Gorm Greathammer

Durok Greymane's page

88 posts. Alias of JoeLudwick.


Full Name

Durok Greymane

Classes/Levels

1 fighter (swordlord)/ Bard Hp:10/13 Fort:2 Ref:4 Will:2 Init:+6 AC:17 TO:14 FF:13 Percept:4

Gender

male

Size

med

Age

29

Alignment

NN

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Durok Greymane

Feats:

1. Exotic weapon proficiency (dueling sword)
Human. Weapon finesse
Fighter. Weapon focus

(2. Slashing Grace)
(3. Power Attack)
(4. Weapon specialization)

Saves:

Will 2 base + 0 wis = 2
Fort 2 base + 2 con = 4
Ref 2 base + 4 dex = 6

Skills:

Acrobatics 1
Appraise 1b
Bluff 1
Climb
Craft
Diplomacy 1
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge Arcana
Knowledge Dungeoneering
Knowledge Engineering 1b
Knowledge Geography
Knowledge History
Knowledge Local
Knowledge Nature
Knowledge Nobility
Knowledge Planes
Knowledge Religion
Linguistics
Perception 1
Perform 1 Oratory
Profession
Ride
Sense Motive 1
Sleight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device 1

combat:

Attack bonus +6 Damage 1d8+0

+1 BAB
+4 Dex
+1 Weapon focus
studded leather +3ac
Dex +4ac

Initiative +6

Traits:

Stolen Fury-You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety.

Benefit When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.

Convincing Liar-Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.

Reactionary- You gain a +2 trait bonus on initiative checks.

Bard abilities:

Bardic Knowledge-A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Spells:

0th (4)
Mending
mage hand
light
detect magic

FIRST:2/day
Featherstep
Cure light wounds

Equipment:

Studded leather 25gp
Dueling sword 20gp
Dueling sword, cold iron 40gp
bedroll 1 sp
signal horn 1gp
100' silk rope 20gp
Whetstone
Trail rations 2gp (4 days)
explorers outfit 10 gp
masterwork backpack 50gp

money
6gp
9sp

Background:

Durok grew up among the orphans of Kenabres, and that was just fine with him. He quickly learned just how far the overworked guardians could be pushed and always stopped short of drawing attention to himself.

It was on one such occasion that a 14 year old Durok found himself outside the city, hunting rabbits with a few older boys, when the lot were set upon by cultists. A few tried to fight and died, a few, Durok included, tried to run and were captured. Durok spent several days in their 'care', tending the camp, cooking and stoking fires, listening to lessons about the 'great ones', and 'his destiny to serve'.

Finally after about a week, crusaders found the camp and cut through the boy's captors in short order. Durok watched in amazement, how could men who had never met each other be so eager to kill each other?

Thankful to finally be free, Durok Began to leave the horrible scene when a hand on his shoulder stopped him. "Don't you think you owe the Gods a debt, boy?" a bloodied old man spat at him. Durok spent several days in their 'care', tending the camp, cooking and stoking fires, listening to lessons about the 'great ones', and 'his destiny to serve'.

When the group finally had to go back to Kenebris, Durok used the crowds to slip away from the men.

From there, he decided that following the God's was for fools, and ignoring the God's was for fools. It would fall on a boy not known for his cunning to figure out how to thread that needle.

When old enough, he stole a few coins and made himself look the part of a passable soldier. It took some creative talking to get his first caravan guard job, but from there, work came steadily.

Lucky enough to find an actual swordsman, named Gregor, in his ranks on one such job, Durok began to actually learn his profession instead of bluffing his way into jobs. He still talked himself up quite a bit, don't get me wrong, but after a few jobs with Gregor, he actually felt like he could hold his own, should the need arise.

After some time, Gregor moved on and Durok found himself actually craving some real action, profitable action that is.
No longer satisfied with his paycheck to paycheck existence, he has sworn off large caravans and low paying gigs in favor of finding a small crew that offers some high risk, high reward potential.