Barbarian

Grokar the Ravager's page

60 posts. Alias of Kios.


Classes/Levels

Grokar son Bakur, Male CN Half-Orc Skirmisher 3 | HP 28 | AC 15, FF 14, T 11, CMD 17 (19) | Init +1 (3) | Fort +5, Ref + 4, Will +4 | Senses: Perc +9, S.Mot +5, Darkvision 60ft, Scent

Languages

Common and Orc

About Grokar the Ravager

Crunch:
|Str 16|Dex 12|Con 14|Int 8|Wis 16|Cha 10|

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Offense
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Melee +6 Ranged +4 CMB +6 (+8 Sunder)
+6 Claws x2 (1d4+3), +6 Bite(1d4+3)
+4 Javelin (1d6+3, 30ft range)

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Defense
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HP 28 AC 15 Touch 11 FF 14 CMD 17 (19 Sunder)
Fort +5 Ref +4 Will +4
Senses: Darkvision 60ft, Scent, +9 Perception, +5 Sense Motive
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Skills
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5 Climb (1 +3 Class +3 Str -2 armor)
5 Knowledge:Nature (3 +3 Class -1 Int)
9 Perception (3 +3 Class +3 Wis)
5 Sense Motive (2 +3 Wis)
4 Stealth (2 +3 Class +1 Dex -2 armor)
9 Survival (3 +3 Class +3 Wis)
5 Swim (1 +3 Class +3 Str -2 armor)

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Class Abilities
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Favored Enemy(Orc): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 bonus on weapon attack and damage rolls against creature type selected. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: +2 to Survival when following tracks.

Wild Empathy: can improve the initial attitude of an animal that is visible and within 30 feat in a way similar to Diplomacy by rolling 1d20 and adding ranger level and Charisma bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Generally, influencing an animal in this way takes 1 minute, but might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Aspect of the Beast:Claws of the Beast: gain two claws; primary natural attacks that deal 1d4 damage.

Endurance

Favored Terrain - Forest: gain a +2 bonus on Init and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

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Racial Abilities
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Intimidating: +2 to Intimidate.

Toothy: gain bite: 1d4 primary natural attack.

Weapon Familiarity: familiar with greataxes and falchions. "Orc" weapons are treated as martial.

Darkvision: see 60 feet in total darkness.

Orc Blood: counts as both Human and Orc for effects related to race.

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Feats
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Keen Scent: gain the scent special ability

Power Attack: can choose to take –1 on all melee attack rolls and combat maneuver checks to gain +2 on all melee damage rolls.

Improved Sunder: Sunder does not provoke attacks of opportunity. +2 to CMB and CMD for Sunder attempts.

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Equipment
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25 lbs, 15 gp Hide Armor: +4 armor bonus to AC, 4 max Dex, -2 Armor Check penalty.

8 lbs, 4 gp Javelin x4: 1d6, x2 crit, 30 ft range, -4 attack penalty in melee.

1/2 lb, 1 sp Sack: can hold 60 pounds of equipment, must be carried.

-, 5 sp Bandolier strapped across shoulder, holds up to 8 small items

4 lbs, 1 gp Waterskin holds up to 1/2 gallon of water

41.5 lbs / 76 L / 153 M / 230 H
127 gp, 4 sp


Background:
Grokar was born the son of a great Orcish warrior. His father's clan had fallen on hard times, constantly fighting other tribes and needed new blood, so they took it by force in order to fight on. This had proven fortunate for them.

The competition the younger orcs forced upon the half-breeds made many crafty, and few, such as Grokar, became strong. Soon, the clan was again large enough to fight and conquer. However, the old prejudices ran deep.

Grokar's father, Bakur, died defending his clan's lands. The clan abandoned Grokar, leaving him to die in the wilds. Grokar did not so easily die. He fought with everything he had, learning to survive where others might perish.

Personality:
Grokar is at heart a survivor. He finds it hard to depend on others and put his trust in them, but he is generally honest. He will do what it takes to become stronger because of his future goal.

Motivations:
Grokar's desire is to one day become strong so he can help found and defend his own tribe of powerful half-breeds. He will crush the tribe that found him unworthy and show all that half-breeds such as him are valuable.

To get to this point, he feels he needs worthy allies to train among and to travel to meet others that will join him in his quest.