Corsair

Guriok's page

13 posts. Organized Play character for Veniir.


Race

Male half-orc Unchained Monk (Windstep Master) 2/Sorcerer (Empyreal) 2 | AC 16 T 16 FF 13 | Saves +4 +5 +7 | CMD 21 | HP 16/16 | Perception +8 | Darkvision | Init +4

Classes/Levels

| Heavenly Fire: 6/6 | Spells: 1 (5/5)

About Guriok

STR 19, DEX 14, CON 13, INT 11, WIS 17, CHA 11

Male Half-orc
Medium Size
LG uMonk (Windstep Master) 2/Sorcerer (Empyreal) 2
BaB +2
Init +4; Senses: Perception +8, Sense Motive +3 Darkvision 60ft
CMB +6 (2BaB +4str) (add 3 vs Grapple) (add 2 vs demons)
CMD 21 (2BaB +4str +2dex +3wis)
Favored Class uMonk
Fav Class bonus +2 HP

Defense
AC 16, touch 16 flat-footed 13 (+2 Dex +3 Wis +1 Dodge) (add 3 against AoO from moving)
HP 16 (10 + 4 (4 roll) +2 (2*1 Con))
Fort +4 (+3 base +1 Con)
Ref +5 (+3 base +2 Dex)
Will +7 (+3 base +3 Wis +1 trait)

Offense
Speed 30 ft
Melee unarmed strike +7 (1d6+4)
Melee flurry of blows +7/+7 (1d6+4/1d6+4)
Melee unarmed strike, power attack +6 (1d6+6)
Melee flurry of blows, power attack +6/+6 (1d6+6/1d6+6)
Ranged Heavenly Fire (Su) +4 vs touch (1d4+1 vs. evil) or (heal 1d4+1 vs. good 1/day/target)
Hurricane Punch
Space 5 ft, Reach 5 ft

Magic
Bloodline: Celestial

Caster level: 2
Concentration (CL + Wis): +5

Spells - Level (slots): Known
Cantrips (-): Detect Magic, Mage Hand, Message, Prestidigitation, Read Magic
1 (5): Expeditious Retreat, Long Arm

Special qualities:
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
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.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

AC Bonus:
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Hurricane Punch (Ex):
At 1st level, a windstep master gains Hurricane Punch as a bonus feat, even if he does not meet the prerequisites. While using this feat, he doesn’t provoke an attack of opportunity, even if he doesn’t have the Improved Bull Rush feat.

At 4th level, while using the Hurricane Punch feat, the windstep master can bull rush a target up to two size categories larger. At 12th level, the windstep master’s target can be up to three size categories larger. At 20th level, the target can be of any size category.

At 8th level, when the windstep master uses the Hurricane Punch feat to successfully bull rush a creature, he can push the creature back an additional 5 feet. At 16th level, he can push the creature back an additional 10 feet.

This ability replaces stunning fist.

Evasion :
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

[i]Bloodline Arcana:
Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to master and fuel your magic. You use your Wisdom, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, maximum spell level you can cast, and the save DCs of your spells. You gain a +2 bonus on all Heal and Knowledge (religion) checks.

This ability replaces the Celestial Bloodline Arcana.

Heavenly Fire (Sp):
Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Traits:
Campaign - Stolen Fury
Reactionary
Indomitable faith

Feats:
Monk 1 - Improved Unarmed Strike
Lvl 1 - Weapon Focus (unarmed weapons)
Windstep Master - Hurricane Punch
Monk 1 (Bonus feat) - Improved Grapple
Monk 2 (Bonus feat) - Dodge

Skills:
Acrobatics +7 (2 Ranks +2 Dex +3 CS)
Escape Artist +6 (1 Ranks +2 Dex +3 CS)
Knowledge (religion) +7 (2 Ranks +3 CS +2 bloodline arcana)
Perception +8 (2 Ranks +3 Wis +3 CS)
Stealth +6 (1 Ranks +2 Dex +3 CS)

Background skills:
Knowledge (history) +5 (2 Ranks +3 CS)
Profession (tailor) +8 (2 Ranks +3 Wis +3 CS)

Languages: Common, Orc

Equipment:
Wealth: 39gp 9sp
Common items
Masterwork Mithral dagger
Backpack, Bedroll, Winter blanket, Grappling Hook, Belt pouch, Trail rations (10), Hemp rope, Sewing needle, Soap, Waterskin
Magic items
Armbands of the Brawler
Consumables
Potion of Bull's strength
Potion of Mage Armor x2
Potion of Shield

Short description:

Guriok is a serious looking half-orc. He doesn't wear much in terms of armor and equipment, and has a backpack that looks mostly empty. He is a bit shorter than the average half-orc, but always keeps an upright posture, as if letting his guard down would hurt him badly. His muscly build is impressive, but he doesn't exhude a menacing presence. It is, in fact, quite peaceful around him. That is, until a fight starts.

Short personality:

Guriok likes peace. If a fight breaks out near him, his first instinct is to try and de-escalate, so he likes to hold people down instead of hitting them. He very much enjoys the company of people, although it sometimes feels like he doesn't really follow all conversations, as if knowing people are having a good time around him is enough to go by. Seldom laughing, Guriok tries to do things correctly, and likes the letter of the law as the ultimate answer to the demonic invasion.

Quirks and flaws:

Guriok will often not understand jokes or figures of speech. And when he laughs, he does so a bit loudly. He likes to chew his food very softly, and he takes a long time to finish meals, so he is often eating while walking so he can finish his meal. For some reason, listening to music makes him sad.

Background:

Guriok has been unlucky since the day he was born. Being a half-orc near the worldwound could only have had one result. He was traded to a group of cultists at a young age for some money or items or even food. He was too young to understand what was happening then. However, despite only living and witnessing mistreatment, Guriok has always had a noble heart. One that he kept hidden and safe.

Among the cultists, he was forced to partake in rituals. He wanted nothing to do with them, so he just played along not really paying attention, having no other option. He let his mind wander, imagining a life of freedom and peace. He often imagined himself flying over the clouds. This was until the day that they brought in a group of people that was supposed to be sacrificed. One of those stood out. She was a student of Irori, and came from a monastery high in the mountains. Her name was Tinis Vera.

During Tinis' imprisonment, Guriok often talked to her and she recommended he try something new. To focus on the now and on his senses. To feel the world around him, and, whenever he could, listen to the wind, the ground and his body. This was the first time he meditated. And this is when he decided he was going to do something about his life. He planned to help Tinis escape. The plan was to do it during the sacrificing ceremony. However, something went wrong. During the ritual, Guriok tried meditating instead of daydream. He listened to everything, and opened his soul to his surroundings. The problem was that his surroundings had demonic energies about them.

The escape plan worked, and Guriok and Tinis fled with a few other stragglers. However, Guriok's mind was poisoned with the ritual. He started having weird nightmares about the ritual. He carried this new weight to his new life. Tinis took him to her monastery and he began a new life. He trained, and knew peace and learned how to sew. He liked to watch the clouds and listen to the wind as he meditated. One day, he came to terms that his mind carries the scars of his past, and he allowed himself to make friends. Justin and Timber were two brothers at the monastery who hung out with Guriok a lot, and they were the most disappointed when they realized they couldn't join Guriok on his pilgrimage to Kenabres to swear allegiance to the cause, since their training isn't complete yet.

Plot hook:

This is where Justin and Timber from the backstory come in. They are maybe very eager and left before their training was complete thinking they could manage it, then got captured and were corrupted. It's a basic plot line but it fits the crusade and redemption theme, but it can also be a growing point for Guriok, since these two being corrupted represents his previously untouchable home being affected by the demons, and he's going to get through that if he's going to stand for good in the crusade.

Important NPC:

The monk Tinis Vera is Guriok's mentor and opened the door for to a better life as well as the resolve to be a monk. She means the world to him.