Ury Sevenskulls

Argug of Clan Gutwrencher's page

137 posts. Alias of thegreenteagamer.


Full Name

Argug of Clan Gutwrencher

Race

Orc (AC: 16 [T: 12 FF: 14] | HP: 25/25 (0NL) | F+4, R+4, W+0) | Init: +2 |Perc: +5, Darkvision 60’)//

Classes/Levels

Brawler 2

Gender

Male

Size

Medium

Age

24

Special Abilities

See Below

Alignment

CN

Deity

none

Location

Torch

Languages

Common, Orc

Occupation

Mercenary

Strength 20
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 5

About Argug of Clan Gutwrencher

Argug of Clan Gutwrencher
Male Orc Brawler 2
NE Medium humanoid (orc)
Init +2; Senses: Darkvision 60ft, Perception +5
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 Dex)
Max HP: 25 (2d10+6)
Fort +5, Ref +5, Will +0
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Offense
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Speed: 30 ft.
Melee: greataxe +6 (1d12+7)
or mw armor spikes +8 (1d6+5) or flurry +6/+6
or unarmed strike +7 (1d6+5) or flurry +5/+5
or dagger (melee) +7 (1d4+5)
Ranged dagger (thrown) +1 (1d4+5)
or javelin +1 (1d6+5)
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Statistics
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Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 5
Base Atk +2; CMB +7; CMD 19
Feats: Power Attack, Improved Unarmed Strike, Combat Expertise
Drawback: Condescending (-5 diplomacy/intimidate to improve attitudes)
Traits: Robot Slayer, Armor Expert, Highlander
Skills: Acrobatics +7, Climb +9, Perception +5, Stealth +8, Swim +9, (Armor Check Penalty 0)
Languages: Common, Orc
Gear (*Equipped): Backpack, Bedroll, *Buckler, Cure Light Wounds potion, Dagger, *Greataxe, Hemp Rope 50ft, Javelin x5, *Masterwork Chain Shirt (with masterwork armor spikes), Studded Leather, Trail Rations x10, Waterskin, 492gp, 9sp
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Special Abilities
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Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Weapon Proficiencies: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group (bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart). She is proficient with light armor, but not with shields.

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Orcs can see perfectly in the dark up to 60ft.

Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

Brawler's Cunning: If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: (1d6) At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler.

Brawler's Flurry (Two-Weapon Fighting): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.