NPC Codex | Rules | Core Class NPCs | Barbarian | Barbarians | Double Axe Fury

Double Axe Fury

Super Race: half-orc barbarian 11. Cr: 10. Xp: 9,600. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human, orc.
Init: +4. Senses: darkvision 60 ft.; Perception +15. Ac: 17, touch 12, flat-footed 13 (+5 armor, +4 Dex, –2 rage).
Hp: 142 (11d12+65).
Fortitude: +14. Reflex: +9. Will: +9; +4 vs. spells and spell-like orsupernatural abilities. Defensive Abilities: improved uncanny dodge, orc ferocity, trap sense +3. Dr: 3/&mdash.
Speed: 40 ft.. Melee: +1 orc double axe +19/+14/+9 (1d8+10/19–20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), bite +12 (1d4+3). Ranged: mwk composite longbow +16/+11/+6 (1d8+6/×3). Special Attacks: greater rage (26 rounds/day), rage powers (animal fury, increased damage reduction +1, no escape, raging leaper +11, superstition +4). Strength: 22. Dexterity: 18. Constitution: 20. Intelligence: 10. Wisdom: 12. Charisma: 8.
Base Attack: +11. Cmb: +17. Cmd: 29.
Feats: Double Slice, Improved Critical (orc double axe), Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend, Weapon Focus (orc double axe).
Skills: Acrobatics +17 (+32 when jumping), Climb +11, Intimidate +10, Perception +15, Ride +7, Stealth +14, Survival +5, Swim +11. Special Qualities: fast movement, orc blood, weapon familiarity. Combat Gear: potions of blur (2), potion of fly. Other Gear: +1 chain shirt, +1/+1 orc double axe, masterwork composite longbow (+7 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, climber's kit, 50 gp.

Tactics

During Combat The barbarian charges into the heart of battle, using one end of his double axe two-handed when charging or moving, and switching back to a double weapon grip when making full attacks. He uses his leaping and Acrobatics to enter melee quickly, using his no escape ability to chase down cowards.

Base Statistics When not raging, the barbarian's statistics are

AC 19, touch 14, flat-footed 15

hp 109

Fort +11

Will +6; no bonus vs. spells and spell-like or supernatural abilities

DR 2/—

Melee +1 orc double axe +16/+11/+6 (1d8+5/19-20/×3) or +1 orc double axe +14/+9/+4 (1d8+4/19-20/×3), +1 orc double axe +14/+9 (1d8+4/19-20/×3), bite +9 (1d4+1)

Ranged mwk composite longbow +16/+11/+6 (1d8+3/×3)

Str 16

Con 14

CMB +14

CMD 28

Skills Acrobatics +17 (+21 when jumping) Climb +8, Swim +8.

This half-orc barbarian savagely rips though weaker opponents with unquenchable bloodlust.

Graun Quor

Graun the pit fighter was raised in lawless borderlands where control changed hands frequently and unpredictably. The one constant was the thirst for blood sports, and any youth with a hard edge and more greed and ambition than fear could make a name and a fortune so long as he survived. Graun mastered many weapons throughout his career, but loves best the orc double axe he took as a prize in an early championship bout. Having long since bought his freedom, Graun wanders the borderlands selling his skills to the highest bidder. A few orc tribes have offered Graun leadership roles, but he has little patience for such things and cares nothing for the welfare of his allies.

Combat Encounters

Graun can be found at the head of an orc band on rare occasions, either a tribe he has adopted for a short time or who serve as fodder for his hunts. Other times he stalks the wild lands looking for opponents worthy of his fighting skills.

Roleplaying Suggestions

Graun sometimes ventures into civilized lands to spend his coin and search for blood sports, hoping for a chance to kill in front of a crowd.