Rainkin

Ghûn's page

579 posts. Alias of Daedeloth.


Full Name

Ghûn

Race

Saves:
Fort+12/Ref+8/Will+8(+10)
Skills:
Acro11,Clb15,Hel2,KnNat6,Percep19,Ride2,SM4,Stealth7,Surv11,Swim10

Gender

Half-Orc IR-Barb8 AC22/FF20/T13(-2) HP:104(120) DR:6 FireResist:1 Init:+2 MeleePA+17/+10 3d6+17 MeleePA/Rage+19/+12 3d6+19(20x4) Ranged: +10/+4 1d8+6(20x3)

Size

M 6'2" 220lbs Move:30'

Age

16

Alignment

N

Languages

Common, Orc

Strength 22
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 14
Charisma 7

About Ghûn

Half-Orc:

Darkvision 60'

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.

Invulnerable Rager:

Rage (Ex): 21 rounds +2hit/+2dam/+2will/-2AC/+2hp per hit die

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. Replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Extreme Endurance (Ex): At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. Replaces trap sense.

Celestial Totem Lesser: While raging, the barbarian benefits from increased magical healing.
Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing.

Rage Powers:
(2) Swift foot +10' movement
(4) Celestial Totem Lesser
(6) Auspicious Mark: Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll.
(8) Extra DR
(10)

Traits/Feats:

Second Chance: re-roll save 1/day
Fate's Favored: When under the effect of a luck bonus of any kind, that bonus increases by 1.

Feats: Toughness, dodge, bow feats, Weapon Focus, improved init, seething hatred
(1) Power Attack
(3) Furious Focus
(5) Vital Strike (double weapon damage when only doing a single attack)
(7) Weapon Focus Agrimmosh
(9)

Agrimmosh:
The stone giants of the Mindspin Mountains believe the giant god Minderhal used his hammer Agrimmosh toforge 1st giant. The creation was imperfect, however, so he crafted another and granted it life, creating the first stone giant. Pleased with what he had now wrought, Minderhal pulverized his first creation with a final blow of the Hammer of Unmaking, and its pieces became all of the other races of giants that came to populate the world. Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol.
It functions as a +2 impact Earthbreaker that automatically resizes itself to match the size of its wielder.
1/day as a full-round action, the hammer can cast heightened enlarge person (FortDC 23 negates).
This effect lasts for 20 minutes.
Whenever the wielder confirms a crit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortsave or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.

In addition, Agrimmosh has other powers that are currently dormant.

Magic Items/Equipment/Wealth:

Ideas: Hammer (bane), armor (defiant ability). Belt of Str/Con/Dex, ioun stones for 1 stat and AC

Head:
Headband: +2 Wisdom
Eyes: Eyes of the Eagle (+5 perception)
Shoulders: +2 Cloak of Resistance
Neck: +1 Amulet of Natural Armor
Chest:
Body:
Armor: +2 ironwood breastplate
Belt: +2 Strength Belt
Wrists:
Hands:
Ring: +1 ring of protection
Ring:
Feet:

Dark Blue Rhomboid (+1perception/sense motive)
Cracked Pale Ruby Trillian (+1stealth)

Comp Longbow (+6 Str)
24 arrows
Hopeknife (hangs from chain around neck under his chain shirt)
javelins x10
Backpack
50' silk rope
bedroll
trail rations
clothing

85 gp

Attacks/AC/Saves/Skills calculations:

Weapons:
+2 Earthbreaker

to hit w/power attack: +17 = BAB+8/Str+6/Magic+2/WF+1
damage: +17 = Str+9/PA+6/Magic=2

to hit w/power attack and rage: +19 = BAB+8/Str+6/Magic+2/Rage+2/WF+1
damage: +19 = Str+9/PA+6/magic+2/rage+2

+1 Longspear Giant Bane
+3 vs giants
+2d6 vs giants

Bow to hit: +10 = BAB+8/Dex+2
damage: +6 = Str +6

ARMOR CLASS:
AC 22: Armor+8/dex+2/ring+1/nat armor+1
FF 20: Armor+8/ring+1/nat armor+1/
T 13: dex+2/ring+1/

SAVES:
Fort +12: Barb+6/Con+2/Luck+2/Cloak+2 (rage+3)
Ref +8: Barb+2/Dex+2/Luck+2/Cloak+2 (rage+3)
Will +8: Barb+2/Wis+2/Luck+2/Cloak+2 (rage+5)

The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Ranks per Level: 4 + Int modifier.

*Acrobat:11 (+2dex/+5rank/+3trained/+1racial)
Bluff:-2 (-2cha)
*Climb:+15 (+6 str/+5rank/+3trained/+1racial)
Disguise:-2 (-2cha)
Heal:+2 (+2wis)
*Intimidate:-2 (-2cha)
*KN Nat: 6 (+0int/+3rank/+3trained)
*Percep: 19 (2wis/+8rank/+3trained/+1iounstone/+5eagle eyes)
*Prof: (+1wis)
*Ride: 2 (+2dex)
SM: 4 (+2wis/+1rank/+1iounstone)
Stealth: 7 (+2dex/+4rank/+1iounstone)
*Surv: 11 (+2wis/+1racial/+5rank/3trained)
*Swim: 10 (+6str/+1rank/+3trained)

background:
One of Halgra's many children, Ghûn has spent his entire life in Trunau. As soon as he could walk his mother put a blade in his hand and filled his head with her stories of fighting and raiding from the Skittermounds to the Broken Shore and beyond to the Realm of the Mammoth Lords. He plans to follow in his mother's footsteps by leaving town to become an adventurer. As one of the few half-orcs in town he has also spent time with Katrezra listening to his tales of glory. Occasionally he has seen a human boy, Engwarth, healing the old half-orc and he recently learned Engwarth plans to leave the town. A healer would be useful to him and as a human the boy would make him be more easily accepted should they run into other humans. And the boy won't last a day on his own outside the walls, he is weak and a cripple.