Corsair

Grezzag's page

254 posts. Alias of Rabscuttle.


Full Name

Grezzag

Race

| HP 31/31 | AC: 17 (18 v. robots) Touch: 12 (13 v. robots) FF: 15 | CMB: 7 CMD: 19 | Fort: +5 Reflex: +3 Will: +2 | Init: +2 | Darkvision 60ft Perc: +1 SM: +1

Classes/Levels

| Speed 30ft | Active Buffs:

Gender

Male CG Half-Orc Fighter 3

Size

Medium

Age

21

Languages

Common, Orc

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 13
Charisma 10

About Grezzag

Grezzag: Male Half-Orc Fighter 3

Appearance:

Standing at a solid 5 feet 8 inches in height, Grezzag's orcish lineage is unmistakable, evident in the dusky, greenish hue of his skin and the small tusks that project from his lower jaw. His hair, coarse and jet-black, is cropped short for the rigors of battle. His dark eyes radiate a combination of determination and caution.

Garbed in a well-worn chain shirt, showing clear signs of past battles, Grezzag layers it over a simple tunic, plain leather trousers, and sturdy boots. A double-axe, though old, is meticulously maintained and dangles from his shoulder. His most striking feature is the necklace adorned with trophies he proudly wears. Hung on a sturdy leather cord, it bears an assortment of bolts, screws, wires, and even a few broken chips. It jingle softly with his every movement, and adds an eerie accompaniment when he rushes into battle.

Personality:

Despite his intimidating exterior and straightforward demeanor, Grezzag takes pleasure in the company of others and can be fiercely protective of those who've earned his trust. His intense aversion to robots verges on obsession, and he remains distrustful of even the seemingly functional ones. However, his skepticism doesn't extend to all technology; he regards mindless tools as mere tools and has encountered enough androids on his journeys to consider them living beings. Robots, though, occupy that uncanny valley in between — smart enough to cause trouble yet devoid of reason.

Background:

Grezzag entered the world as part of a tribe of half-orcs, surviving the rugged life in the unforgiving wilderness of Numeria. This life was shattered when a group of malfunctioning robots laid siege to his settlement, resulting in the slaughter of many of his kin and leaving the survivors deeply scarred. This harrowing experience left an indelible mark on his soul, compelling him to vow to eradicate any robot he encountered.

Since then, he has meticulously honed his combat skills, travelling Numeria while working as a guard or bouncer to earn his keep or secure passage, while also working to track down and dismantle robots. His most recent journey has led him to the town of Torch, where he has just learned some troubling news regarding the discovery of a robot from beneath the town.

Statistics:

STR: 18 = Base: 16; Racial: (+2) Half-orc
DEX: 15 = Base: 15
CON: 14 = Base: 14
INT: 10 = Base: 10
WIS: 13 = Base: 13
CHA: 10 = Base: 10

Fort: +5 = Base: +3; CON: +2
Ref: +3 = Base: +1; DEX: +2
Will: +2 = Base: +1; WIS: +1

AC: 17 = Base: (+10); Dexterity: (+2); Armor: (+4) Chain shirt; Shield: (+1) Two-Weapon Defense
Touch: 12
FF: 15

BAB: 3
CMB: 7 = BAB: (+3); Strength: (+4)
CMD: 19 = Base: (+10); BAB: (+3); Strength: (+4); Dexterity: (+2)

Init: +2 = Dexterity: +2
Speed: 30ft
HP: 31
Languages: Orc, Common

Attacks:

Melee
Masterwork Axe, orc double +6 (1d8+6, x3) / Masterwork Axe, orc double +5 (1d8+5, x3) (Power Attack)
Masterwork Axe, orc double +8 (1d8+9, x3) (Power Attack)
Masterwork Axe, orc double +7 (1d8+4, x3) / Masterwork Axe, orc double +6 (1d8+4, x3)
Masterwork Axe, orc double +9 (1d8+6, x3)
Warhammer +7 (1d8+6, x3)
Dagger +7 (1d4+4, 19-20/x2)
Masterwork Axe, orc double +6 (1d8+4, x3) / Masterwork Axe, orc double +5 (1d8+4, x3) (Combat Expertise)
Masterwork Axe, orc double +8 (1d8+6, x3) (Combat Expertise)
Ranged
Longbow +5 (1d8, x3)
Javelin +5 (1d6+4, x2)

Skills:

Acrobatics: 1 = +2 DEX; Misc: (-1) ACP
Appraise: 0 = +0 INT
Bluff: 0 = +0 CHA
Climb: 8 = +2 ranks; +4 STR; Misc: (+3) Class Skill, (-1) ACP
Diplomacy: 0 = +0 CHA
Disguise: 0 = +0 CHA
Escape Artist: 1 = +2 DEX; Misc: (-1) ACP
Fly: 1 = +2 DEX; Misc: (-1) ACP
Heal: 1 = +1 WIS
Intimidate: 7 = +2 ranks; +0 CHA; Misc: (+3) Class Skill; Racial: (+2) Intimidating
Knowledge (engineering): 4 = +1 rank; +0 INT; Misc: (+3) Class Skill
Perception: 1 = +1 WIS
Ride: 1 = +2 DEX; Misc: (-1) ACP
Sense Motive: 1 = +1 WIS
Stealth: 1 = +2 DEX; Misc: (-1) ACP
Survival: 1 = +1 WIS
Swim: 7 = +1 rank; +4 STR; Misc: (+3) Class Skill, (-1) ACP

Race Features:
Darkvision (CRB 25): You can see in the dark up to 60ft.
Intimidating (CRB 25): You receive a +2 racial bonus on Intimidate skill checks.*
Orc Blood (CRB 25): You are a humanoid with the human and orc subtypes. You count as both human and orc for any effect related to race.
Weapon Familiarity (CRB 25): You are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.*
Gatecrasher (APG 19): You gain a +2 bonus on Strength checks to break objects and a +2 bonus on sunder attempts.


Class Features:
Armor and Shield Proficiency: You are proficient in Light, Medium and Heavy Armor. You are proficient with all shields, including tower shields. *
Weapon Proficiency: You are proficient with all Simple and Martial Weapons.
Bravery (Ex) (Core 55): You gain a +1 bonus on Will saves against fear.
Armor Training (Ex) (Core 55): You have learned to be more maneuverable in armor. You reduce your armor check penalty by 1 (to a minimum of zero) and increase the maximum Dexterity bonus allowed by your armor by +1.* Wearing medium armor does not reduce your speed.*


Traits:
Axe to Grind (UCa 51): You gain a +1 trait bonus on damage against foes who are threatened by only you.
Robot Slayer (APIG 9): You gain a +1 trait bonus on attack rolls against robots and a +1 dodge bonus to AC against attacks made by robots.


Feats:
Two-Weapon Fighting (Core 136): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.*
Weapon Focus (Axe, orc double) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.*
Two-Weapon Defense (Core 136): When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Double Slice (Core 122): Add your Strength bonus to damage rolls made with your off-hand weapon.*
Power Attack (Core 131): You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 with two-handed weapons, a one handed weapon using two hands, or a primary natural weapon that deals 1.5 strength damage. This bonus to damage is decreased to +1 if you are making an attack with an off-hand weapon or secondary natural weapon. These effects last until your next turn.
Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class.


Equipment:
Chain shirt, Masterwork/Standard Orc double axe, Warhammer, Dagger, Longbow, 10 x Arrows, 2 x javelin, Bedroll, Backpack, Belt Pouch, Flint and Steel, Iron Pot, Hemp Rope (50 ft), Waterskin, 5 x Trail Rations