Stone Giant

Grûkh the Lunatic's page

69 posts. Alias of Cyril Corbaz.


Full Name

Grûkh the Lunatic, Herald of the Fated Moon

Race

HP 120/120 | AC:27 T:15 FF:25 CMD: 31+ | F+14 R+9 W+16 | Init +7 | Perc +21 (darkvision)

Gender

Male Oread Inquisitor (Preacher) of Groetus 13 |

Alignment

Chaotic Neutral

Deity

Groetus

Languages

Common, Dwarven, Terran, Undercommon

Strength 22
Dexterity 14
Constitution 16
Intelligence 14
Wisdom 20
Charisma 5

About Grûkh the Lunatic

Grûkh the Lunatic
Male Oread Inquisitor of Groetus 13
CN Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +21

Status:
Hp 120/120
Active effects None
Conditions None

Resources & Macros:

Daily spells / powers / items
Spells (1st) 7/7
Spells (2nd) 6/6
Spells (3rd) 5/5
Spells (4th) 4/4
Spells (5th) 2/2
Judgement 5/5
Greater Bane 13/13
Determination 5/5
Extend rod 3/3
Jingasa 1/1

Macros
[dice=+3 dueling adamantine heavy flail]1d20+18;1d10+12[/dice]
[dice=Iterative]1d20+13;1d10+12[/dice]

If critical hit confirmed: automatic trip (see Tripping Strike) with Confirmation roll as CMB check.

Possible Modifiers
Power Attack: -3 attack; +9 damage
Combat Expertise: -2 attack; +3 AC
Greater bane: +2 attack; +4d6+2 damage
Heroism: +2 attack; +2 saves; +2 skills
Divine Favor: +4 attack; +4 damage
Prayer: +2 attack; +2 damage; +2 saves; +2 skills (same type as Divine Favor)
Divine Power: +5 attack; +5 damage (same type as Divine Favor); +1 number of attacks, +12 temp hp
Judgements:
Destruction: +5 damage
Healing: fast healing 5
Justice: +3 attack; +6 to confirm critical hits
Piercing: +5 to Concentration and to bypass SR
Protection: +3 AC; +6 vs confirmation rolls
Purity: +3 saves; +6 curses, diseases, poisons
Resiliency: DR 3/law
Resistance: DR 10 vs one element
Smiting: Weapons count as magic, chaotic, adamantine for DR purposes

[dice=Trip]1d20+26[/dice] If target is tripped, he provokes AoOs while falling.

Defense
AC 27, touch 15, flat-footed 25 (+9 armor, +1 deflection, +2 Dex, +2 luck, +3 natural)
hp 120
Fort +14, Ref +9, Will +16
Defensive Abilities stalwart

Offense
Speed 30 ft.
Melee +3 dueling adamantine heavy flail +18/+13 (1d10+12/17-20) or
. . cold iron dagger +15/+10 (1d4+6/19-20)

Special Attacks greater bane (12 rounds/day), judgment 4/day (2 simultaneous)

Inquisitor Spell-Like Abilities (CL 13th; concentration +18)
. . At will-detect alignment, discern lies (13 rounds/day)

Inquisitor Spells Known (CL 13th; concentration +18)
. . 5th (2/day)-righteous might (1 rd/lvl), spell resistance (1 min/lvl)
. . 4th (4/day)-divine power (1 rd/lvl), freedom of movement (10 min/lvl), greater invisibility (1 rd/lvl), stoneskin (10 min/lvl)
. . 3rd (5/day)-dispel magic, heroism (10 min/lvl), invisibility purge (1 min/lvl), prayer (1 rd/lvl), communal resist energy (10 min/lvl to divide)
. . 2nd (6/day)-align weapon (1 min/lvl), cure moderate wounds, invisibility (1 min/lvl), see invisibility (10 min/lvl), spiritual weapon
. . 1st (7/day)-cure light wounds, divine favor (+4, 1 min), ear-piercing scream[UM] (Fort DC 16), lend judgment[UM] (DC 16), remove fear, shield of faith (+4, 1 min/lvl)
. . 0 (at will)-create water, detect magic, detect poison, guidance, read magic, stabilize
. . Domain Conversion inquisition

Statistics
Str 22, Dex 14, Con 16, Int 14, Wis 20, Cha 5
Base Atk +9; CMB +15 (+22 dirty trick, +22 disarm, +22 reposition, +26 trip); CMD 31 (+4 vs. dirty trick, disarm, reposition, +6 vs. trip)

Feats Combat Expertise, Combat Reflexes, Greater Trip, Improved Critical (heavy flail), Improved Trip, Power Attack, Tripping Strike

Traits fate's favored, threatening defender

Skills
Climb +14
Diplomacy +21
Heal +13
Intimidate +27
Knowledge (arcana) +10
Knowledge (dungeoneering) +10
Knowledge (nature) +10
Knowledge (planes) +10
Knowledge (religion) +10
Perception +21
Sense Motive +24
Spellcraft +6
Stealth +10
Survival +21
Swim +10

Languages Common, Dwarven, Terran, Undercommon

SQ crystalline form, determination, monster lore +5, stern gaze +6, swaying word, track +6, treacherous earth

Combat Gear
extend metamagic rod (lesser)
jingasa of the fortunate soldier
scroll of remove fear (x4)
wand of cure light wounds (33 charges)
diamond dust (750 gp worth)
Silversheen
Elixir of Hiding

Other Gear +3 comfort mithral breastplate, +3 dueling adamantine heavy flail, cold iron dagger, amulet of natural armor +2, belt of physical perfection +2, boots of striding and springing, cloak of resistance +3, headband of inspired wisdom +4, ring of protection +1, backpack, bedroll, earplugs, flint and steel, grappling hook, signal whistle, silk rope (50 ft.), silver holy symbol of Groetus, waterskin, wrist sheath, spring loaded, 385 gp, 7 cp

Special Abilities
Combat Expertise -2/+3 Bonus to AC in exchange for an equal penalty to attack.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (5/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (12 rounds/day) (Sp) Discern Lies at will
Fate's Favored Increase luck bonuses by 1.
Greater Bane (+2 / 4d6, 12 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Improved Trip You don't provoke attacks of opportunity when tripping.
Inquisitor Domain (Conversion Inquisition) Deities: Any deity.
Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Second Judgment (4/day) (Su) Variable bonuses increase as the combat continues.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Swaying Word (1/day, DC 21) (Sp) Spoken word of divine wisdom dominates one person for 1 min (Will neg).
Track +6 Add the listed bonus to survival checks made to track.
Treacherous Earth (12 minutes, 1/day) Transform a 10-ft. radius patch of earth into difficult terrain.
Tripping Strike Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent's CMD, you may knock your opponent prone as if from the trip combat maneuver. This does not provoke an attack of opportunity.

Further developements:
Possible feats: Cornugon Smash, Furious Focus, Critical Focus