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1,208 posts. Alias of Neltji.

Full Name

Gorguk Durok




Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5




medium, 5' 4",182 lbs



Special Abilities

Aura of Good, Detect Evil, Smite Evil 1/day, Divine Grace, Lay on Hands 4/day, immune to fear, Mercy








Common, Orc


Undead slayer

Strength 16
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Gorguk

Gorguk Durok
Half-Orc Paladin (Undead Scourge) 3
LG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception -1
AC 19, touch 10, flat-footed 19 (+8 armor, +1 shield)
hp 25 (3d10+3) current 25/25
Fort +7 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +5; +4 vs. hot conditions, +1 vs. fire
Defensive Abilities: orc ferocity; resist fire 1
LoH (d6) [x] [x] [x] []
Speed 20 ft.
Melee light shield bash +6 (1d3+3/×2) and
halberd +6 (1d10+4/×3) and
scimitar +7 (1d6+3/18-20/×2+2 fire)
Special Attacks smite evil [x]
Spell-Like Abilities
At will—detect evil
Str 16, Dex 10, Con 12, Int 10, Wis 8, Cha 16
Base Atk +2; CMB +5; CMD 15
Feats Endurance, Power Attack, Cleave
Traits desert child (desert), flame of the dawnflower
Skills Diplomacy +8, Heal +5, Knowledge (nobility) +4, Knowledge (religion) +4, Sense Motive +4, Spellcraft +4
Languages Common, Orc
SQ aura of good, lay on hands, orc blood
Combat Gear: Holy water (2), Acid (2), Alchemist's fire (1), Alkali flask (3), Healer's kit; Other Gear Scale mail, Light wooden shield, Halberd, MW Scimitar, Backpack (empty), Bedroll, Belt pouch (empty), Chalk (2), Coffee (per cup) (10), Coffee pot, Crowbar, Flint and steel, Holy symbol, wooden (Sarenrae), Holy text (Sarenrae), Mess kit, Miner's pick, Portable ram, Pot, Rope, Shovel, Soap, Stove can, Torch (5), Trail rations (5), Waterskin, Weapon cord, Whetstone, 503 GP, 8 SP, 5 CP
Special Abilities
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Aura of Courage: Immune to fear and allies within 10ft +4 to saves vs fear
Cleave: attack 2nd adjacent enemy if 1st hit but take -2 to AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Desert Child (desert) +4 save vs. hot conditions, +1 save vs. fire.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divind Health: immune to disease, including supernatural or magical (mummy rot)
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Flame of the Dawnflower +2 damage with a scimitar on a critical hit.
Lay on Hands (1d6) (4/day) (Su) You can heal 1d6 damage, 4/day
Mercy (sickened): removes he sickened condition as well when using LoH
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Weapon cord Attached weapon can be recovered as a swift action.

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