Full Name |
Graz Razortusk |
Race |
Half-Orc |
Classes/Levels |
Fighter (Brawler) 6| HP 55/55| AC 22/12/21 | Fort +8, Ref +5, Will +3 (+1 vs Fear) | CMB +11 CMD 24| Init +2 Percption +0 |
About Graz Razortusk
Graz Razortusk
Male half-orc fighter (brawler) 6 (Pathfinder RPG Ultimate Combat 44)
CG Medium humanoid (human, orc)
Init +2; Senses Perception +0
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Defense
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AC 22, touch 12, flat-footed 21 (+10 armor, +1 deflection, +1 Dex)
hp 55 (6d10+15)
Fort +8, Ref +5, Will +3 (+2 vs. fear)
Defensive Abilities ferocity, orc ferocity
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 spiked chain +12/+7 (2d4+8) or
gauntlet (from armor) +12/+7 (1d3+8) or
mwk cold iron battleaxe +12/+7 (1d8+5/×3) or
masterwork silver dagger +12/+7 (1d4+4/19-20) or
unarmed strike +12/+7 (1d3+8) or
bite +6 (1d4+2)
Ranged javelin +8 (1d6+5)
Special Attacks close combatant
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Statistics
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Str 20, Dex 14, Con 14, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +11 (+13 bull rush, +13 disarm, +13 drag, +12 grapple, +13 reposition, +13 trip); CMD 24 (26 vs. bull rush, 26 vs. disarm, 26 vs. drag, 26 vs. reposition, 26 vs. trip)
Feats Combat Expertise, Ferocious Resolve[ARG], Improved Disarm, Improved Trip, Improved Unarmed Strike, Power Attack, Vital Strike
Traits killer, tusked
Skills Acrobatics -2 (-6 to jump), Climb +6, Craft (blacksmith) +9, Escape Artist -3 (-2 competence to break a grapple), Handle Animal +4, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Profession (gladiator) +5, Ride +2, Survival +5 (+7 to avoid becoming lost), Swim +5; Racial Modifiers +2 Intimidate
Languages Common, Gnoll, Orc
SQ orc blood
Combat Gear potion of barkskin +2, potion of bull's strength, wand of cure light wounds, alchemist's fire (2); Other Gear +1 dragonhide full plate, +1 spiked chain, javelin (2), masterwork silver dagger, mwk cold iron battleaxe, armbands of the brawler, belt of giant strength +2, cloak of resistance +1, handy haversack, ring of protection +1, wayfinder, backpack, bedroll, belt pouch, dominos, flint and steel, hemp rope (50 ft.), masterwork tool, mess kit, pot, soap, trail rations (5), waterskin, 5,696 gp, 2 sp, 9 cp
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Special Abilities
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Armbands of the brawler +1 to Escape Artist to break a grapple.
Close Combatant +1/+3 (Ex) +1 to hit and +3 damage with close weapons.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Killer Add weapon's critical modifier to its critical bonus damage.
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.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Note: This item costs only 250 gp for members of the Pathfinder Society
Construction
Requirements Craft Wondrous Item, light; Cost 250 gp
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