Half-Orc Warrior

Gruug's page

189 posts. Alias of Kor - Orc Scrollkeeper.


Race

HP 36/40; AC 21 (23 vs evil) /14/17; F +7, R +4, W +4;

Classes/Levels

Init +3; Per +1; Channel 2/3; Fighter 3, Cleric 1

About Gruug

Gruug
Half-Orc Cleric 1/Fighter 3
NG Medium Humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
hp 40 (3d10+1d8+15)
Fort +7, Ref +4, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity (1/day)
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Offense
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Speed 30 ft.
Melee Kukri +8 (1d4+5/18-20/x2) and
. . +1 Scimitar +9 (1d6+6/18-20/x2) and
. . +1 Cold Iron Falchion +10 (2d4+8/18-20/x2)
Special Attacks cleric channel positive energy 1d6 (3/day) (dc 10)
Cleric Spells Prepared (CL 1, 6 melee touch, 4 ranged touch):
1 (2/day)
[ ]Divine Favor
[ ]Protection from Evil (DC 12)
[x][D]Cure Light Wounds (DC 12)
0 (at will)
[W]Detect Magic
[W]Stabilize
[W]Virtue
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Statistics
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Str 20, Dex 16, Con 14, Int 7, Wis 12, Cha 10
Base Atk +3; CMB +7; CMD 21
Feats Dodge, Power Attack -1/+2, Toughness, Weapon Focus (Falchion)
Traits Killer
Skills Acrobatics +1, Climb +3, Escape Artist +1, Fly +1, Intimidate +6, Ride +1, Sense Motive +5, Stealth +1, Survival +5, Swim +7; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ aura, domains (fire, restoration), fire bolt (4/day), restorative touch (4/day), spontaneous casting
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 to Will save vs. Fear
Cleric Channel Positive Energy 1d6 (3/day) (DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Restoration) Associated Domain: Healing
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fire Bolt (1d6+0) (4/day) (Sp) 30' Ranged touch attack deals 1d6+0 Fire damage.
Killer Add weapon's critical modifier to its critical bonus damage.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Restorative Touch (4/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Gear
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Combat Gear +1 Breastplate, Kukri, +1 Scimitar, +1 Cold Iron Falchion; Dagger; Belt of Mighty Strength +2
Other Gear Backpack (empty), Belt pouch (empty), Crowbar, Flint and steel, Rope, Traveler's outfit, Waterskin, Whetstone, 2 x Potion of Cure Moderate Wounds, Wand of Cure Light Wounds (44 charges)
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Wealth
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734 gp
6 sp
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Level Info
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Level 1: Class Level (Fighter 1st); 10 HP; Favored Class Benefit (+1 hp); Feat - Toughness; Feat (Weapon Focus - Falcion); 1 Skill Rank (Survival)
Level 2: Class Level (Cleric 1st); 5 HP (avg+1); Domains (Fire, Healing(Restoration); 1 Skill Rank (Intimidate)
Level 3: Class Level (Fighter 2nd); 6 HP (avg+1); Favored Class Benefit (+1 hp); Feat - Dodge; Feat (Power Attack); 1 Skill Rank (Swim)
Level 4: Class Level (Fighter 3rd); 5 HP (rolled); Favored Class Benefit (+1 hp); Ability Increase - +1 Dex; 1 Skill Rank (Sense Motive)

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Background
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Gruug has lived a rough life, even for half-orc standards. He was born into the Skullslicer Orc Tribe. Being a half-orc, he was subject to a lot of abuse, but he was tough enough to endure it all. Being somewhat dim-witted, Gruug always looked to his superiors to provide direction on what to do. Many of the orcs took advantage of this and assigned him humiliating and dangerous tasks to do.

Lacking the innate savageness that his full-blooded kin had, Gruug's effectiveness on the frontlines of battle was greatly hampered. A clan shaman saw promise for Gruug and took him in as an apprentice. After a short time, the shaman’s patience (what little an orc has) was quickly expired. Having no use for Gruug , he was expelled from the tribe.

Over the next few months, Gruug spent his time wandering the forests, relying on his instincts for survival. He befriended a half- elven druid. Both being half-breeds, they shared a similar bond and background. The druid taught him some of the foundations of Sarenrae. Eventually he was introduced to a priest who decided to take him back to her temple and have him trained as a paladin of Sarenrae.

The temple was in a city… something Gruug had never experienced before. Other than a few little hamlets the druid and him would visit, the half-orc had never been in any type of civilized settlement, and certainly none the size of a city. Gruug had a very rough time and was constantly getting into trouble. He lacked the savageness to live with orcs, but was too savage to live with humans. The priests sequestered him in their church for awhile, but it was like caging a wild animal. Gruug’s tutelage as a paladin was not progressing well, so the clergy decided it would be best for Gruug to return to the care of the druid.

Gruug travelled the vast distance alone, and when he reached the forest where the druid lived, he found him dead. His skull had been split open in the characteristic way that was the mark of his tribe. Dumb as he was, he knew that he could not seek vengeance (and live) by attacking the orcs of his tribe.

Gruug set out to start a new life and decided that the wild expanse of the wilderness held no home for him. He decided to take on the challenge of living with humans and set out for the nearest settlement.

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Personality
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Although Gruug doesn’t understand the concept of manners, he is a loyal and obedient soul. Although he has good innate instincts, he lacks the confidence and intelligence to make any great decisions and will always confer to others that he views as being smarter. He continues to have trouble understanding the behaviours of the civilized races, but he strives to understand – sadly he has a poor memory though.

Although the priests of Sarenrae taught him the basics of how to read and write in common, Gruug never fully grasped the concept and continues to have problems doing such.

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CUT & PASTE STUFF
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[.ooc]+1 Cold Iron Falchion attack: [/ooc][dice]1d20 +10[/dice]
[.ooc]+1 Cold Iron Falchion damage: [/ooc][dice]2d4 +8[/dice]

[.ooc]+1 Cold Iron Falchion power attack: [/ooc][dice]1d20 +9[/dice]
[.ooc]+1 Cold Iron Falchion damage: [/ooc][dice]2d4 +11[/dice]

[.ooc]+1 Scimitar power attack: [/ooc][dice]1d20 +8[/dice]
[.ooc]+1 Scimitar damage: [/ooc][dice]1d6 +11[/dice]

[.ooc]Perception: [/ooc][dice]1d20 +1[/dice]