Rakgu Of the Broken Horn Clan    (Orc Male Barbarian)
Character Information   
Name: Rakgu Of the Broken Horn Clan XP/Next lvl: 4001 / 4500
Class: Barbarian HP:curr/max 22 / 22
Alignment: Chaotic Neutral AC:reg/rear/no shield 7 / 8 / 7
Race: Orc Level: 2
Age: 23 Height: 6'2
Weight: 263 Gender: Male
Encumbrance: +535 Movement: 30
Languages: Common, Orcish, Goblin, Giant
Ability Scores   
STR: 20 (+3 To hit, +8 to Damage, Weight Allowance: 535, Max Press: 700, Open Doors: 17(10), Bend/Lift Bars(D): 60)
INT: 10 (Know 2 Languages)
WIS: 12 ()
DEX: 14 ()
CON: 13 (System Resurrection: 85, Shock Survival: 90)
CHR: 9 (Max Henchmen: 4)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 15 16 17 17

Notes:

Description and Background   
Description:
Rakgu Stands 6'2, He has an extremely muscular frame. He has black hair, shaved on the sides and tied into a ponytail, using possibly cleaned animal sinew as the hair band. He has no facial hair. He eyes are a cloudy grey. He has scars from past battles all over his body, a long scar runs down the side of his face, curving onto his cheek. He wears no armor except for the hides of the animals he has hunted, anything more than that just slows him down, the amount of metal needed to craft any armor for him is usually much higher in cost anyway.

Background:
Rakgu was once the strongest warrior of his mountain clan, The Broken Horn Clan. They were a war-like Orc tribe that was nestled on the mountain range that bordered Pennimair to the untamed land of the Wildreach. His clan fought many battles with the other orc clans of the region as well as the wandering tribes and creatures that roamed the wildreach. Rakgu was the leader of their warband, completely loyal to his Chieftain, even though he was stronger than him which many Orcs thought was wrong yet respected the Chieftain even more for some how getting Rakgu to follow him. No one knew why Rakgu followed a weaker Orc, not even Rakgu, his thought being 'why not'. During each battle Rakgu flew into a rage, wildly swinging his giant battle axe as he cleaved anyone fool enough to challenge him, when he wasn't using his axe he wielded two hand axes, swinging both arms in an arc of death that swept up any too close to him. His warband knew to give me a wide birth, attack the enemies around the area than attack with him, for they knew that his rage did not identify friend from foe, he was a beast looking for blood, and none would stop him. The Clan won many more battles than they lost, giving them much honor and respect among the monster tribes and other orc clans, Rakgu become something of a cherished friend to the Chieftain, even allowing Rakgu to eat at their table with the chieftains wives and son. When the Chieftains son became of age he requested a spot in the warband. The Chieftain, feeling this to be an excellent learning experience for the young warrior, allowed it. On the next mission the warband came across a group of Ogres, claiming a cave in the Clans territory. The Band attacked with no mercy, catching the Ogres by surprise, which is not hard to do with an Ogres intellect. However what Ogres lack in intelligence they make up in Strength, the forces clashed, the orces tearing into the Ogres with axes, swords, javelins, and bows while the Ogres met them with fists and giant clubs. Rakgu flew into a rage


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Battle Axe 1 NA 1d8/1d8 n n
Hand Axe 1 1d6/1d4 n n
Hand Axe 1 1d6/1d4 n n
Equipment
Qty Item Location
1 Hide Armor Wearing
1 Sack, large Wearing
1 Boots Wearing
3 Torch Sack
4 Rations (weeks) Sack


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 3 0 5 7
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Orc Traits
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.

An orc’s base land speed is 30 feet.

Darkvision out to 60 feet.

Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Proficiencies
3 Non Weapon - additional 3 every level
4 Weapon - Additional 1 every 3 levels
Barbarian Traits
1d12 HP Die
Leaping and Springing - able to jump up or spring forward. Skilled at making leaps.
Back Detection For level 2 - 20
Climbing For level 2 - 65
Weapon Proficiency
Battle Axe
Hand/Throwing Axe
Short Bow
Javelin
Non-Weapon Proficiency
Animal Training - 1 Slot, Wisdom
-Dog
Direction Sense - 1 Slot, Wisdom +1
Hunting - 1 Slot, Wisdom -1
Endurance - 2 Slots
Swimming - 1 Slot, Strength
Companions
Dumat - War Dog
HP - 15/15
+2 Initiative
AC: 16
Speed: 40
Attack: 1d6+3

Greshi - War Dog
HP - 16/16
+2 Initiative
AC: 16
Speed: 40
Attack: 1d6+3
Animal Training
Characters with this proficiency can train one type of creature (declared when the proficiency is chosen) to obey simple commands and perform tricks. A character can spend additional proficiencies to train other types of creatures or can improve his skill with an already chosen type. A trainer can work with up to three creatures at one time. The trainer may choose to teach general tasks or specific tricks. With enough
time, a creature can be trained to do both general tasks and specific tricks. Training for a general task requires three months of uninterrupted work. Training for a specific trick requires 2d6 weeks. At the end of the training time, a proficiency check is made. If successful, the animal is trained. If the die roll fails, the beast is un-trainable. An animal can be trained in 2d4 general tasks or specific tricks, or any combination of the two. An animal trainer can also try to tame wild animals (preparing them for training later on). Wild animals can be tamed only when they are very young. The taming requires one month of uninterrupted work with the creature. At the end of the month, a proficiency check is made. If successful, the beast is suitable for training. If the check fails, the creature retains enough of its wild behavior to make it un-trainable. It can be kept, though it must be leashed or caged
Direction Sense
A character with this proficiency has an innate sense of direction. By concentrating for 1d6 rounds, the character can try to determine the direction the party is headed. If the check fails but is less than 20, the character errs by 90 degrees. If a 20 is rolled, the direction chosen is exactly opposite the true heading. (The DM rolls the check.) Furthermore, when traveling in the wilderness, a character with direction sense has the chance of becoming lost reduced by 5.
Hunting
When in wilderness settings, the character can attempt to stalk and bring down game. A proficiency check must be made with a -1 penalty to the ability score for every non-proficient hunter in the party. If the die roll is successful, the hunter (and those with him) have come within 101 to 200 yards (100+1d100) of an animal. The group can attempt to close the range, but a proficiency check must be made for each 20 yards closed. If the stalking is successful, the hunter automatically surprises the game. The type of animal stalked depends on the nature of the terrain and the whim of the DM.
Endurance
A character with this proficiency can perform continual strenuous physical activity for twice as long as a normal character before becoming exhausted. If the character is ever required to make a Strength/Stamina check or a Constitution/Fitness check, the character can add his endurance score to his success number.
Swimming
A character with swimming proficiency knows how to swim and can move according to the rules given in the Swimming section (Chapter 14: Time and Movement). Those without this proficiency cannot swim. They can hold their breath and float, but they cannot move themselves about in the water.