Cut-Throat Grok

Faehild's page

87 posts. Organized Play character for BretI.


Race

| HP 70 | AC 23 (25 w/ shield raised) | F +11 R +13 W +10 | Resist Void 1 Resist Cold 2 | Speed 35’

Classes/Levels

| Shield Hardness 5 HP 20 (BT 10) | Hero Points 0 Campaign Coin Wounded 1

Gender

Female Winter Orc Monk Viking 5

About Faehild

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)

Faehild

Botting:

Will usually raise shield and then position in order to Flurry.

[dice=Tusks]d20 +14[/dice]
[dice=Piercing damage]2d6+3[/dice]
[dice=Fist, MAP]d20+14-4[/dice]
[dice=Bludgeoning damage]2d6+3[/dice]

When attacking bags of bones
[dice=Fists]d20 +14[/dice]
[dice=Bludgeoning damage]2d6+3[/dice]
[dice=Fists, MAP]d20+14-4[/dice]
[dice=Bludgeoning damage]2d6+3[/dice]

[dice=Hatchet]d20+13[/dice]
[dice=Slashing damage]2d6+3[/dice]
[dice=Hatchet, MAP]d20+13-4[/dice]
[dice=Slashing damage]2d6+3[/dice]

[dice=Hatchet, MAP, Sweep]d20+13-4+1[/dice] Must attack different creature
[dice=Slashing damage]2d6+3[/dice]

thrown weapons

[dice=Hatchet]d20+14[/dice] Range 10’
[dice=Slashing damage]2d6+3[/dice]

[dice=Shurikan]d20+14[/dice] Range 20’, reload 0
[dice=Piercing damage]2d4+3[/dice]

↺ Shield Block if it would not break the shield
↺ Orc Ferocity

Female Winter Orc Monk 5
Medium humanoid (orc)
Senses Perception +10 E; darkvision
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Defense
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HP 70 (10 + (10+2)*5)
AC 23; 25 w/ shield raised (10 +4 Dex cap +0 armor +0 runes +4 Expert +5 Level)
Speed 35’; ignore difficult terrain from shallow water (bogs or beaches)
Fort +11 E Reflex +13 E Will +10 E
Resist Void 1 (Pearly White Spindle resonant)
Resist Cold 2 (Artic Survivor)
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Offense
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Monk Class DC 21 T

Melee
Fist† +14 (2d6+3 B) Agile, finesse, nonlethal, unarmed
Tusks† +14 (2d6+3 P) Finesse, unarmed

Hatchet +13‡ (2d6+3 S) Agile, Monk, sweep, thrown 10 ft.
Spear +12 (d6+3 P) Monk, thrown 20 ft.

Ranged
Shuriken‡ +14 (2d4+2 P) Agile, monk, thrown 20’ reload 0
Hatchet‡ +14 (2d6+2 S) Agile, Monk, sweep, thrown 10 ft.

† includes +1 Striking Handwraps of Mighty Blows
‡ includes Striking Thrower’s Bandolier

Reactions

↺ Orc Ferocity
↺ Shield Block

Specialization effects:
Hatchet: Axe
Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.

Tusks, Fists: Brawling
The target must succeed at a Fortitude save against your class DC or be slowed 1 until the end of your next turn.

Bloody Blows: Crit with lethal unarmed does 1d4 persistent bleed

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Statistics
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Str +3 Dex +4 Con +2 Int +1 Wis +1 Cha +1

Skills

Acrobatics E +13
Arcana
Athletics T +10, success on swimming gives critical success, Quick Jump
Craft T +8 Superb Repair Toolkit, +1 Item to repair
Deception
Diplomacy T +8
Intimidation
Lore Fishing T +8
Lore Sailing E +10
Lore Pathfinder Society T +8
Lore Warfare E +10
Medicine
Nature T +8
Occultism
Performance
Religion
Society T +8
Stealth
Survival E +10
Thievery

Languages: Common, Orcish, Ulfen, TBD
Background: Gossip
Patron Deity:
Home Region: Averaka, Ironbound Archipelagos, Saga Lands

Averaka
City on SE coast of Flintyreach island in Linnorm Kingdom of Ironbound Archipelagos.

Size: small town
Population: 1780
Demographics 1665 Dromaar, 83 humans, 32 dwarves
Government Council of Three

The town of Averaka is located on the southeastern coast of the island of Flintyreach in the Linnorm Kingdom of the Ironbound Islands and is predominantly populated by dromaars.
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Gear
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Steel Shield
Spear
Dagger
Explorer’s Clothing
Adventurer’s Pack
10 shuriken
+1 Striking Handwraps of Mighty Blows
Striking Thrower’s Bandolier
Hatchet x4
Superb Repair Toolkit
Spare steel shield

Consumables:
minor healing potion
lesser potion of electrical retaliation

Invested items:
+1 Striking Handwraps of Mighty Blows
Wayfinder (Pearly White Aeon Stone)
Striking Thrower’s Bandolier

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Class Abilities and Feats
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Flurry of Blows [one-action]
Flourish Monk

Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As a flourish ability, you can use Flurry of Blows only once per turn.

Powerful Fist
Your fists are deadly weapons. The damage die for your fist increases to 1d6 instead of 1d4. You don't take the normal –2 circumstance penalty when making a lethal attack with your fist or any other unarmed attacks.

Incredible Movement +10’ 3rd
You move like the wind. You gain a +10-foot status bonus to your Speed whenever you're not wearing armor. The bonus increases by 5 feet for every 4 levels you have beyond 3rd.

Mystic Strikes 3rd
Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty blows to gain an item bonus to attack rolls or increase your attacks' weapon damage dice.

Monastic Weaponry Feat 1
Monk

You have trained with the weaponry of your monastery or school. You gain access to uncommon weapons with the monk trait and become trained in simple and martial monk weapons. When your proficiency for unarmed attacks increases to expert or master, your proficiency rank for these weapons increases to expert or master as well.

If you have familiarity with an agile or finesse weapon (such as from the Catfolk Weapon Familiarity feat), that weapon also gains the monk trait for you. You can use melee monk weapons with any of your monk feats or monk abilities that normally require unarmed attacks, though not if the feat or ability requires you to use a single specific type of attack, such as Crane Stance.

If you gain the critical specialization benefit for unarmed attacks—with the expert strikes class feature, for example— you also gain it with monk weapons.

Viking Dedication Feat 2
Archetype Dedication
Prerequisites trained in Athletics

Vikings spend long periods of time at sea, only to leap from their boats at a moment's notice, charge through the surf, and take their enemies by storm. You gain the Additional Lore general feat for Sailing Lore and Warfare Lore. When using your land Speed, you ignore difficult terrain from shallow water, such as in bogs or on beaches. In addition, if you roll a success on an Athletics check to Swim, you get a critical success instead.

Viking Weapon Familiarity Feat 4
Archetype
Prerequisites Viking Dedication

From childhood, you have been exposed to traditional viking combat techniques, and you soon learned to handle axe, sword, and shield in battle. Now, you can raid proudly alongside your fellows. You gain the Shield Block reaction. Additionally, you have familiarity with the battle axe, hatchet, longsword, shield boss, shield spikes, and shortsword—for the purposes of proficiency, you treat any of these weapons as simple weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

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Skill and General Feats
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Hobnobber Feat 1
General Skill
Prerequisites trained in Diplomacy

You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you're a master in Diplomacy and roll a critical failure to Gather Information, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

Quick Jump Feat 1
General Skill
Prerequisites trained in Athletics

You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).

Underwater Marauder Feat 1
General Skill
Prerequisites trained in Athletics

You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Ancestral Paragon Feat 3
General

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

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Ancestry and Background
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Winter Orc
Your ancestors survived in cold climates. You become trained in Survival, and you treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

Temperature Effects
Category Temperature Fatigue Damage
Incredible cold –80 º F or colder 2 hours Moderate every minute
Extreme cold –79 º F to –20 º F 4 hours Minor every 10 minutes
Severe cold –21 º F to 12 º F 4 hours Minor every hour
Mild cold 13 º F to 32 º F 4 hours None
Normal 33 º F to 94 º F 8 hours None
Mild heat 95 º F* to 104 º F* 4 hours None
Severe heat 105 º F* to 114 º F 4 hours Minor every hour
Extreme heat 115 º F to 139 º F 4 hours Minor every 10 minutes
Incredible heat 140 º F 2 hours Moderate or more every minute

* Adjust temperatures down by 15 º in areas of high humidity.

Environmental Damage
Category Damage
Minor 1d6–2d6
Moderate 4d6–6d6
Major 8d6–12d6
Massive 18d6–24d6

Gossip
Background

Everyone has a nosy auntie, a talkative uncle, or a gossiping relative. Just like them, you don't mind the chatter from the eternal grapevine. Whether you seek out gossip or just happen to be at the right place at the right time, you heard rumors of greater exploits away from the comforts of home. Word gets by, and so should you, so why not give adventuring a try?

Choose two attribute boosts. One must be to Charisma or Intelligence, and one is a free attribute boost. You're trained in Diplomacy and a Lore skill of your choice. You gain the Hobnobber skill feat.

Tusks Feat 1
Orc

You have particularly long, jagged tusks perfect for tearing meat from bone. You gain a tusks unarmed attack that deals 1d6 piercing damage. Your tusks are in the brawling group and have the finesse and unarmed traits.

Special You can take this feat only at 1st level, and you can't retrain into this feat. You can retrain out of this feat only through drastic measures, such as breaking, filing, or extracting your tusks.

Orc Ferocity ↺ Feat 1
Orc

Frequency once per day Trigger You would be reduced to 0 Hit Points but not immediately killed.

Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.

Bloody Blows Feat 5
Orc

Your lethal unarmed attacks leave bloody gouges or cause severe internal bleeding. When you critically hit with a Strike using an unarmed attack that isn't nonlethal, the target takes 1d4 persistent bleed damage. This can be because you're taking the penalty to use a fist for a lethal attack or because you have an unarmed attack without the nonlethal trait due to Tusks or a similar ability.

Character creation:

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Character Creation
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Chose Hatchet over Shortsword from Viking Weaponry because it gives me a thrown weapon that works with monastic weaponry.

Axe: Choose one creature adjacent to the initial target and within reach. If its AC is lower than your attack roll result for the critical hit, you deal damage to that creature equal to the result of the weapon damage die you rolled (including extra dice for its striking rune, if any). This amount isn't doubled, and no bonuses or other additional dice apply to this damage.

Feats to look at:

Hurling Charge 4

Water Step 6 Monk

Quick Shield Block 10

Faehild

Str +3 AF5
Dex +4 ABCF5
Con +2 F5
Int +1 5
Wis +1 F
Cha +1 B

Ancestry: Winter Orc
Tusks, Orc Ferocity
Background: Gossip
Diplomacy, Fishing Lore, Hobnobber
Skill:
Underwater Marauder, Quick Jump
Class: Monk
Monastic Weaponry
Viking Dedication, Viking Weapon Familiarity
General
Ancestral Paragon (Orc Ferocity)