Zarp

A charge-happy Barbarian seeking his next challenge

Description:
Level 13 Minotaur Barbarian / Beastblooded Minotaur
Zarp
5
21
Strength
5
21
Constitution
1
13
Dexterity
-1
9
Intelligence
0
11
Wisdom
1
13
Charisma
HIT POINTS
Total
108
Bloodied
54
Surges
13
Value
27
SAVE MODIFIERS
Description.
+7
Initiative
SKILLS
6
Acrobatics
5
Arcana
15
Athletics
7
Bluff
7
Diplomacy
6
Dungeoneering
10
Endurance
6
Heal
5
History
6
Insight
14
Intimidate
13
Nature
11
Perception
5
Religion
6
Stealth
7
Streetwise
6
Thievery
24
Armor Class
+2 v OAs
24
Fortitude
20
Reflex
18
Will
RACE FEATURES
Ferocity
Melee basic when I drop to 0
Goring Charge
CLASS FEATURES
Rampage
Melee basic when I crit
Rageblood Vigor
10 + CON temp hp when I kill
Beastly Action
Free charge when I use AP
Bloodied Action
Melee basic 1st time I’m bloodied
FEATS
Imp Rageblood Vigor
Weap Prof. Execution Axe
Weap Exp. Execution Axe
Weap Focus Execution Axe
Sickening Finish
Mind’s Eye Namer
Natural Cunning
Opportunity Gore
BACKGROUNDS
Planar
+3 to checks when dealing with things from the planes, can assist
AT-WILL POWERS
Howling Strike
Pressing Strike
ENCOUNTER POWERS
Goring Charge
Swift Charge
Blade Sweep
Great Shout
Sweeping Gore
Storm of Blades
Combat Sprint
Laugh it Off
Wellspring of Renewal
DAILY POWERS
Bloodhunt Rage
Silver Phoenix Rage
Stone Bear Rage
Rage Strike
Thrashing Horns
ATTACKS
1d12+2d6+11
+17 vs AC
Howling Strike
EQUIPMENT
Screaming Hide +2 (lvl 7)
Reaper’s Axe (lvl 15)
Ring of Twisted Dreams (lvl 12)
GiantKind Gloves (lvl 4)
Boots of Adept Charging (lvl 2)
Iron Armbands of Power (lvl 6)
Muleback Harness (lvl 2)
Cloak of Walking Wounded +1 (lvl 4)
Charger’s Headdress (lvl 12)
Bio:

Appearance and personality

Zarp is an imposing figure. His 7’4” frame seems to be teeming with energy that it can barely contain in its muscular form. He bears the various mental and physical scars that a lifetime of conflict and difficulty can give rather well. At first glance he would appear to have the same bearing as most of his race, and be filled with a vicious rage, but closer inspection show his eyes to be more filled with curiosity and confusion. He looks intently at all people who meet him in an attempt to size them up, not for their combat potential, but for their place in the multiverse. Zarp is on relatively unfamiliar ground and wants to know where each piece of the puzzle of his existence fits at all times.

Typically Zarp is a straightforward and brutally honest character. How else will one get better if fault and mistake are not reported and explained clearly? Many mistake this behavior for cold cynicism and mockery, but he means well. Beneath his valor and strive for conquest lies a considerate, albeit often misguided, soul that sees the entire multiverse as an extension of himself and thus tries to treat it gently. Until something has been found to be evil or wrong, Zarp defaults to pleasant indifference and generosity. If met in battle, however, he is a ferocious and teneacious combatant who will stop at nothing to see his foes fall before him. Wears simple hides and leathers that he can find to fit his form, and not get tattered on his horns. Always has his axe with him and seems ready to use it at anytime, for he is never completely sure when the next challenge the multiverse has for him will come his way. Typically content to simply sit in a corner and ignore idle conversations, Zarp will, however, force himself on discussions of upcoming strategies or plans. He is a capable strategist, though it is painful to hear his reasoning. (at one point he justified a siege on a castle because the blueberries were ripe… he was right and they won the day, but still… )

Those who know Zarp and travel with him can expect him to be loyal and defend those who he considers a friend. His courage and tenacity in protecting those he cares for is really only matched by his sometimes funny sometimes tragic sense of humor and understanding of the world. Given Zarp’s view of existence being a test for himself, he logically believes his solutions to be the correct ones, despite how incredibly insane his logic may seem to others.

Origins.

Zarp was born in Sigil, to a strong and proud clan of Minotaurs that lived close to the foundry and often provided security to parts of the city. The last of seven children it was initially believed that he would study to become a priest and enter into the highest caste of their society. Unfortunately Zarp was not the smartest of children so they decided to train him as a warrior. He was raised as an excellent and strong warrior and even surprised his mentors in his aptitude at navigating mazes and other puzzles. He seemed to be a perfect fit for a job as a crypt guardian. Zarp was filled with a wanderlust and curiosity uncommon amongst his people and couldn’t imagine himself in one place for such a long period of time, so he began to explore other portions of Sigil. He even ventured deep into the maddening corridors of the Hive. The Xaositecs there enjoyed testing him with various illusions or confusing architectures of their lairs only to find the young minotaur blessed with a gift for solving such things easily. They thought him touched by Limbo itself and were kind and tried to teach him their ways. Raw chaos was unappealing to Zarp, however, having come from a rather rigid upbringing. It was on a fateful messenger trip to Acheron that he met a Gnome named Oren Nimblewit. Oren was a factotum amongst the newly formed Mind’s Eye faction. He took Zarp under his wing and began to explain the way his multiverse worked.

An understanding

Zarp, having never fit in amongst his brethren, yet undeniably tied to their standards found the philosophy of the Mind’s Eye appealing. He redoubled his training as a warrior to face the challenges of his existence to rise above them and perhaps one day find his true place in the multiverse. Zarp quickly overcame most of his clan in combat and learned to focus his emotions into powerful rages that would leave his foes shattered before him. However, as with most of his life, things still seemed out of place. Zarp approached his old mentor, Oren for guidance.

“What you must do, my young friend”, Oren counseled “is discover what a true challenge to you would be. What in this infinite creation would be your ultimate test, for only when you find that will you be able to discover your next level.”

Zarp thought long and hard on these words. He had become skilled in battle, yet the victories seemed empty. It was then he remembered the riddles and mazes his kind protected, and how, despite his misunderstanding of their construction, he could solve them. He reasoned that if this existence was crafted for him, then surely this gift was his unconscious way of showing himself the key to ascending to the next level of existence. So Zarp sought out mazes, traps, tricks, and mind-benders of all shapes and sizes.

The Search

He even began to ask the Lady of Pain to maze him. Careful not to worship her outright, Zarp made countless entreaties over the years to be mazed by the Lady only to be turned down every time. (at least he interpreted silence and being ignored as being turned down). Zarp began to travel to the other planes, searching for a gift or something that would get the Lady to grant his wish when he heard of an even greater challenge. A demon in the Abyss told him of a world in the Prime that had been cut off from the planes for millennia. Nothing had escaped the seal, even the Powers themselves were confused how it had occurred. Truly this was what Zarp had been looking for all along. He had heard of people defeated the Lady’s maze, but obviously this was an even greater challenge. He sought out all who knew of this world and eventually discovered the Athar had placed great interest in it as well. While working his way up the ranks in his faction he began to perform investigations into the Athar’s plans and dealings and learned the name of the world he sought, Koar.

The Journey

Zarp called in a few favors and managed to get himself sent to Koar, in order to look into the Athar’s doings. Initially he arrived in the Brightlands and managed to find a place for himself as a mighty warrior, doing whatever was necessary to get the jink. His spare time, however was looking into the goings of Nenoria and how the Great Seal was enacted all those eons ago. Of further interest to Zarp was the evidence of Apotheosis on this realm. The Godsman in Zarp was very much intrigued by this information, and thus his reasons for remaining in Koar became threefold.

Zarp travelled the land until he met up with a group of fellow adventurers who all seemed adequate enough to accompany him and friendly enough to tolerate his presence. While these were not always necessary traits in companions, Zarps many forays into the planes had taught him that a party you could toss a few beers back with made the missions go that much smoother than a group of efficient assholes.

Goals

Zarp’s goals in Koar are numerous. He wishes to determine the cause and effect of this “inescapable maze” to try and reach the next level of his existence. He is also here in order to learn of the Athar’s plans and put a stop to them if they are a danger to the planes and his brethren. Finally, even if it is a long shot, being a new Power wouldn’t be a bad job for Zarp so he wouldn’t mind that either.

Wish List

Farslayer Weapon, EarthHide RageBlood Armor, Magician’s Ring, Ring of Fury, Ring of Invigoration, Handy Haversack, Immovable Shaft

Zarp

Sanction of the Athar tendonin