Rogeif Yharloc

Gurkagh's page

65 posts. Organized Play character for Jhaeman.


Full Name

Gurkagh

Race

| HP 52/60 | AC 19 T 13 FF 17 | CMB +9, CMD 21 | F: +5, R: +5, W: +10 | Init: +2 | Perc: +7, SM: +6

Classes/Levels

| Speed 20ft |Tree Limb 4/4, Spirit Ridden 0/1, Powerful Smash 4/4 |Spells: 1st 3/5, 2nd 4/4, 3rd 3/4, 4th 1/2 | Active conditions: 1 Str Drain (Poison), Bless, Thorn Body

Gender

Male CG Human (Kellid) Shaman 8

Size

Medium

Age

30

Special Abilities

Spells, Orisons, Spirit (Wood), Spirit Animal (Thrush), Spirit Magic, Hexes, Wandering Spirits

Alignment

CG

Deity

Nature spirits

Location

Realm of the Mammoth Lords

Languages

Common, Hallit

Strength 16
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 17
Charisma 12

About Gurkagh

Gurkagh is a good-natured, rather dim shaman from the Realm of the Mammoth Lords. He's easily influenced, and goes where either the spirits or someone who seems like a leader tells him to. But his innate kindness wins over a lot of people who just can't help but like him. Gurkagh never carries weapons, instead fighting with whatever happens to be around--a rock, a cooking pot, or a tree branch.

Gurkagh, Grand Lodge Faction, 238544-2 HP: 60
Human (Kellid), Shaman 8 (Str 16, Dex 14, Con 14, Int 8, Wis 17, Cha 12)
Init +2 Spd. 20’ (w/ armor) BAB: +6/+1 CMB: +9 CMD: 21
AC: 19 (+6 armor, +2 Dex, +1 deflect) (T13, FF17) Saves: Fort +5, Ref +5, Will +10
Attacks: 1) Improvised Weapon Power Attack +10/+5, d. (1d4 or 1d6) +8 (one-handed) or +11 (two-handed)
2) Slam Attack (wood spirit) (4/day) +9, d. 1d8+2 (10' reach)
3) Powerful Smash (mammoth spirit if wandering hex) (4/day) +9, d. 1d3+2 +DC 17 Fort or dazed 1 round
4) Shillelagh w/ Power Attack +8/+3, d. 2d6+11

Skills: Acrobatics +1, Appraise -1, Bluff +1, Climb +1, Diplomacy +13, Disguise +1, Fly -1, Handle Animal +10, Heal +9, Intimidate +1, Knowledge (nature) +6, Knowledge (religion) +4, Perception +7, Profession (herbalist) +7, Ride +3, Sense Motive +6, Spellcraft +3, Stealth -1, Survival +10, Swim +2

Feats: *Throw Anything, *Alertness, (L1) Catch Off-Guard, (L3) Extra Hex: Verdant Path, (L5) Power Attack, (L7) Spirit Ridden

Languages: Common, Hallit

Special Abilities: Spells, Spirit (Wood), Spirit Animal (thrush), Spirit Magic, Spines & Brambles (hex), Feral Speech (hex), Wandering Spirit (usually Mammoth Spirit), Wandering Hex (usually Healing), Lignification (hex), Blood Roots (Greater Spirit)

Traits: Surprise Weapon, Guiding Spirit

Magic Items: Hide Armor +2, Wand of Cure Light Wounds, Cloak of Resistance, Wand of Cure Light Wounds, Sun Shogun Lesser Talisman of Freedom, Wand of Burning Hands, Broken Figurine of Wondrous Power, Ring of Protection +1, Gloves of Improvised Might, Belt of Giant Strength +2, Ring of Feather Falling, Boots of the Winterland

Spells Prepared:
Level 0 (x4):
Level 1 (x5): [+shillelagh or enlarge person 1/day]:
Level 2 (x4): [+barkskin or bull’s strength 1/day]:
Level 3 (x4) [+minor creation (wood only) or rage 1/day]:
Level 4 (x2) [+thorn body or stoneskin]: