Krun Thuul

Fulgun Dregg's page

329 posts. Alias of John Hathaway.




Scarred Wanderer 5

Baseline Stats:
Max HP: 49 | AC 16 ( 12 T / 15 FF) | Fort +8 / Ref +4 / Will +3 | CMD 19 | Perception + 12 | Survival +11 | Handle Animal +9 | Climb, Know (dungeon, nature), Stealth +7



About Fulgun Dregg

Fulgun Dregg
CN Half-orc Unchained Barbarian 2 / Hunter (Forester) 3
Type: humanoid (orc)
Favored Classes: barbarian (hp)
Languages: Common. orc
Senses: darkvision 60ft

Max HP: 49 (12+2+1)+(10/lvl) or +(7/lvl)
Str: 18 (+4)
Dex: 12 (+1)
Con: 14 (+2)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 10 (+0)

20 point buy:

Str 16 (10pts)
Dex 12 (2pts)
Con 13 (3pts)
Int 10 (0pt)
Wis 14 (5pts)
Cha 10 (0pts)
+2 Str (racial), +1 Con (lvl 4)

AC: 16 (Tch 12 // FF 15) (+4 armor, +1 Dex, +1 deflection)
Fort: +8 (6 base + 2 Con)
Refex: +4 (3 base + 1 Dex)
Will: +3 (1 base + 2 Wis)

BAB: +4
CMB: +8 (BAB + Str Mod)
CMD: 19 (10 + CMB + Dex Mod)
Initiative: +1 (+1 Dex)
Speed: 45ft

Social: Savage
Campaign: Animal Whisperer

Racial: Endurance
Lvl 1: Power Attack
Lvl 3: Fleet
Hnt 2: Improved Overrun
Hnt 3: <variable teamwork feat>
Lvl 5: Charge Through

Detailed Traits:

Savage (social): You were born and raised in untamed lands far from civilization. You learned to survive in the elements among brutal humanoids and beasts. You gain a +1 trait bonus on Knowledge (nature) checks and a +1 trait bonus on Survival checks to get along in the wild. Knowledge (nature) is always a class skill for you.

Animal Whisperer (campaign): You’ve spent more of your life around animals than people, and find them easier to understand. You gain a +1 trait bonus on Handle Animal checks, and Handle Animal is always a class skill for you. Your trait bonus increases to +5 whenever you attempt to “push” a wild animal to perform a trick for you, so long as its attitude is indifferent or friendlier. You may target creatures of the animal type with charm or compulsion spells as if they were humanoids, but unless you have another ability to make yourself understood to animals, you must still succeed at a Handle Animal check to “push” your target in order to communicate specific requests.

Detailed Feats:

Endurance (prereqs: none)
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Power Attack (prereqs: Str 13, BAB +1)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Fleet (prereqs: n/a)
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Improved Overrun (prereqs: Str 13, Power Attack, BAB +1)
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.

Charge Through (prereqs: Str 13, Improved Overrun, Power Attack, BAB +1)
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.

Detailed Skills:

Skill Points/ Barbarian level: 4 = 4(class) + 0(int)
Skill Points/ Hunter level: 6 = 6(class) + 0(int)
class skill // Armor Check Penalty = -1 // Total Skill points: 26

Acrobatics: +0 = +0(ranks) +1(dex) -1(acp)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +0 = +0(ranks) +0(cha)
Climb: +7 = +1(ranks) +3(trained) +4(str) -1(acp)
Craft (): +0 = +0(ranks) +0(int)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device: +1 = +0(ranks) +1(dex)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +0 = +0(ranks) +1(dex) -1(acp)
Fly: +0 = +0(ranks) +1(dex) -1(acp)
Handle Animal: +9 = +3(ranks) +3 (trained) +2(wis) +1(trait)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: +0 = +0(ranks) +0(cha)
Knowledge (Arcana): +0 = +0(ranks) +0(int)
Knowledge (Dungeoneering): +7 = +4(ranks) +3(trained) +0(int)
Knowledge (Engineering): +0 = +0(ranks) +0(int)
Knowledge (Geography): +0 = +0(ranks) +0(int)
Knowledge (History): +0 = +0(ranks) +0(int)
Knowledge (Local): +0 = +0(ranks) +0(int)
Knowledge (Nature): +7 = +3(ranks) +3(trained) +0(int) +1(trait)
Knowledge (Nobility): +0 = +0(ranks) +0(int)
Knowledge (Planes): +0 = +0(ranks) +0(int)
Knowledge (Religion): +0 = +0(ranks) +0(int)
Linguistics: +0 = +0(ranks) +0(int)
Perception: +12 = +5(ranks) +3(trained) +2(wis) +2(race)
Perform: +0 = +0(ranks) +0(cha)
Profession (): +1 = +0(ranks) +1(wis)
Ride: +0 = +0(ranks) +1(dex) -1(acp)
Sense Motive: +2 = +0(ranks) +2(wis)
Spellcraft: +0 = +0(ranks) +0(int)
Stealth: +7 = +4(ranks) +3(trained) +1(dex) -1(acp)
Survival: +11 = +5(ranks) +3(trained) +2(wis) +1(trait)
Swim: +3 = +0(ranks) +4(str) -1(acp)
Use Magic Device: +0 = +0(ranks) +0(cha)

Class Abilities:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian's base speed is faster than the norm for her race by 10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's base speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Some of the following rage powers are stances. Activating a stance rage power is a move action. A barbarian can't have more than one stance rage power active at a time. If she activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the barbarian's turn as a free action; otherwise, it lasts until the rage ends.

Accurate Stance (Ex): The barbarian can focus her strikes. She gains a +1 competence bonus on melee attack rolls and thrown weapon attack rolls. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter begins play with any one of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purpose of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to 1/2 its hit dice + its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally effect immediately ends.

Animal Focus (Su): At 1st level, a hunter can apply the aspect of an animal to herself as a swift action. She must select one type of animal to emulate, gaining a bonus or a special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Normally, the hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on, or a different one. The hunter can select or change the animal aspects on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal aspect to herself instead of her animal companion. This is in addition to the normal animal aspect she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision out to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense with a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this benefit becomes improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Racial Traits
Stats: +2 to one ability score
Size: medium
Speed: 30ft
Vision: darkvision
Bestial: +2 to perception checks, replaces Orc Ferocity
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Shaman Apprentice: gain Endurance feat, replaces Intimidating
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.

Coins: 23.87gp
mwk chain shirt
mwk great axe
comp +2 shortbow
dagger x2
flint and steel
grappling hook, common
silk rope, 150ft
waterskin x2
explorer's outfit
lesser strand of prayer beads

oil of magic weapon x0
potion of bull's strength x0
potion of aid x0

starting gear:

mwk steel lamellar (300gp)
mwk great axe (320gp)
comp +2 shortbow (225gp)
dagger x2 (4gp)
backpack (2gp)
bedroll (1sp)
blanket (5sp)
flint and steel (1gp)
grappling hook, common (1gp)
silk rope, 150ft (30gp)
torch (1cp)
waterskin x2 (2gp)
whetstone (2cp)

explorer's outfit (10gp)
poncho (5sp)

Starting Gold: 1,000gp
Spent: 876.13gp
Remaining: 123.87gp


Fulgun Dregg is a towering specimen, reaching nearly seven feet in height (he's 6'9"). His skin is a dark, leathery green with scars crisscrossing his face from his time spent serving a shaman in his youth. Dregg's eyes are piercing pools of green and black coal set above a powerful, square jaw.

The burly half-orc sports little in the way of well-kept clothing, largely preferring to travel bare chested and unadorned. Times of violence had, however, led to him wearing a hauberk of steel regularly, but he's taken to leaving it aside recently after the treacherous centaur Yorc outran him in the forest.

Dregg is looking for a way to survive and he knows how vital relying on a group or pack can be. He cares little for social niceties or tiresome verbal sparring but values displays of strength and respects those who leverage their power. He's often stern and taciturn, and has little patience for wasted time. He's fond of insults, and while he likes to give them, he enjoys being on the receiving end even more.

Dregg is meant to be a front-line brawler, through and through. Feats and rage powers will focus strongly on this, though a feat or two may go toward shoring up his weaknesses (such as Lightning Reflexes or Iron Will).
Next combat feat: Charge Through
Rage Powers to Get: Overbearing Advance, Overbearing Onslaught


HP: 49/49
AC: 16 (12 T / 15 FF)
CMD: 18
F/R/W: +8/+4/+3
Rage rounds used: 0/8
Spell slots used
Level 1: 0/3
[i]Bless[/i] (bead): 0/1
[i]Cure serious wounds, remove blindness/deafness, or remove disease[/i] (bead): 0/1

-Ongoing Effects-
Rage: +2 to hit, +2 damage, +2 Will, -2 AC, +2 temp HP
Accurate stance: +1 to hit
Focus: +2 Str

[dice=Overrun (vs CMD)]1d20+12[/dice]
[dice=Greataxe (lead blades)]1d20+9[/dice][dice=for]3d6+6[/dice]
[dice=Greataxe (p.attack)]1d20+8[/dice][dice=for]1d12+9[/dice]
[dice=Greataxe (lead blades, p. attack)]1d20+9[/dice][dice=for]3d6+9[/dice]

Party Nicknames

  • Arryn: Little Angel
  • Clover: Little Shepherd
  • Aramis: Red
  • Barhador: Feathers
  • Isabella: Goggles
  • Edran: Manbun
  • Symond: Pup
  • Aubrin: Priestess