Half-Orc

Dranok Ironsong's page

6 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


About Dranok Ironsong

Stats:

Dranok Ironsong
Male half-orc paladin (tempered champion) 15/Guardian 7 (Weapon Master's Handbook 7)
CGNone Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +0
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
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Defense
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AC 34, touch 14, flat-footed 33 (+17 armor, +3 deflection, +1 Dex, +3 natural)
hp 294 (15d10+200)
Fort +21, Ref +11, Will +14
Defensive Abilities hard to kill, mythic saving throws, orc ferocity; DR 10/epic; Immune charm, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 cold iron dagger +22/+17/+12 (1d4+23/19-20) or
. . radiance +24/+19/+14 (1d8+25/19-20) or
. . radiance +31/+22/+17 (2d6+42/17-20)
Special Attacks channel positive energy 7/day (DC 22, 8d6), force of will, guardian's call (absorb blow), mythic power (17/day, surge +1d10), smite evil 5/day (+5 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +20)
. . At will—detect evil
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Statistics
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Str 30, Dex 12, Con 24, Int 14, Wis 10, Cha 20
Base Atk +15; CMB +21; CMD 39
Feats Divine Fighting Technique (gorum's Swordsmanship), Furious Focus[APG], Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Critical (greatsword), Improved Vital Strike, Power Attack[M], Prodigy[UM], Vital Strike[M], Weapon Focus (greatsword)[M], Weapon Specialization (greatsword)[M]
Traits exposed to awfulness, obnoxious
Skills Acrobatics -4 (-8 to jump), Handle Animal +9, Intimidate +7, Knowledge (nobility) +20, Knowledge (religion) +20, Perform (oratory) +23, Profession (soldier) +22, Ride +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Gnoll, Orc
SQ amazing initiative, armored might[MA], beyond morality[MA], burst through[MA], divine bond, divine bond (weapon +4, 3/day), divine weapon specialization, impervious body[MA], impervious body[MA], lay on hands 14/day (9d6), mercies (blinded, diseased, exhausted, fatigued, poisoned), orc blood, recuperation
Combat Gear unfettered shirt[UE]; Other Gear +1 mithral chain shirt, +5 full plate, +1 cold iron dagger, radiance, radiance, amulet of natural armor +3, belt of physical might +6 (Str, Con), bracers of the merciful knight[UE], headband of alluring charisma +6, muleback cords[APG], ring of protection +3, uplifting boots, 7,346 gp
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Special Abilities
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Absorb Blow (35 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Burst Through (Ex) Allies don't block charge and can overrun foes (no AoO) to reach target.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Su) Expend a lay on hands usage to activate your divine bond
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Fighting Technique (Gorum's Swordsmanship) You may apply Vital Strike to greatsword at end of a charge, or 1 additional damage if you lack Vital Strike.
Divine Weapon Specialization (Ex) Gain increased weapon damage with deity's favored weapon, as Sacred Weapon.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (9d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Exhausted) (Su) When you use your lay on hands ability, it also removes the exhausted condition.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Paladin Channel Positive Energy 8d6 (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Prodigy (Perform [oratory], Profession [soldier]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (5/day) (Su) +5 to hit, +15 to damage, +5 deflection bonus to AC when used.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
Weapon Focus [Mythic, Greatsword] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Specialization [Mythic, Greatsword] Increase bonus to damage rolls based on mythic tier

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Background:

Dranok Ironsong – Background

Dranok was born among the bloodied peaks of the Hold of Belkzen, where mercy is weakness and survival is religion. His mother was a slave from Lastwall—educated, quiet, and broken. His father was a raider-chieftain who named his sons after weapons and storms. Dranok was neither. He was born smaller, quieter. The shamans called him "the runt who listens too much."

But he listened to everything: to the grunts and growls of orcish speech, to the sermons of foreign gods muttered in chains, to the clash of steel, and to the wind howling through jagged stones like a chorus of lost souls.

He did not grow up strong. He grew up precise.

He watched. He learned. And when the day came that his father mocked him publicly, Dranok stood tall and quoted Gorum’s scripture back at him—"It is not the loudest who leads, but the last one standing." Then he split the chieftain's shield in two with a perfect blow.

He was fifteen.

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The Warpath

Dranok did not inherit the warband. He abandoned it. Their petty squabbles and brutal power plays disgusted him. He wandered north, where the skies darkened and the land groaned—the Worldwound.

There, amidst the shattered rocks and cursed winds, he found war with purpose.

At first, the Crusaders doubted him. They would not share fire or food. But when a host of dretches poured from a fissure and panic took the camp, it was Dranok who roared commands, rallied defenders, and sang an old orcish war-chant that turned fear into fury.

By campaign’s end, they were calling him Ironsong—for his voice, his blade, and the iron truth in his words.

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The Paladin Who Kneels to None

Dranok’s path to Gorum was not paved with sermons, but with steel. He does not kneel in temples. He does not proselytize in peace. He fights with honor, dies with fire in his blood, and blesses those who die well.

He is a Paladin, but not of law or blind obedience. His code is his own:


  • Fight with purpose.
  • Lead with courage.
  • Speak only truth.
  • Give mercy to the fallen—but only after the fight is won.

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Now

Dranok is in his forties—gray creeping into his temples, old scars lacing his arms. He walks with a slight limp from an old demonic bite that never fully healed. But his voice? It still carries like thunder. His greatsword, an heirloom reforged in crusader forges, still sings its iron song.

He has no illusions of glory. He knows war is horror. But the Worldwound stirs again. And he will not sit idle while others bleed.

For Gorum. For the world. For those too soft to lift a blade.

He is Dranok Ironsong. And he has come to kill demons and speak truths that burn.