Ambusher

Gro Khal's page

41 posts. Organized Play character for Knight of Rust.


Full Name

Gro Kahl

Race

Nagaji Titan Fighter 4/Mad Dog Barbarian 4/Wild Child Brawler 2

Classes/Levels

HP: 80 | AC: 20, Touch: 12, Flat-Footed: 18 | CMB: +16, CMD: 28 | F: +14, R: +8, W: +6 | Init: +3 | Perc: +14 [Low-Light Vision]| Active Effects: Good Hope, Enlarge Person

Languages

Draconic, Common

Strength 23
Dexterity 14
Constitution 14
Intelligence 5
Wisdom 14
Charisma 9

About Gro Khal

Gro-Khal
Nagaji Titan Fighter 4/Mad Dog Barbarian 4/Wild Child Brawler 2 N
HP 80/80 Speed 40ft Init +3
AC 20 Fort 14 Ref 8 Will 6 (+2 vs mind affecting effects & poison; +1 vs fear & traps)
BAB 10 CMB 18 (+2 Sunder) CMD 27 (29 vs Awesome Blow/Sunder)
+1 Large Dragon's Bane Butchering Axe w/Gravity Clip (9/10 charges) +14/+6 (6d6+22/x3) [Enlarged 8d6+23]
Mwk Monk Spade +14/+8 (1d6+21/x2) [Silver side: S/B & cold iron side S/P]
Unarmed Strike +13/+8 or +11/+11/+8 (1d6+12)
+1 Darkwood Longbow +3 +14/+8 (1d8+4/x3)
Str 23 (6) Dex 14 (2) Con 14 (2) Int 5 (-3) Wis 14 (2) Cha 9 (-1)

Skills: Climb +10, Handle Animal +5 (+7 vs reptiles, +11 Animal Companion), Perception +14, Profession (Merchant) +7, Swim +10; ACP 0

Feats: Power Attack, Step Up, Exotic Weapon Proficiency (Butchering Axe), Improved Sunder, Boon Companion (Coins the Croc), Vital Strike, Furious Focus

Traits: Indomitable Faith, Armor Expert

Special Abilities: Giant Weapon Wielder, Bravery +1, Incredible Heft -1, Fast Movement, War Beast, Pack Tactics, Trap Sense +1, Rage 6 rounds, Rage Power: No Escape, Brawler’s Cunning, Martial Flexibility 4/day, Unarmed Strike, Animal Companion (stacks with War Beast), Brawler's Flurry

Equipment: Mwk Backpack, +1 Darkwood Longbow +3, Cloak of Resistance +1, +1 Mithral Mountain Pattern Armor, Old Flotsam Token, Mwk Cold Iron & Alchemical Silver Monk Spade, Belt of Giant’s Strength +2, +1 Large Dragon's Bane Butchering Axe, Cracked Dusty Rose Prism Ioun Stone, Wayfinder w/ slotted Clear Spindle Ioun Stone, Swarmsbane Clasp, Timeworn Gravity Clip (10 charges) 4 waterproof sacks, belt pouch, dagger, 50ft rope, 6 trail rations
On Coins: +1 Mithral Chain Shirt Barding, Amulet of Ghost Touch Natural Attacks
Prestige Awards: Master of Trade

Consumables: Wand of Cure Light Wounds (31 charges), Alchemist Fire, Liquid Ice x2, P. of Enlarge Person x3, S. of Endure Elements x6, Iron Lord's Transforming Silvers (expended on Butchering Axe while large, signed off by GM on chronicle sheet #24)

Botting:
Before combat: Enlarge Person, either from another party member or from one of his potions.

In combat, Gro-Khal will always go after spellcaster-lookin' types first. Ordering Coins to Flank (auto success even when Coins is injured) and leads to the +4 rather than +2 for flanking. On spellcasters, aim for the pouch or holy symbol, whatever they're reaching into/holding onto for that. He has improved Sunder. Otherwise, his first attack is the only one worth it's salt so Vital Strike. 6d6 if regular sized, 8d6 if enlarged. He'll ready an action to strike after Coins flanked and hopefully grabbed with his bite. Coins always tries to grab and death rolls on the turn after if they're still alive. Coins can increase his speed to 40 1/minute and has 10x speed on a run or charge 1/hour.

If Gro-Khal has a free move action, he'll use Martial Flexibility to give himself Improved Critical (Butchering Axe) or Weapon Focus if he's having trouble hitting.