Ironfang Grenadier

Gul gra-Dushnikh's page

155 posts. Alias of Grumbaki.


Race

HP (21) AC (20/13/18) Saves (7/7/4) CMD (17 +10 vs disarm) Initiative (+2)

Classes/Levels

Half-Orc Ankou's Shadow Slayer (2) Mirror Image (1/1) Wounds (5) Perception (+7) ///////

Gender

[DECEASED]

Languages

Common, Orc

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Gul gra-Dushnikh

Hit: +2 (BaB) + 3 (Str) - 1 (PA) = +4
Damage: 1d6 (Base) + 4 (Str) + 3 (PA) = 1d6+7

[dice=Hit]1d20+4[/dice]
[dice=Damage]1d6+7[/dice]

Inspired Rage

[dice=Hit]1d6+5[/dice]
[dice=Damage]1d6+9[/dice]

AC: 10 (base) + 5 (armor) + 2 (shield) + 1 (trait) + 2 (dex) = 20
Fort: 3 (base) + 2 (con) + 2 (luck) = 7
Ref: 3 (base) + 2 (dex) + 2 (luck) = 7
Will: 0 (base) + 2 (wis) + 2 (luck) = 4

Race, Traits:

Half-Orc
* Darkvision 60ft
* Sacred Tattoos: +1 luck bonus all saves
* Fey Thoughts: Diplomacy and Sleight of Hand as class skills
* Shaman's Apprentice: Endurance as bonus feat

Traits
* Defender of the Society: +1 AC in medium or heavy armor
* Fate’s Favored: +1 luck bonuses

Feats, Skills, Equipment:

Feats and Slayer Talents
Lvl 1: Combat Expertise, Power Attack, Endurance, Improved Shield Bash
Lvl 2: Trapfinding
Lvl 3: Extra Traits (Shield Bearer, Armor Expert)
Lvl 4: Ranger Combat Style Shield Focus
Lvl 5: Furious Focus
Lvl 6: Ranger Combat Style Shield Master,
Lvl 7: Toughness
Lvl 8: Jaguar Grace
Lvl 9: Extra slayer talent Jaguar Pounce
Lvl 10: Armored Marauder
Lvl 11: Improved Critical
Lvl 12: Armored Swiftness
Lvl 13: Skill Focus Perception
Lvl 14: Jaguar Protection
Lvl 15: Iron Will
Lvl 16: Deadly Sneak
Lvl 17: Accomplished Sneak Attacker
Lvl 18: Ranger Combat Style Greater Shield Focus
Lvl 19: Iron Hide
Lvl 20: Woodland Stride, Against the Odds

Skills
* Perception, Survival: +7
* Diplomacy, Intimidate: +4
* Stealth: +7 (+5 with ACP)
* Disable Device: +6

Background Skills
* Craft Armor: +6
* Sleight of Hand: +7 (+5 with ACP)

Equipment
* Locked Masterwork Heavy Shield with Spike (pata gauntlet)
* Brass Knuckles (backup weapon)
* Masterwork Lamellar Leather with Armored Kilt
* Backpack and belt pouch with backpack a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
* Masterwork Thieves Tools
* 267 gold

Slayer:

Shadow Double (Sp)
An ankou’s shadow can take a full-round action to create a single, quasi-real, shadowy duplicate. This shadow double remains in his square, mimicking his movements as a single mirror image, except that it lasts until it is destroyed or he chooses to dismiss it as a swift action. This ability does not stack with the mirror image spell or with similar abilities, such as the copycat ability of the Trickery domain.

At 5th level, an ankou’s shadow gains a second shadow double. In addition to using these shadow doubles as mirror images in his square, he can move his doubles as part of his own move action, dividing his movement between himself and his doubles. When outside his square, shadow doubles do not protect the ankou’s shadow as mirror image and are limited in the actions they can take. Shadow doubles provide flanking for the ankou’s shadow and his allies, but they do not possess teamwork feats or special abilities that alter the effects of flanking or aiding another. As a swift action, the ankou’s shadow can direct his shadow doubles to use the aid another action, using his own base attack bonus plus his Intelligence modifier for the roll. Although a shadow double appears to duplicate the ankou’s shadow’s gear, this gear is part of its form; a shadow double’s gear cannot be destroyed, dropped, or stolen. A shadow double disappears if it ventures more than 50 feet from the ankou’s shadow or if it leaves his line of sight or effect. A shadow double that is hit by an attack roll or takes any damage is destroyed. The AC of a shadow double is equal to the ankou’s shadow’s touch AC, and it has the same CMD and saving throw bonuses as the ankou’s shadow. Shadow doubles possess evasion if the ankou’s shadow does. Mind-affecting effects targeting a shadow double affect the ankou’s shadow instead, though he isn’t affected twice by effects that target both him and a shadow double.

At 10th level, an ankou’s shadow gains a third shadow double. He can divide his actions between his actual body and his shadow doubles, using them as the origin point for attacks or abilities. For example, an ankou’s shadow making three attacks as a part of a full attack could make his primary attack from his own body and his other two attacks from two of his shadow doubles.

At 15th level, an ankou’s shadow gains a fourth shadow double. In addition to the abilities above, an ankou’s shadow can assign the doubles to perform simple tasks on their own, as the unseen servant spell, except that the shadow doubles have an effective Strength score of 10.

This ability replaces studied target.

Track (Ex)

A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Backstory:

It is usually thought that half orcs are born from tragedy. Gul is an exception to this rule. Her father was of the shoanti, and in his younger years had been an adventurer. His many wanderings had in turn led him to join the pathfinders, which then took him into the hold of Belkzen. It was there that he met Gul's mother, an orc shaman and a guide for the pathfinder team. While their story proved to be long, and no doubt interesting, what is most relevant here is that Gul was produced from their love. Gul's early years were in Belkzen, before her parents moved to the Cinderlands to be with her father's people. This had the effect of causing her to not quite feel like an orc, nor a human. Rather, she was a production of both worlds, something which took many years to embrace. But embrace it she did.

Over the years, Gul has been many things. A (failed) shaman's apprentice to her mother. A huntress. A blacksmith. And most recently, a pathfinder. Both her parents recognized her desire to leave the Cinderlands and to find herself, much in the same way that her father left when he was her age, and of how her mother likewise left her homeland. Rather than set her adrift to wander aimlessly, her parents used their connections to get her into the pathfinder society. Armed with their training, she has been sent to Magnimar on her first mission. Wide eyed, and full of all of the social etiquette of Belkzen and the Cinderlands, Gul, daughter of Dushnikh, is ready to prove herself!