Krun Thuul

Grok Irontusk's page

52 posts. Organized Play character for Hironjo.


Full Name

Grok Irontusk

Race

HP7/10 | AC14 T10 FF13 | F4 R1 W4 | Init 3 | Percep 3

Gender

Half-orc Cleric of Gorum 1 |

About Grok Irontusk

Best to stand and fight, running only makes you dead and tired

Half-Orc Cleric - Chaotic Good
Str:20 Dex:12 Con:14 Int:7 Wis:14 Cha:-7

BAB:0 CMB:5 CMD:6
Initiative:3

Defense
AC:16 Touch:11 Flat-Footed:15
Fort:4 Ref:1 Will:4

Offense
Speed 20 ft.
Melee
Greatsword 1d20+5 (2d6+7, 19-20 x2)
Longspear 1d20+5 (1d8+7, x3)

Weapons and Armor
Greatsword 1d20+5, 2d6+7, Critical 19-20 x2 Type S
Longspear 1d20+5, 1d8+7, Critical x3 Type P
Club 1d20+5, 1d6+4, Critical x2 Type B and P
Heavy Wooden Shield AC +2; Max Dex - ; ACP -2
Scale Mail AC +5; Max Dex +3; ACP -4; 20ft

Special Abilities
Domains: Destruction, Ferocity
Ferocious Strike (Su) (5/day): declare before attack. add 1/2 cleric level to damage
Destructive smite (Sp) (5/day): declare before attack. add 1/2 cleric level to damage

Spells:

L0: Guidance; Grasp; Resistance
L1: Enlarge Person; Create Fear; Bane

Skills:

Total-Rank-Misc-Mod-Name
+1 0 0 +1 Acrobatics
-2 0 0 -2 Appraise
-2 0 0 -2 Bluff
+5 0 0 +5 Climb
-2 0 0 -2 Craft
-2 0 0 -2 Diplomacy
+1 0 0 +1 Disable Device
-2 0 0 -2 Disguise
+1 0 0 +1 Escape Artist
+1 0 0 +1 Fly
-2 0 0 -2 Handle Animal
+2 0 0 +2 Heal
+5 1 6 -2 Intimidate
-2 0 0 -2 Knowledge (arcana)
-2 0 0 -2 Knowledge (dungeoneering)
-2 0 0 -2 Knowledge (engineering)
-2 0 0 -2 Knowledge (geography)
-2 0 0 -2 Knowledge (history)
-2 0 0 -2 Knowledge (local)
-2 0 0 -2 Knowledge (nature)
-2 0 0 -2 Knowledge (nobility)
-2 0 0 -2 Knowledge (planes)
-2 0 0 -2 Knowledge (religion)
-2 0 0 -2 Linguistics
+2 0 0 +2 Perception
-2 0 0 -2 Perform
+6 1 3 +2 Profession(preacher)
+1 0 0 +1 Ride
+2 0 0 +2 Sense Motive
+1 0 0 +1 Sleight of Hand
-2 0 0 -2 Spellcraft
+1 0 0 +1 Stealth
+2 0 0 +2 Survival
+5 0 0 +5 Swim
-2 0 0 -2 Use Magic Device
(class skills in bold)

Traits:

(Racial) Orc Ferocity: : 1/day, when below 0 hit points fight on for 1 more round as if disabled. At the end of his next turn falls unconscious if still below 0.
(Racial) Darkvision: 60 ft
(Racial) Intimidating: +2 to Intimidate
(Racial) Weapon Familiarity: proficient with greataxes and falchions. Weapons with “orc” are martial.
(Faith) Reactionary +2 to Initiative
(Social) Bully +1 to intimidate and it's a class skill

Feats:

Level 01 Combat Reflexes: +1 attack of Opportunity per round

Equipment:

backpack
bedroll
1-pint flask
7 days’ trail rations
hunting knife
fishing line and hook
flint and steel
tent
waterskin
antitoxin
healer's kit

Wealth: 22GP 0SP 0CP