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Wight

Ghirrak Ironfist's page

364 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Half-Orc

Classes/Levels

Monk 6 (Sacred Mountain)

Alignment

LN

About Ghirrak Ironfist

Ghirrak Ironfist LN Half-Orc Monk 6 (Sacred Mountain)
Ht: 6'8 Wt: 286lbs Hair: Black Eyes: Amber
HP: 45 Curent: 45

STR 18(+4) DEX 14(+2) CON 12(+1) INT 12(+1) WIS 20(+5) CHA 10(+0)

AC: 10+(Bonus) 2+(Natural) 2+(Wis) 5+ (Dex) 2+ (Bracers) 2 = 23 (24 w/ Dodge) (25/26)* +4 vs AoO
Touch: 18 (19) 21*
Flat footed: 21 (23)*

Speed: 50

Combat:
BAB: +4 CMB:+10 (+14 grapple) CMD:23 (25)
Unarmed Strike:
Normal +8 Damage 1d8+4
Flurry +8/+8/+3 Damage 1d8+4
Ki Flurry +8/+8/+8/+3 Damage 1d8+4
Silvered masterwork Dagger +8 1d4+4 slashing 19-20
Shuriken +6 (+7) 1d2+4 (poisoned)

Initiative +2

Fort: +8 Reflex: +8 Will: +11 (+13 enchantment)

Special Abilities

Spoiler:

Bonus feats, flurry of blows,AC bonus, Speed bonus
Unarmed strike, Iron monk, Maneuver training,Fast movement, Still mind
Sacred Tattoo, Darkvision 60',Bastion stance (not knocked prone or moved physically),Ki pool (Magic :7){extra attack during flurry,+20 speed,+4 dodge to AC}
Iron Limb defense, Purity of Body

Languages:
Common, Orc, Giant

Skills:

Spoiler:

Acrobatics 9
Balance 2
Climb 8
Escape Artist 7
Heal 9
Intimidate 8
Jump 8
Knowledge History
Perception 11
Ride 6
Sense motive 11
Stealth 10
Swim 8
Survival 5

Feats:

Spoiler:

Improved Unarmed Strike
Stunning Fist (Stunned, fatigued) 6 / day (DC 18) Time/day left
Dodge
Deflect Arrows
Snatch Arrows
Toughness(Bonus)
Improved Grapple
Blood Vengance
Mobility

Trait:

Spoiler:

Steadfast Loyalty [General]
Self control and discipline are the birthright of many who
grow up in Champion’s District, and you strive to uphold
these ideals.
District: Champion’s.
Benefit: You get a +2 bonus on Will saving throws against
charm, compulsion, and fear effects. In addition, if you have
the Leadership feat, your leadership score increases by +1.

Resilient: Growing up in a violent neighborhood
or in the unforgiving wilds often forced you to subsist
on food and water from doubtful sources. You’ve built
up your mettle as a result, and gain a +1 trait bonus on
Fortitude saves.

Racial

Spoiler:

Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc”
in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can
choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Sacred Tattoo: Tattoos, piercings, and ritual
scarification are sacred markings to many half-orcs.
Half-orcs with this racial trait gain a +1 luck bonus on all
saving throws. This racial trait replaces the orc ferocity
racial trait.

Iron Monk (Ex): At 2nd level, a monk of the sacred
mountain gains Toughness as a bonus feat. In addition,
the monk gains a +1 natural armor bonus. This ability
replaces evasion.

Iron Limb Defense: At 5th level, a monk of the sacred mountain can deflect blows with an active defense that complements his bastion stance. If the monk starts and ends his turn in the same space, he gains a +2 shield bonus to AC and CMD until the start of his next turn. As a swift action, he can spend 1 ki point to increase this bonus to +4.

Seeing an ally fall in combat fills you with a murderous fury.

Prerequisite: Half-orc or orc, non-lawful

Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian’s rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian’s rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.

Equipment (lbs)

Spoiler:

Monk's Outfit, backpack, bedroll, waterskin, belt pouch.
1 potion barkskin +3
2 potion Cure serious wounds
Bracers of Armor +2
Amulet of Nat Armor +1
Periapt of Wisdom +2

Capacity:

Spoiler:

Light: 76lbs
Medium: 153 lbs
Heavy: 230lbs

Background

Spoiler:

As a consequence of Ghirrak's arena victory, the faction Zelkarune's Horns has offered him membership.

Description

Spoiler:

Ghirrak's form ripples with muscle, seeming as if carved from deep grayish stone. While not as nearly as bestial looking as most half orcs, he is perhaps more intimidating because of his unnerving calm and intense gaze.

Usually dressed in loose black clothing leaving his arms free, he rarely carries much on his person.

Wealth

Spoiler:

Coin
p 3950g 98s 0c
Gems
0


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