | +0 | +0 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +0 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +0 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Heal (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Hide (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Intimidate (Cha) | +7 | +2 | +0 | +0 | +9 |
X | Jump (Str) | +7 | +6 | +0 | +0 | +13 |
X | Knowledge (Stuff) (Int) | +0 | +0 | +0 | +0 | +0 |
X | Listen (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Move Silently (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Profession (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Search (Int) | +0 | +0 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +0 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Survival (Wis) | +0 | +0 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +0 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +0 | +0 | +0 | +0 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common and Wildlander
Skill Tricks:
Skill Tricks go here
Skill Point Total: Total Here
1st - 8 <—Breakdown of skills generated per level, helps you keep track.
Feats:
Level 1 - Two Weapon Fighting
Level 3 - Power Attack
Class Abilities:
Fast Movement (Ex): A barbarian's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class.
The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies. See below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Steely Resolve (Ex): Your supreme dedication and intense focus allow you to temporarily set aside the pain and hindering effects of injuries. When an opponent strikes you, the injury does not immediately affect you. You have a delayed damage pool that allows you to forestall the effects of many injuries. This pool begins at 0 with each encounter. When you are attacked, any hit point damage the blow deals is added to your delayed damage pool. At the end of your next turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0. Any healing you receive can either increase your current hit point total as normal or reduce the total damage in your delayed damage pool. When you receive healing, you choose whether it affects your damage pool, your hit points, or both (you can split the amount of healing as you wish). Most crusaders opt to keep as much damage in their delayed damage pool as possible to maximize the benefit of their furious counterstrike ability (see below). Damage reduction does not apply to the damage that is received from Steely Resolve.
Special effects tied to an attack, such as energy drain, stun, and so forth, still affect you as normal, and their effects are not delayed by this ability. For example, if you are bitten by a venomous spider, you must still attempt a Fortitude save against the poison immediately, even though the bite damage shifts into your delayed damage pool. By the same token, any other special attack that imposes a condition, such as a medusa’s petrifying gaze, takes immediate effect on you.
At 1st level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your hit points as normal. The maximum damage your pool holds increases by 5 at 4th, 8th, 12th, 16th, and 20th level.
Furious Counterstrike (Ex): You can channel the pain of your injuries into a boiling rage that lets you lash out at your enemies with renewed vigor and power. Each attack that strikes you only pushes you onward to greater glory. During your turn, you gain a bonus on attack rolls and damage rolls equal to the current value of your delayed damage pool (see steely resolve, above) divided by 5, and rounding down (minimum +1). You can only gain a maximum bonus on attack rolls and damage rolls of +6 from furious counterstrike. Use the table below to quickly determine the attack bonus and damage bonus from furious counterstrike, based on the amount of damage in your delayed damage pool. This ability’s benefits last until the end of your turn.
Delayed Damage Furious Counterstrike Pool Points Bonus
1–9 +1
10–14 +2
15–19 +3
20–24 +4
25–29 +5
30+ +6
Indomitable Soul (Ex): Beginning at 2nd level, you draw upon the power of your unwavering faith to steel yourself against the enemies you face. Your personality, energy, and dedication to your faith make it possible for you to shrug off attacks that target your willpower.
You add your Charisma bonus (if any) as a bonus on Will saves. This bonus does not stack with that from a paladin’s divine grace ability.
Racial Abilities:
* +4 Strength, -2 Intelligence, -2 Charisma: Orcs are immensely strong through intense selective breeding, but they are noted for being fairly dim-witted, and for their almost complete lack of social skills.
* Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Orcs have a base speed of 30 feet.
* Darkvision: Orcs can see in the dark up to 60 feet.
* Weapon Familiarity: Orcs are proficient with Greataxes and Falchions and treat any weapon with the word “Orc” in its name as a martial weapon.
* Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome reputation.
* Light Sensitivity: Orcs suffer a -1 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
* Languages: Orcs begin play speaking Common and Wildlander. Orcs with high Intelligence scores can choose from the following: Abyssal, Carnivon, Draconic, Giant, and Goblin.
Maneuvers
1- Crusader Strike - Heals 1d6+1/initiator level
2- Charging Minotaur - Charging bullrush deals damage, ignores AoO
3- Stone Bones - Gain DR5/Adamantine
4- Douse the Flames - Target cannot make AoO for 1 round
5- Vanguard Strike - Allies gain +4 bonus an attacks against foe you strike
Stances
Martial Spirit - Gain 2 HP with each successful attack.
Iron Guard's Glare - Enemies Spud threatens are -4 to hit his allies.
Weapon | Attack Bonus | Damage | Crit | Damage Type |
MstrWrk Orc Double Axe | +9/11, or +7/9/+7/9 | 1d8+6/8 or 1d8+6/8/1d8+3/4 | x3 | - |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Armor Spiked Breastplate +1 | +6 | +3 | -3 | - | 30ft | 50lb |
Locked Gauntlet | Special | - | - | - | - | |
Locked Gauntlet | Special | - | - | - | - | |
Heavy Steel Shield | +2 | - | -2 | - | 30ft | 15lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Backpack (2 gp, 2 lbs.); Bedroll (1 sp, 5 lbs.); scrollcase (1 gp, 1/2 lb.); Flint and Steel (1 gp); beltpouch (1 gp, 1/2 lb.); 4 days trail rations (2 gp, 4 lbs.); 50' silk rope (10 gp, 5 lbs.); sack (1 sp, 1/2 lb.); sewing needle (5 sp); 2 waterskins (2 gp, 8 lbs.); whetstone (2 cp, 1 lb.); 8 potions of CLW (50gp per, .8lbs), 1 potion of CMW, 2 potion of Bull's strength, 1 potion of shield of faith +3, Healing Belt, Antitonix potion, Potion of Neutralize Poison.
Statistics of Items Here:
Healing Belt: A broad leather belt with three moonstones. +2 on Heal checks. 3 Charges, renewing at dawn. Spending charges allows the character to heal it's self. 1 Charge: 2d8, 2 Charges: 3d8, 3 Charges: 4d8.
Activation: - and Standard (command). Aura: Faint, DC 16 conjuration. 750 gp.
Amulet of Tears: A spiral of pearl teardrops circles a colorless crystal on a silver chain. The amulet has 3 charges, which are renewed each day at dawn. Spending 1 or more charges grants temp HP for 10 minutes, and don't stack with any other form of temporary HP. 1 charge: 12 HP, 2 charges: 18 HP, 3 charges: 24 HP.
Activation: Swift (command). Aura: Faint DC 17 enchantment. 2300 gp.
Ineffable Horror - Spud almost get eaten by tentacled greasy man, but break free and help kill! (spud admit, while almost dying!) Spud hack at corpse and find gem bag and gold coin with bas-relief spider on it! Spud knew was Evil-Drow creation all along, and now have proof! Spud is Hero!
The Case of the Timberlay Lion Spud get hired to help find tanner! Then get attacked by angry cat and chewed on! THEN get attacked by rogue and big shaggy-man! After Spud kill, Druid tell Spud had got Rabids, but Spud better now! Spud ready for more fight and hero-stuff!
The Horror in...Cookie Dough?! Holy Unspudly! Spud get bit on Fuckstick by cookie-man! Cookie men crawl all over Spud and get in pants! Spud get angry an kill cookie-men! Then Spud find man all tied up, and told wife locked in basement! Then Spud fall down Stairs! Then Spud get locked in room with hundreds of Drow-fey! Drow-fey make EVEN BIGGER cookie-man, but Foxgirl convince Drow-fey to let us eat it! Fuckstick still hurt, and Spud get tummyache from eating cookie-man…Spud Happy!
The Burning Sickness Spud go to far away town to look for…was was thing?…oh, Drow! Spud find Drow-monsters in mine, and then find Drow-Spud! Drow Spud really hard to die, but in end Spud and friends kill! Bad Drow-magic that been hurting Spud disappear when party destroy Drow-altar! Spudly win for Spud over Drow!
Dehydration Spud return to Darkunder again looking for…Drow? Must be Drow! Spud find Drow-Bears and Drow-Snakes! Drow smart, but spudly Spud prove self smartir!
A Prelude of Blood Spud go to undercity to find why people disappear! Spud and friends find Sucky-Drow, try to kill Spud! Cleric cast rainy spell, and Sucky-Drow burned by! Last Sucky-Drow disappear in puff of smoke!
Dat Ass Spud agree to help Lizard find stolen donkey! Find warehouse where Kitchen Guild was steal things! Dworf and Spud-There get covered in hungry and get attacked by Gobbles! Spud smash good! Kitchen Guild is now Dead Guild! Spud get paid!
Spud - An Orc, or Lervanus
Spudly - Awesome, Strong, Orc-like, Good, Charismatic
Unspudly - Bad, Terrible, Uncool
Drow - Evil, Bad, Drow, Anything attacking Lervanus is "Drow"
God-Magic - Divine Magic
Castle-Magic, Hat-Magic - Arcane Magic
Thinky-Magic, Brain-Magic - Psionics
Drow-Magic - Diseases, Magical Diseases, Evil Magic
Funny-water/oil - Potion
Howly-God - Fenris
Fighty-Place - Temple of Fenris
Fuckstick - Duh
Poohole - Ditto
Slicey-Metal - Edged Weapon
Ouchy-stick - Arrow
Hungry - Food
Character History:
Lervanus' early life was spent as a member of a sizable Orc horde. A member of camp Hrrghooool, life was easy and barbaric for most of it's members. Not for Lervanus though. His affinity for the intellectual, and especially charismatic theactrics made him an ugly duckling, with most common Orc's thinking he was too smart to be much use in Orc society. This, like it would do to any Orc, made Lervanus angry. Between his grueling set of "too-smarter's" menial tasks and daily fits of rage, Lervanus was mechanically bred for even more strength than typical Orcs, with logic being the stronger he got, the dumber that would make him.
This logic failed, and when a small army of dwarf raiders arrived to purge the Orc presence, Lervanus, with a small number of fellow "too-smarters" as well as many of the "too-scardies" and "too-runties" fled instead of fighting. In a none too brilliant move, the went the only direction they thought was safe, up, and into the light. Emerging from the underdark, they found themselves in a verdant jungle along the trail of one of the known entrances to the Underdark. Wary adventurers, fearing they had emerged to raid other civilization's settlements (which is probably the direction this is headed) quickly heard of the Orcs near the conduit and sent parties to rid the woods of the Orc presence. Many an Orc fell, and the budding warband was forced even deeper into the deadly and thick undergrowth. One day they heard a rustle in the woods, and readied themselves for more carnage to be inflicted on their numbers. To their surprise only a single human adventurer arrived (The dread wizard Hertang (Elan) Dun dun DUN!). After some initial balking and laughing by the blood-hungry Orcs, he manged to explain to them he had a sizeable keep, and due to misfortune it's garrison was now mostly empty. In exchange for their service, he was willing to employ them, with payment being in the form of protection and food.
The savage Orcs were quite taken with the idea of good eating and not dying, and promptly took the gentleman up on his offer. After a quick tour of the arrangements, they found the place more than accomadating, and took to the keep's normal daily guard duties. Life was easy for several months, with the region being at peace, and their lord ordering all the rotten food for them he could from the surrounding communities. Some of the more intelligent Orcs, Lervanus included, were even treated to an occasional real home cooked meal, as they could form an entire understandable sentence, or even paragraph, had been elevated to command positions. Life went like this until one day, they were informed a nearby Elven warband had declared war on them. In a preemptive and hastily concocted plan, he and his 600 Orc bretheren would be required to make a pre-dawn raid on on an elven pallisade to 'show them whos boss', if they planned on continuing to get fed. While not the warrior caste of ther ilk, battle is in the blood of every of their race, and they enthusiastically agreed to complete the task, taking to marching almost immediately and through the night.
As the sun began to rise, the Orc irregulars were thick in the depths of the Elven held woods. To their surprise, they met up with two other warrior tribes, who not only reacted to them positively and enthusiastically, but almost seemed to be waiting for them. They too were also there to raid the Elven palisade. Urged forward by their Lord and Leige, the Orcs called out their battle cries and began to charge headlong at the tip of the spearhead. Arrows began to whisk out of the treetops with a marksman's precision. Orcs were falling left and right, howling out in rage at their unseen foes. Suddenly the Elves were among them, seeming to appear from nowhere out of the mists to fall upon them with their bright spears and elegant swords. The Orcs were seething with battle-lust, but the Elven hate for them was too great to overcome. Spread out in a long, thin front, the Orcs had made themselves an easy target for the prepared defenders. Suddenly, alerted by the noise of battle, one of their fellow regiments of human adventurers found them and cut into the dancing and spindly elves.
The Orcs, relieved and with a new sense of battle-glory roared with pride and charged forward again, only to make it some two-hundred yards before being beset by the stalwart Elves again. Again, after drawing the Elves out, their human allies arrived to route the wardancers cutting down Orc left and right. Lervanus suddenly blinked.
He looked around terrified, taking in the fallen Orc and Elven bodies around him, feeling the pain of an arrow lodged in his shoulder. There were no human corpses anywhere to be seen. They had been hoodwinked. Tears of hot pain welled up in his eyes. And his feral Orc instincts took over. Acting to be mad or brain damaged, he charged off into the woods, hooping and hollaring with a Berserker's froth about his lips.
"Urkghh", he gurged, and eyes rolling back into his head, toppled over.
The sun rose a pale shade of rose that day, as if in mourning for the terrible crime that had robbed the Orcish horde of their last vestiges of life. In the distance, a great cheer arose nearly two hours later, a thick pillar of black smoke rising to the fog filled air from the flaming bulwark and walls. With a grunt and a tear filled grimace as the snapped the arrow's haft off, Lervanus rose from his false slumber. He picked over the corpses, scrounging what ration, water and coin he could in relative peace. After some time and a decent amount of looting, the sound of horse hooves echoed through the woods. Lervanus again ran. He ran as far and as fast as he could.
For several days he wandered the wood, aimless, lost and broken. Nearing the end of his rations, cold and hungry, he happened into a yammering camp of Coyotl traders. Trading a vast amount of his small fortune, he managed to barter passage to a city called Avalon, the place his former lord had talked of at length during their dinners and other misdoings. Knowing this is to be from where he hailed, and not wishing to take the Lord in his massively booby-trapped castle, should he even be able to find a way in, Lervanus relented to wait. Surely the Lord would have to return to his birthplace, the place he talked of endlessly and of it's great fortune and splendor. And when he did, Lervanus would be ready, no matter how long it took. Besides, they had REALLY good foods.