Krun Thuul

Grum Skoljar's page

201 posts. Organized Play character for Z...D....


Race

| HP 124/124 Temp: 10/10 | AC 25 / 24 Raging (Deny Advantage) | Fort +16; Ref +11; Will +12 |Per: +12(E) ; Darkvision

Classes/Levels

| Speed 25ft | Hero Point 0/3 | Active conditions:

Gender

Male CN Orc Barbarian 7

About Grum Skoljar

Grum Skoljar
Male orc barbarian 7 (Advanced Player's Guide, 16)
Uncommon, CN, Medium, Humanoid, Orc
Heritage hold-scarred orc
Background belkzen slayer
Perception +12; darkvision
Languages Common, Orcish
Skills Acrobatics +11, Athletics +15 (Successes to Climb or Swim are critical successes instead.), Intimidation +16 (+17 when you physically menace the target of your Coerce or Demoralize attempt.), Nature +10, Orc Lore +9, Stealth +11, Survival +10, Underworld Lore +9
Str 19 (+4), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Other Items +1 hide armor, +1 returning striking javelin, +1 striking shifting greataxe, backfire mantle[SoM], backpack, bedroll, compass, crowbar, custom gear, demon mask, flint and steel, grappling hook, lesser healing potion, moderate elixir of life, rations (1 week)s (2), rope (foot)s (50), runestone (wounding), waterskin, purse (275 gp, 9 sp, 5 cp)
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AC 25; Fort +16 (Successes are crit successes instead.); Ref +11 (+12 vs. allied spells); Will +12
HP 124; Resistances allied alchemical item splash damage 3
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Speed 25 feet
Melee [1] +1 striking shifting greataxe +16 (sweep, magical), Damage 2d12+6 S
Ranged [1] +1 returning striking javelin +14 (thrown 30 ft., magical), Damage 2d6+6 P
Juggernaut Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.
Rage [1] (barbarian, concentrate, emotion, mental) Requirements You aren’t fatigued or raging. Effect You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
• You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
• You take a –1 penalty to AC.
• You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Ancestry Feats Athletic Might[APG], Orc Ferocity
Class Feats Power Attack, Raging Intimidation, Sudden Charge, Swipe
General Feats Diehard, Toughness
Skill Feats Battle Cry, Combat Climber, Experienced Smuggler, Intimidating Glare, Intimidating Prowess, Lead Climber[APG]
Other Abilities brutality, deny advantage, expert hireling, field-commissioned agent, fury instinct, horizon hunters champion, improved, instinct, professional hireling, specialization ability, weapon specialization

Bot Me:

First Round-Rage, Sudden Charge into Combat

Future rounds. If adjacent to enemies, Demoralize followed up by Power Attack or, if I am adjacent to two enemies that are adjacent to each other, Swipe.

If not Adjacent, Sudden Charge to them.

I have a shifting rune on the weapon, if Grum is told of a specific type of weapon, will spend an interact action to shift his weapon. War Flail for bludgeoning. Great Pick for piercing.

[dice=Raging Greataxe]d20+16;2d12+12[/dice] Slashing
[dice=Raging War Flail]d20+16;2d10+12[/dice] Bludgeoning
[dice=Raging Heavy Pick]d20+16;2d10+12[/dice] Piercing
[dice=fatal damage]d20+16;2d12+12[/dice]
[dice=fatal bonus die]1d12[/dice]

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