Hrokon

Fulk the Red's page

247 posts. Alias of Ouachitonian.


Full Name

Fulk

Race

HP: 79 Init: +5 Perception +8, Darkvision, AC 22 (24 w/bow in hand), touch 14, flat-footed 18/(20 W/Bow) (+6 Armor, +3 Dex, +1 Deflection, +2 Natural, (+2 Shield w/Bow)) Fort +10, Ref +7, Will +6; +2 vs. negative levels, CMD 26 (FF 23)

Classes/Levels

Half-orc Fighter 1 (Lore Warden, Unbreakable)/Sorcerer 4

Gender

Male

Size

Medium

Alignment

CN

Deity

Sezelrian

Location

Ustalav

Languages

Common, Draconic, Orc

Occupation

Outcast

Strength 24
Dexterity 16
Constitution 16
Intelligence 12
Wisdom 8
Charisma 16

About Fulk the Red

(Crossblooded)/Dragon Disciple 3

Background:

Fulk began his life as a fairly normal half-orc of the Skull Eater tribe in eastern Belkzen. Life is never easy for a half-orc in Belkzen, and he was often picked on as a child, but by working hard he was able to become an adequate warrior, noted especially for his resistance to hardship. But then things changed. In his twentieth year his sorcerous powers began to emerge. At first, this was taken as a sign of blessing from Sezelrian, who he had always worshipped fervently, being fascinated with fire from a young age. But as he manifested the ability to grow claws and increasingly scaly skin, the truth became known: his human mother was of latent draconic heritage. At this revelation, he was cast fromthe tribe. Wandering for a time, he came upon the feared and fabled mountain of Raschka-Tor, the Fire Mountain. Within lived a family of red dragons, whom he hoped might take him in. They did, for a time, finding him a useful pawn and intermediary, and he learned much about his powers from them. But eventually, as his powers grew to rival those of the family's wyrmling offspring, he was cast out again. He then wandered east, into the human-ruled lands of Ustalav, where he hoped that his abilities (and the connections he'd made serving as a draconic intermediary) might allow him to make his way. He has made his way carefully across the Shudderwood, forced to cash in most of the favors he is owed, but still holds one key token: an invitation to visit the Ascanor Lodge if he is ever in the area on business. And so he has arrived at the Lodge, listening carefully for ominous howls in the distance.

Appearance:

Fulk is a fairly normal half-orc, but for the blood-red shade of his hair and pupils. He is of relatively average height, but stoutly built, with powerful arms. He wears a shirt of mithril links, cesti on his hands, and carries a great orcish hornbow which he is skilled with, but neglects to use unless his target is not worth wasting a spell on, or he has run out of spells for the day.

Stats:

Fulk
Half-orc dragon disciple 3/fighter (unbreakable) 1/sorcerer (crossblooded) 4 (Pathfinder RPG Ultimate Combat 49, Pathfinder RPG Ultimate Magic 69)
CN Medium humanoid (human, orc)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 23, touch 14, flat-footed 20 (+6 armor, +1 deflection, +3 Dex, +2 natural, +1 shield)
hp 79 (8 HD; 4d6+1d10+3d12+32)
Fort +10, Ref +7, Will +6; +2 bonus vs. negative levels
Defensive Abilities sacred tattoo[APG]; Resist fire 5
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Offense
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Speed 30 ft.
Melee cestus +10 (1d4+13/19-20) or
cestus +10 (1d4+13/19-20) or
dagger +10 (1d4+13/19-20) or
bite +11 (1d6+19), 2 claws +11 (1d6+14)
Ranged darkwood orc hornbow +9 (2d6+9/×3)
Special Attacks claws (2, 1d6, treated as magic weapons, 6 rounds/day), dragon bite
Sorcerer (Crossblooded) Spells Known (CL 8th; concentration +11)
2nd (6/day)—scorching ray
1st (7/day)—burning hands (DC 14), burning sands, enlarge person (DC 14), shield
0 (at will)—acid splash, detect magic, light, mage hand, message, prestidigitation
Bloodline Draconic, Orc
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Statistics
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Str 24, Dex 16, Con 16, Int 12, Wis 8, Cha 16
Base Atk +5; CMB +10; CMD 26
Feats Arcane Armor Training, Arcane Strike, Diehard, Endurance, Eschew Materials, Orc Weapon Expertise[ARG], Power Attack, Toughness
Traits fate's favored, magical knack, reactionary
Skills Diplomacy +3 (-2 to improve other creatures' attitudes towards you), Intimidate +16 (+11 to improve other creatures' attitudes towards you), Knowledge (arcana) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (nobility) +8, Perception +8, Spellcraft +10, Use Magic Device +12; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Orc
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), condescending, half-orc sorcerer, orc blood, shadowhunter
Other Gear +2 mithral chain shirt, arrows (60), cestus[APG], cestus[APG], dagger, darkwood orc hornbow (+7 Str), amulet of mighty fists +1, belt of physical perfection +2, headband of alluring charisma +2, protean cloak +1, ring of protection +1, bandolier[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], pot, silk rope (50 ft.), soap, torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 108 gp, 5 sp
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Special Abilities
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+2 Fire Spell Damage Add +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Condescending -5 to Diplomacy and Intimidate checks to improve others' attitudes toward you.
Darkvision (60 feet) You can see in the dark (black and white only).
Diehard You are stable and can choose how to act when at negative Hp.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Magic Claws & Bite (6 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Orc Bloodline Arcana: Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Weapon Expertise (Defender) +1 shield bonus to AC (+2 if two-handed weapon).
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.