Now look at what’s happened. I can’t say that the white man brought this strange apocalypse upon us but they’ve screwed us in every other way possible… so why not this too? I just don’t understand these people… hell, they even persecute MY people! And not just half-orcs, but elves, dwarves… the whole damned bunch!
…this recent development on the other hand… my entire tribe being wiped out by these, things… that ISN’T the white man’s fault. So, it’s time to sharpen my claws, brush my fur and sit down for a nice meal of monster stew.
…then me and whitey can have it out. I won’t forget what the Texans did to my people.
Neraka was born to a Comanche woman that had been violated by a half-orc during the first wave of the ‘outlanders’. Since she was an important figure in the tribe, she was not shunned and was allowed to give birth to the child. It happened on a night with a full lunar eclipse… something that the Medicine Man said was both a good and a bad sign. He forecast that the child would be a great warrior for the Comanche but that he would also carry a powerful curse that would set him apart from his people. Neraka, when enraged, turns into a 9 foot tall, black were-wolf with a tail and sharp spines along his back. Despite this appearance, his tribe valued his abilities and considered him amongst their fiercest warriors.
One night, not long ago, Neraka came back from hunting to find his tribe wiped out. All of them had been killed and the bodies were twisted into grotesque shapes. Despite his grief, Neraka sang the mourning song and honored his tribe for three days when he was granted a vision by the Great Spirit. The Great Spirit showed him how he might avenge his tribe and possibly save the world from the same menace that killed his people. While Neraka has no love for white people (especially Texans), he has set this prejudice aside to investigate what happened to his people. The vision given to him by the Great Spirit also instructed Neraka to learn harmony between all things: good and evil, order and chaos. The Great Spirit told him to remember his training as a servant of nature and to cleanse the world of this new abomination.
His travels have led him to a town in the west called Pestilence. There are rumors that more of these monsters have been seen near there. While in Pestilence, Neraka trains horses, dogs and other creatures that the Great Spirit has provided to aid the people. He also works as an expert tracker and guide.
You ain't never seen a stranger site than a Comanche Half-Orc with a small mouse on his shoulder that does tricks...
Neraka
Half-Orc Class: Shifter/Druid 9th level Alignment: CN
Age: 17 (1 year for Shifter, 6 for Druid)
Str: 19 +4
Dex: 15 +2
Con: 22 +6
Int: 10
Wis: 14 +2
Cha: 6 -2
Pts. at 5th level: Str. and Con.
Physical Traits: +2 to Str. and Con., -2 to Cha.
Darkvision:
Dual Heritage: For all effects related to race, you are considered
both an orc and a human.
Endurance: Apply a +5 bonus on Endurance checks. Also,
you enjoy a +5 bonus to resist abilities that cause fatigue or exhaustion.
Iron Body: Apply a +2 bonus on saves to resist disease, poison,
and nausea.
Orc Skills: Like orcs, half-orcs may awe foes by displaying their
brawn and fierce demeanor. Apply a +2 bonus on Athletics and Intimidate
checks.
Race Abilities:
Rare Attribute: increase one attribute by +1 (Con)
Toughness: Boost Max Wounds by +3
Feral Child: You enjoy a +2 bonus on Athletics, Endurance,
Handle Animal, Perception, and Survival checks.
Iron Will: +2 to Will saves
Class Abilities:
Core:
Shifter:
Night Senses: You gain low-light vision
Outdoor Athlete: Boost Athletics and Survival checks by +5.
Wereform: As a swift action, for 5 minutes you transform
into a tough, snarling animalistic hybrid form. While transformed,
you enjoy a +1 bonus to attack rolls and +2 DR. Also, you gain a
bite that delivers 1d8 damage and claws that deliver 1d6 damage to
an adjacent foe when you beat its Reflex. You may use either attack
as a standard action. Add your Strength modifier to the damage dealt.
The transformation cannot occur in metal armor. Costs 1 vitality.
Druid:
Druids start with the following abilities at 1st level.
Druidic Rite: You enjoy a +2 bonus on Handle Animal,
Nature, Religion, and Survival checks. Also, you speak Druidic, the
secret language of druids.
Fey Gift: You know 1 druid basic magic ability of your choice.
Speak With Animals M: For 5 minutes, you can ask questions
and receive answers from animals. They are not necessarily
cooperative or knowledgeable. The animal performs a small favor on
successful DC 15 Handle Animal check. Costs 1 vitality.
Basic Tier:
- (Druid Power bonus) – Animal Helper (M)
- Druid Power: Good Berry – 2d4 berries, 1 wound pt. or 1d4 vitality per berry
-Bear’s Endurance: Apply a +5 bonus on Endurance checks.
+5 bonus on saves to resist abilities that cause fatigue or exhaustion.
- Fast Climber: Boost Athletics checks by +5. Also, when
climbing, you move at your normal speed (rather than ½ speed) and
are not defenseless.
-Ravage: Claw and Bite in were form as standard attack, -2 to both attacks
-Keen Feet: Boost Acrobatics and Perception checks by +5.
-Longstrider: Boost your speed by +10 ft for 1 hour. Costs 1 vitality.
-Nature’s Ally: +5 to Handle Animal or +10 once daily
-Spiny Darts: You project a volley of spikes. Creatures along
a 60-ft line suffer 1d10 damage + 1 per level if you beat their Reflex.
Requires Wereform. Costs 1 vitality.
-Track: +5 to Survival or +10 in Natural Environment
- Wilder: You enjoy a +2 bonus on Handle Animal, Heal, Intimidate,
Nature, and Stealth checks.
Intermediate Tier:
- Beasthide: This improves Wereform to grant a total of +4 DR.
- Horrid Wereform: This improves Wereform to offer a
+2 attack bonus, 2d8 bite damage, and 2d6 claws damage.
- Large Wereform: When using Wereform, you can grow
1 size category. A larger size doubles height, applies a -2 penalty
on Reflex, a +2 bonus on damage rolls, a +5 bonus on Athletics
checks, +5 wound points, +10 ft speed, a +5 bonus to resist Bull
Rush, Grapple, and Trip attacks, a -5 penalty on Stealth checks, and
a 8x weight increase. Activating this ability destroys any nonmagical
clothing or armor you wear except pants.
-Shifter Ace: You suffer no attack penalty while using Ravage.
-Shifter Blood: Once daily, you heal all wound damage.
¬- Second Wind – Once daily, after 1 minute of rest, recover 4d6 vitality.
-Scent: You can detect creatures within 30 ft by sense of smell. : Upwind, the range increases to 60 ft., downwind, the range drops to 15 ft.
Advanced Tier:
Rapacious Wereform: This improves Horrid Wereform
to offer a +3 attack bonus, 4d6 bite damage, and 4d6 claws damage.
Theme: Dilettante
Minor:
- Cross-Training – Sorcerer –Great Fortitude
- Versatile Attribute Boost: Choose one non- prime class ability and increase it +1: Dex
-Free Minded: Once daily, when you fail to resist an attack using Will, you immediately reroll and take the better of the 2 results.
Major:
-Revitalizing Fun: Once daily after 1 minute of disruptive, random activity
you recover 4d6 vitality: requires Free Minded.
Skills:
Acro: +7
Athletics: +18, +5 if large
Endurance: +13
Handle Animal: +13
Heal: +3
Intimidate: +6
Nature: +4
Perception: +9
Religion: +2
Survival: +16
Stealth: +4, -5 if large
Combat:
Vitality: 51 current 51 Initiative: +2
Wound Points: 13 (+5 if large) Current 18/18
DR: +4 (+8 for one hour)
Attacks:
Bite: +14 to hit, 4d6+4 damage or +6 damage if large
Claws: +14 to hit, 4d6+4 damage or +6 damage if large
Spiny Darts: +9 1d10 +8
Movement: 30’, +10’ w/ longstrider, +10’ w/ Large Form
Saves:
Fort: +14
Reflex: +8 (+6 if large)
Will: +8
+2 bonus on saves to resist disease, poison, and nausea. +5 vs. fatigue or exhaustion
+2 vs. all magic abilities
Magic Items:
Protective Bracelet: +4 to DR for one hour – 1 vitality
Ring of Energy Resistance: +2 DR vs. all energy types
Amulet of Magic Resistance: +2 to Saves vs. magic abilities
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Last edited by whit10 on Sat Jun 14, 2014 12:16 am; edited 13 times in total