Sacred Killer

Gru'Gar's page

236 posts. Organized Play character for Buckshot Bob.


Full Name

Gru'Gar

Race

Half-Orc

Classes/Levels

Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Gender

M

Size

M

Age

?

Alignment

NG

Deity

Cayden Cailean

Languages

Common,Orc, Giant, Osiriani

Occupation

Merchant

Strength 14
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 12

About Gru'Gar

Gru'Gar was an Enforcer for a crime boss in Riddleport. On a mission to obtain some goods for his boss (who set him up to get caught) So Gru'Gar "removed" his boss from the picture. Others in the "removed" bosses employment did not take kindly to Gru'Gar's actions of taking over the business. So one night Gru'Gar left Riddleport on the first ship before he himself could be "removed". Where he met a Pathfinder recruiter, and having nothing better to do and being a pathfinder would enable him to stay far away from Riddleport, Gru'Gar signed up.

map cheat sheet:

Setup a Google Account if you don't have one already. Then access Google Drive and link your account if you haven't already done this.

Then there is a My Drive tab on the page with an drop down arrow.

Click on that arrow.

Select New Folder options giving a name to it.

Then double click that new Folder to open up.

You then right click on the open space that will pop up.

Select Google Sheets which will open up the Spread Sheet app.

You can start to work on the spreadsheet that way. {The Sheet AutoSaves}

You can rename the spread sheet by selecting the default name in the upper left side.

There is a blue "Share" button on the top right that can give you a url link to copy/paste to others or put on header of your game.

'APPEARANCE':

'RACIAL BENEFITS':

"-- HALF-ORCISH RACIAL TRAITS --
• Dex: +2
• TYPE: Humanoid (Half-orc)
• SIZE: Medium
• HUMAN HERITAGE (Dexterity) : Half-orcs get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• DARKVISION 60 FT: Half-orcs can see in the dark up to 60 ft.
• WEAPON FAMILIARITY: Half-orcs are proficient with greataxes and falchions and
treat any weapon with the word “orc” in its name as a martial weapon.
• INTIMIDATING: Half-orcs receive a +2 racial bonus on Intimidate skill checks due
to their fearsome nature.
• HUMAN BLOOD: Half-orcs count as Human for any effect related to race.
• ORC BLOOD: Half-orcs count as both humans and orcs for any effect related to
race.
• SACRED TATTOO: Half-orcs with this racial trait gain a +1 luck bonus on all
saving throws.
• Automatic Languages: Common, Orc
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal

'CLASS ABILITIES':

-- CLASS ABILITIES --
• FAVORED CLASS (Rogue) : You've gain the following bonuses: +2 Hit Point, and +1 Skill Point.

• EVASION: You can avoid even magical and unusual attacks with great agility. A successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Must be in light armor or no armor and not helpless. (PFCR 68).

• ROGUE TALENT: You have the following rogue talents:
- Trap Spotter: GM rolls secretly to see if you immediately notice a trap when you're within 10 ft. (PFCR 69). (PFCR 68-70).
- Minor Magic cast Disrupt Undead 3/Day Caster Level 4 save DC 11

• SNEAK ATTACK: Deal +3d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by you. Ranged attacks must be within 30 ft to do sneak attack damage. (PFCR 68).

• TRAP SENSE (+1): +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. (PFCR 34).

• TRAPFINDING: Add +2 to Perception checks to locate traps and Disable Device checks. Can disarm magic traps. (PFCR 68).

• WEAPONS AND ARMOR: All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield. (PFCR).

TRAITS:

-- TRAITS --
• DIRTY FIGHTER (COMBAT) (Combat): When you hit a foe that you and an
ally are flanking, you deal an additional 1 point of damage (this damage is added to
your base damage, and is multiplied on a critical hit). This additional damage is a
trait bonus. (PFAPG 328)
• MILITIA (REGIONAL): As part of Amanandar’s militia, you have trained extensively with groups. You gain a +1 trait bonus on attacks made while flanking an opponent.

'FEATS':

• ARMOR PROFICIENCY (LIGHT): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)

• DODGE: +1 dodge bonus to AC. If you lose your Dex bonus, you lose this bonus too.
(PFCR 122)

• Alertness +2 to Perception and sense motive checks (PFCR 117)

• Skill Focus (Perception) You get bonus on checks with your focussed skill Perception +3 (PFCR 134)

'COMBAT STATS':

Cold iron Greataxe +6 Attack, 1d12+4 Damage, 20/x3 Crit, Slash, CM+1

Alchemical Silver Dagger +3 melee/ +4 Range, 1d4+1 Damage, 19-20/x2 crit, P/S Type

+2 Str. Compoasite Shortbow +6 Attack, 1d6+2 Damage, 20/x3 crit, per type, CM+1; SB[+2]

Sap +3 Attack, 1d6+2 Damage, 20/x2 crit, Blud. type

Club +5 Attack, 1d6+2Damage, 20/x2 crit, Blud. type

CMD: 20
CMB: 5

Init +3

Fort: +4
Ref: +9
Will: +5

BAB: +3
Melee: +5
Range: +6

-- WEAPONS --
• ALCHEMICAL SILVER MELEE DAGGER: You get a +2 bonus on Sleight of Hand
checks made to conceal a dagger on your body (see the Sleight of Hand skill). [Weapon
2 (PFCR)]
• COMPOSITE SHORTBOW: You need at least two hands to use a bow, regardless of
its size. You can use a composite shortbow while mounted. If your Strength bonus is
lower than the strength rating of the composite bow, you can't effectively use it, so
you take a –2 penalty on attacks with it. [Weapon 4 (PFCR)]
• SAP: The weapon deals nonlethal damage rather than lethal damage. [Weapon 5
(PFCR)]

'SKILLS':

Skills (w/ -0 Armour check penalty);

+15 Disable Device
+6 Know Dungeoneering
+6 Know Local
+2 Know Planes
+9 Stealth
+3 Survival
+7 Swim
+15 Perception
+17 Perception vs. traps
+7 Profession Merchant
+8 Slight of Hand
+8 Use Magic Device
+11 Acrobatics
+5 Appraise
+5 Bluff
+8 Climb
+1 Craft
+7 Diplomacy
+5 Disguise
+7 Escape Artist
+2 Heal
+9 Intimidate
+1 Preform
+3 Ride
+8 Sense Motive

'EQUIPMENT':

ITEM
+1 Mitheral Chain shirt
+1 Cold iron Greataxe in hand
Alchemical Silver Dagger hidden in boot
+2 Str. Compoasite Shortbow on back
20 Arrows in quiver
Sap on belt
Ring of Protection +1
Ring of Feather Falling
Cloak of Resistance +1

Backpack
-Bedroll
-Exploriers Outfit
-Waterskins x2
-50' Slik rope
-Grapling Hook
-6 Days Rations
-Hammer
-Tree Branch, club
-Grappling Hook
-Winter Blanket
-Cold Weather Gear
-Fish Hook
-Tent
-Mandicales
-MW Theifs Tools, Spare that spins on the ground

Belt Pouch
-Whetstone
-Flint & Steel
-Soap
-MW Theifs Tools

Special items
Aegis of recovery
3-Tanglefoot Bag
3 - Acid Flasks
1 - Bag of Caltrops
3 - Potions of Cure Light Wounds
Everburnning Torch
10 Silver arrows
10 Cold Iron arrows
Wand of Comprehend Languages- 31 charges
Wand of Invisibility- 6 charges
Keylight Lantern
Wand of Endure Elements- 43 charges
Wand of Lesser Restoration- 10 charges
Wand of Remove Disease- 14 charges
3 - Anti-toxin
Weight lb light Encumbrance

PP
GP 2071
SP
CP

Aegis of Recovery:

An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

SOCIETY LOG SHEET:

Society Number:38898-1
Experance: 14
Fame: 24
Gold: 4171
- 2100gp for +1 Mitheral Chain shirt

'CHEAT SHEET':

all { } you see, replace with [ ]
Bold {b}Text Here {/b}
Italicized {i}Text Here {/i}
Faint blue text for out of character talk {ooc} Text Here {/ooc}
Dice rolls {dice=Attack Roll} 1d20+4 {/dice}
Attack Roll: 1d20 + 4 ⇒ (17) + 4 = 21
A spoiler box like this {spoiler=Text Here} secret message {/spoiler}
Making text smaller {smaller} Text Here {/smaller}

{quote=Someone said}Quoted material here....{/quote}

{s}strikethrough{/s}.

Go to {url=http://paizo.com}Paizo Inc.{/url}.

Contact {email}customer.service@paizo.com{/email}

{list}{*}one{*}two{/list}

This is {bigger}bigger{/bigger}

'BOONS':

Varisian Caravaner: +1 bonus on attack rolls vs goblinoids and leard the Varisian language for free.

Wise Quarter Warden: +2 bonus on all skill checks while adventuring in Arcanamirium, Blakros Museum, and Forae Logos.

Numerian Dabbler::

Numerian Dabbler: You have a knack for making the most out of unfortunate malfunctions. When you trigger a glitch while using technological armor, weapon, or other item, you can increase the final d% by 1d6 (minimum 1). Alternatively, before you roll d% to determine the glitch’s effects, you may cross this boon off the Chronicle sheet and negate the glitch altogether, the item functions normally for that use.

From Gamestorm 17

Event code 55344

March 19, 2015

GM# 1660

Numerian Weapon Training::

Numerian Weapon Training: Whether you it is due to rare hands-on experience or fortuitous insight into the devices’ operation , you have a knack for unsing technological firearms. When using such weapons (including but not limited to weapons appearing on pages 20-28 of Pathfinder CampaignSetting: Technology Guide), you only suffer a –2 penalty on attack rolls for not being proficient. In addition, whenuse a timeworn device for the first time in more than a month, there is only a 20% chance that it glitches (rather than a 50% chance).

From Gamestorm 17

Event code 55344

March 19, 2015

GM# 1660