Roglud Knucklesnapper

Half-Orc Urban Barbarian


Roglud was born in small orc tribe on the edge of the Trollbark Forest. As mother died
during childbirth and his father has been long deceased, he was adopted by the tribe’s
shaman. To say his childhood was unhappy was an understatement and the less
thought about it the better.

When he was about 13, his tribe, which had been raiding the passing caravans on
the nearby road, was itself raided by a mercenary group hired by the affected
merchants. In short order they managed to wipe out the tribe to the orc
including shaman.

Roglud survived simply because he was small and the mercenary leader knew an
arena trainer who would pay well.

For the next few years Roglud was trained in preparation for the arena, however
before his maiden début on the main stage, the arena master made one bet too
many and lost everything. While selling up in a hurry to pay off his debtor he
threw Roglud (and a number of other staff) out onto the street as he could not
sell the quiet unseasoned half-orc.

After a couple of months of wondering around aimlessly, Roglud managed to get
a job as a bouncer in the Lady Luck tavern, not the most salubrious of places, paying
nothing more than board and lodging, but enough for him.

The local’s soon learned, even though Roglud seemed very quiet for a a half-orc, when
roused, he and his temper was not something to be trifled with.


Although young, Roglud is extremely well built, this body is however is marred
by numerous scars and crude tattoos. Across his rather minimal armour is a
thick spiked chain and protruding from behind his shoulder is usually the handle of a
very large sword.


Roglud Knucklesnapper
Male half-orc barbarian (invulnerable rager) 2 (Pathfinder RPG Advanced Player’s Guide 79)
CG Medium humanoid (human, orc)
Hero Points 2
Init 2; Senses darkvision 60 ft.; Perception +6
AC 19, touch 12, flat-footed 18 (
7 armor, 1 deflection, +1 Dex)
hp 26 (2d12
Fort 8, Ref +3, Will +4; +2 trait bonus vs. divinaton effects
DR 1/—, 2/non-lethal
Speed: 30 ft. (30 ft. in armor)
Melee: +2 scimitar +9 (1d6
greatsword (Maurice) 7 (2d66/19-20)
sharskin grip greatsword (Bertude) 8 (2d66/19-20)
spiked chain 7 (2d46)
spiked gauntlet 7 (1d44)
Ranged: Javelin 4 (1d64)
Special Attacks: Rage (9 rounds/day),
Rage power (beast totem, lesser)
Str 18, Dex 12, Con 16, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +7; CMD 18
Feats Endurance, Raging Vitality[APG]
Traits carefully hidden, narrows survivor
Skills Acrobatics +3, Handle Animal +2, Knowledge (local) +1, Perception +6, Profession (Bouncer) +2, Sense Motive +6, Swim +5
Languages Common, Orc
SQ hero points, orc blood
Combat Gear potion of cure light wounds, alchemist’s fire, oil (2); Other Gear black painted breastplate, leather armor, +2 scimitar, greatsword (maurice), javelin (3), sharskin grip greatsword (bertude), spiked chain, spiked gauntlet, cloak of resistance +1, cracked pale green prism ioun stone (attack), ring of protection +1, backpack, bedroll, belt pouch, blanket, flint and steel, hemp rope (50 ft.), marbles, marbles, shark sole footwear (worth 4 gp), trail rations (2), waterskin, whetstone, a volume of erotic poetry, fully illustrated (worth 10 gp, 1 lb), a volume of erotic poetry, fully illustrated (worth 20 gp, 1 lb), hunting dogs (worth 25 gp) (2), level 2 training golot (worth 500 gp), small diamond 25gp (worth 25 gp), the magical properties of gemstones by mage tenser (worth 150 gp, 1 lb), the magical properties of herbs and flowers by mage tenser (worth 150 gp, 1 lb), the metaphysics of mathematics by mage nystul (worth 150 gp, 1 lb), 19 pp, 2,523 gp, 48 sp, 693 cp
Tracked Resources
Alchemist’s fire – 0/1
Javelin – 0/3
Potion of cure light wounds – 0/1
Rage (9 rounds/day) (Ex) – 0/9
Trail rations – 0/2
Special Abilities
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Carefully Hidden You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Damage Reduction (2/lethal) You have Damage Reduction against non-lethal damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Narrows Survivor You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, 2 to AC when enraged.
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rage Notes.

+4 Str & Con, 2 Will, -2 AC, +2 hp / die, Fatigued 2*rage rnds, No skills
Controlled Rage (A)
+4 / Physical Stats, Fatigued 2*rage
Crowd control (A)
+1 AC / Attack when 2 or more opponents
+2 intimidate vs crowds

Roglud Knucklesnapper

Daggerford pushbiker151 Joranth