barbarian

Hagred Stonebite (CR 8)

Hagred Stonebite
Male dwarf fighter 4/barbarian 4:
CR 8; Medium humanoid (dwarf); Hit Dice 4d10 + 4d12 + 16; 70 hp; Init +1; Spd 30 ft. (6 squares); AC 20 (+1 Dex, +7 armor, +1 natural, +1 deflection), 12 touch, 19 flat-footed; BAB/Grapple +8/+12; Atk +13 melee (2d6+6, +2 large flail) or +10 ranged (1d6+4, masterwork throwing axe); Full atk +13/+8 melee (2d6+6, +2 large flail) or +10/+5 ranged (1d6+4, masterwork throwing axe); SA rage 2/day; SQ darkvision 60ft, dwarf traits, fast movement, trap sense +1, uncanny dodge; AL CN; SV Fort +10, Reflex +3, Will +4; Str 18, Dex 12, Con 14, Int 11, Wis 14, Cha 10.
Skills and Feats: Climb +6, Craft (cooking) +4, Intimidate +6, Jump +5, Listen +6, Speak Language (Giant), Survival +7; Cleave, Diehard, Endurance, Power Attack, Weapon Focus (flail), Weapon Specialization (flail)
Languages: Common, dwarven, giant
Possessions: +2 breastplate, +2 large flail, amulet of natural armor +1, backpack*, bedroll, flint and steel, Murlynd’s spoon, potion of bull’s strength, potion of cure light wounds (x2), ring of protection +1, throwing axe (masterwork) (x2), waterskin.
*Almost everything the backpack contains is random food items of some type, such as bread, cheese or meats.

Physical Description:
Many dwarves are gruff and surly. Hagred Stonebite puts every one of them to shame. His hard, ruddy face never seems to show any emotion except disinterest, even when he’s interested in something. He is wide, even for a dwarf, and exceptionally muscular. His strength, he maintains, is natural and isn’t enhanced by magic at all. Hagred’s head is shaved and waxed to a shine and his long beard has lines of gray in it, hinting at an age he will never confirm to anyone.

Personality:
Hagred Stonebite was once a guard and the trail cook for a traveling caravan, and had designs on opening his own tavern one day. After that caravan and all of his friends in it was entirely wiped out by ogres (while he was away), Hagred grew even more gruff than he was before. Despite his heart being hardened by his hatred of ogres, he still likes to cook, and considers himself the resident chef for his traveling group, which includes Kurain Sandwalker and Vladimir Pedriski. So long as circumstances permit, he cooks up a lavish meal (by adventurers’ standards) for his group each night, though he accepts compliments and thanks with only a grunt.

Despite his gruff exterior, Hagred very much likes his two companions (and is even growing fond of Vladimir’s bear, Nikita). On top of their being his last link to several friends who died during the ogre raid on his caravan, he genuinely likes them. He would, and almost has, on several occasions, willingly die to save them. On one such occasion, he stood his ground against a huge ogre chieftain in order to buy his friends time to escape. Through his great combat skill and no small amount of luck, he managed to slay the giant, which is how he came into possession of the giant flail he wields today.

Combat:
Hagred Stonebite doesn’t waste any time or energy with flashy moves of seat-of-his-pants antics. Among his band, he is meant to be a hard-hitting brute, and he performs this task very well. If facing multiple opponents and he has the opportunity, Hagred will toss his throwing axes before drawing his giant flail. If only facing a single opponent, he will instead quickly close to melee distance and attempt to turn his enemy into a flattened pile of goo with his flail. When facing off against ogres, as he often does, Hagred will enter a barbarian rage and will use his Power Attack feat to do as much damage per strike as possible, trusting on his racial bonus to AC against giants to help keep him alive. Unless stopped, Hagred will coup de gras any downed ogre before moving on to the next enemy.

Grana Sune (CR 3)

Grana Sune
Male human barbarian 3
: CR 3; Medium humanoid (human); Hit Dice 3d12+15; 42 hp; Init +2; Spd 40ft. (30ft w/armor) (8 squares; 6 w/armor); AC 18 (+2 Dex, +5 Armor, +1 Shield), 12 touch, 16 flat-footed; BAB/Grapple +3/+5; Atk or full atk +5 melee (2d6+3/19-20x2, masterwork greatsword) or +5 melee (1d4+2/18-20x2, kukri) or +5 ranged (1d6/x3, shortbow); SA rage 1/day; SQ fast movement, trap sense +1,uncanny dodge; AL CG; SV Fort +5, Reflex +4, Will +3; Str 14, Dex 14, Con 14, Int 8, Wis 13, Cha 10.
Skills and Feats: Climb +5, Handle Animal +2, Intimidate +5, Listen +4, Move Silently +3, Ride +4, Spot +2, Survival +5; Toughness, Toughness, Toughness.
Languages: Common (illiterate)
Possessions: arrows (20), backpack, breastplate (masterwork), buckler (masterwork), flint and steel, greatsword (masterwork), kukri, potion of cure light wounds (x2), shortbow, torch (x2), trail rations (x2), traveler’s outfit, waterskin, whetstone, 21gp, 9sp, 6cp.
Total encumbrance: 64lbs +8lbs for full waterskin (medium load) +1lb for 36 coins
Armor check penalty: -3

Grana Sune (raging/ 7 rounds)
Male human barbarian 3
: CR3; Medium humanoid (human); Hit Dice 3d12+16; 43 hp; Init +2; Spd 40ft. (30ft w/armor) (8 squares; 6 w/armor); AC 16 (+2 Dex, +5 Armor, +1 Shield, -2 Rage), 12 touch, 16 flat-footed; BAB/Grapple +3/+7; Atk or full atk +7 melee (2d6+6/19-20x2, masterwork greatsword) or +7 melee (1d4+4/18-20x2, kukri) or +5 ranged (1d6/x3, shortbow); SA rage 1/day; SQ fast movement, trap sense +1,uncanny dodge; AL CG; SV Fort +7, Reflex +4, Will +5; Str 18, Dex 14, Con 18, Int 8, Wis 13, Cha 10.
Skills and Feats: Climb +5, Handle Animal +2, Intimidate +5, Listen +4, Move Silently +3, Ride +4, Spot +2, Survival +5; Toughness, Toughness, Toughness.

Height: 6’4
Weight: 230 lbs
Age: 23
Eyes: Brown and surrounded by wrinkles, suggesting lots of time squinting in the sun.
Hair: Black. Fine and smooth, rough weather conditions aside, suggesting Asian-like ancestry.
Skin: Heavily tanned with a pale yellowish tint.
Misc: A small scar mars Grana’s right eye area, though the eye itself is undamaged. Other small scars pepper his chest and upper arms and legs, though his clothing and armor usually keeps these hidden.

Description:
Anyone that knows anything about cultural evolution would probably guess that Grana hails from a desert region. This isn’t too far off, since in truth, he comes from an area of steppes known for biting winds. His skin is extremely tan and a bit ruddy from spending a long time in the open sun. Grana’s face usually remains fairly stoic, unless he’s engaged in battle, when it becomes a grinning death mask, which is usually covered in the blood of his enemies.

Personality:
Grana is a brute, pure and simple. He is not without knowledge of the world, but he’s never shown the slightest interest in learning from a book (or learning to read, for that matter). He doesn’t treat “book learners” with any less respect than anyone else, but does privately shake his head and roll his eyes when they’re not looking. After all, what problem could exist that he can’t solve with the might of his sword arm?

Grana is quick to make friends over a few stiff drinks, but his open, brutally honest manner turns many people off. He is not a strategist and is prone to slicing and dicing his enemies before the thought of questioning them comes to mind∧ it usually doesn’t even after the fact.

History:
Grana was born into a nomadic tribe on the steppes. The tribe was very obviously a horse culture, following those that could best control and utilize their horses in battle and shunning those that couldn’t ride, believing that they had lost the favor of the gods. After an accident left him with two broken legs, his tribe abandoned him to the steppes, leaving him behind while they moved on. At first, Grana resigned himself to death, but as time passed, his will to continue living grew until it became like a furnace inside of him. He crawled to a basic natural shelter and spent weeks doing little more than bringing down small game animals that ventured too close and contemplated introverted thoughts that eventually strengthened his resolve to live through any hardship.

Once his legs were strong enough to walk again, he took off in a single direction, looking to abandon the steppes. He heard distant calls for help and rescued a traveling family from an enraged bear. He was injured slightly during the battle, but drove off the bear. The Barnes family was returning to their home in Fairhill after a pilgrimage to a cathedral in Pembrose. The patriarch of the family, Curly Barnes, tried to introduce Grana to civilization. After Grana regained his strength, Curly helped him find a number of jobs in town. The boredom of civilized life didn't sit well with Grana, and he quickly grew restless. Several citizens mistrusted or feared Grana, and once again he decided to take to the road. Before he left, Curly gave him a parting gift. A fine silver key with a thin filament of bronze-like metal running along the edges.

Houge Krahl (CR 12)

Note: This NPC was originally written as part of the Roadside Ambush encounter, found here.

Houge Krahl
Male half-orc cleric 8/barbarian 4:
CR 12; Medium humanoid (human, orc); Hit Dice 8d8+4d12+36; 103 hp; Init +1; Spd 30 ft. (6 squares); AC 21 (+1 Dex, +6 armor, +3 shield, +1 deflection), 12 touch, 17 flat-footed; BAB/Grapple +10/+13; Atk +15 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); Full atk +15 melee (1d8+3/19-20x3, +1 keen spear) and +10 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); SA rage (2/day), rebuke undead, spells; SQ darkvision 60ft, fast movement, uncanny dodge, orc heritage, trap sense +1; AL CE; SV Fort +14, Reflex +5, Will +10; Str 17, Dex 13, Con 16, Int 8, Wis 15, Cha 6.
Skills and Feats (armor check –4): Climb +4 (1 barbarian, +3 Str), Concentration +7 (4 cleric, +3 Con), Hide +6 (+1 Dex, +5 item), Intimidate +5 (7 barbarian, -2 Cha), Jump +4 (1 barbarian, +3 Str), Knowledge (religion) +3 (4 cleric, -1 Int), Listen +7 (5 barbarian, +2 Wis), Move Silently +6 (+1 Dex, +5 item), Spot +7 (+2 Wis, +5 item), Survival +9 (7 barbarian, +2 Wis); Greater Overrun, Improved Overrun, Power Attack, Scorpion’s Strike, Superior Overrun, Weapon Focus (spear). Strength Domain: Once per day as a supernatural ability, Houge Krahl can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (8), which lasts for a single round. Activating this power is a free action.
War Domain: Houge Krahl gains the Weapon Focus (spear) feat.
Typical Cleric Spells Prepared
(6/6/5/4/3; Save DC 12+spell level): 0th—cure minor wounds, guidance (x2), resistance, virtue (x2); 1st—bane, cause fear, command, deathwatch, doom, enlarge person*; 2nd—bull’s strength*, cure moderate wounds, darkness, death knell, hold person; 3rd—bestow curse, cure serious wounds, magic vestment*; 4th—divine power*, poison, spell immunity.
*domain spell
Languages: Common, Orc
Possessions: Amulet of health +2, +1 breastplate of shadow, boots of elvenkind, cloak of resistance +1, eyes of the eagle, +1 heavy wooden shield, holy symbol (wooden), +1 keen spear, potion of cure moderate wounds, ring of protection +1, scroll of cure serious wounds, traveler’s outfit.

Description:
Height: 6’4
Weight: 240 lbs
Age: 32
Eyes: Small and angry, with pupils that look solid black.
Hair: Black. Short and messy, with the appearance of having been cut with a dull knife.
Skin: Light gray, the color of limestone. Ruddy and scarred.

Personality:
Houge Krahl lives to fight. Every aspect of his daily life is geared towards fighting. He dominates those around him, cowing them into admitting that his is stronger than they are. Those he can’t intimidate thusly, he goads into challenging him, where he makes an example of them for others to see.

Houge Krahl has become the warchief of a band of vicious orc warriors through little more than his own strength and brutality, which is legendary, even among orcs. Despite the stigma of being a half-orc among orcs, his ruthlessness and fearlessness in combat put him in a position to challenge the last warchief. Once he prevailed, there was no shortage of those wishing to challenge him, seeing a half-orc as an easy target. Thus far, Houge Krahl has brutally slaughtered more than a dozen such challengers. Many assassination attempts have also been made but between the strength of Houge and the diligence of his good friend Jarell, each has been thwarted.

Combat:
Unlike some other orcish chieftains, Houge Krahl does not like to showboat his fights, dragging them out for the entertainment of whoever might be watching. Instead, he is brutally efficient, seeking to end the fight as quickly as possible. Usually, he will open a fight by overrunning his opponent(s), stabbing them with his spear as he barrels over them. If he’s facing a single opponent, he will position himself within reach so he may attempt to stab them as they stand up. Against an opponent larger than himself or against multiple opponents, he will often use his rage ability to increase his Strength and make it more likely he will prevail with an overrun attack.

Houge Krahl prepares spells that either aid him or hinder his opponents, and does not concern himself with buffing his allies. If he knows a fight is coming, he will prepare himself using bull’s strength and enlarge person. If he’s facing more than one opponent, he will also use bane. Houge Krahl has triumphed against more than one strong opponent by using hold person to paralyze them and then making a coup de gras attack with the bonus damage from his strength domain ability.

Harl d'Gunder

Harl d’Gunder
Male half-orc barbarian 1/cleric of Kord 1:
CR 2; Medium humanoid (human, orc); Hit Dice 1d12 + 1d8 + 4; 24 hp; Init +0; Spd 30 ft. (6 squares); AC 16 (+4 armor, +2 shield), 10 touch, 16 flat-footed; BAB/Grapple +1/+4; Atk +4 melee (1d10+4, glaive) or +4 melee (1d8+3, heavy mace); Full atk +4 melee (1d10+4, glaive) or +4 melee (1d8+3, heavy mace); SA rage 1/day, turn undead; SQ darkvision 60ft, half-orc traits, fast movement; AL CG; SV Fort +6, Reflex +0, Will +4; Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats (-6 armor check): Climb -2, Concentration +4, Handle animal +1, Heal +4, Jump –4, Spellcraft +2, Survival +3; Endurance.
Luck Domain:
Once per day, Harl d’Gunder can reroll one roll before the DM declares whether it is a success or failure. He must accept the result of the reroll, even if it is worse than the original roll.
Strength Domain: Once per day as a supernatural ability, Harl d’Gunder can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (1), which lasts for a single round. Activating this power is a free action.

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