Scrapwall Fanatic

Hekk's page

471 posts. Organized Play character for miteke.

Full Name

Hekk (141936-19)


| Apprs +5, H Anim +6, Intimi +8, Kn Arc +9, Kn Nat +5, Perc +9, Scraft +5, Surv +4, Swim +6, UMD +6


| Active Conditions: Shield, Gift of Will, Rage, Bane


Male C/N half-orc unchained barbarian/3 sorcerer/2 d disc/1 | HP: 62/56 (6 extra HP if rage) | AC/T/FF: 24/11/23 20/11/19 (-2 if raging) | CMB: +10 (-2 if ~raging), CMD: 19 | F:+6 , R:+2, W:+5 (+2 will if raging) | Init: +1 | Speed 40 ft






Common, Orc, Draconic

Homepage URL

Google Docs for Hekk

Strength 18
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 10
Charisma 15

About Hekk

Resource Tracking:

Loot Held:
Sorcerer Claws (5 rounds/day): 1
Rage rounds used (18/day) {+12[barbarian] +6[extra rage]}: 2
+2/+2, +2 HP/lvl, +2 Will STY, -2 AC, fatigued for 1 minute afterwards
Wand of CLW uses:
Wand of Infernal Healing uses:
Expendable uses: 1 arrow
Level 1 spell uses (ASF 15%, 5/day):

Bot me:

Hekk will start off by raging, moving and attacking with his Bardiche, or readying an attack with his Bardiche.

2nd round and afterwards he will drop the Bardiche and go all out attack with his claw/claw/bite (all primary attacks)

He wants to take a frontal position in the marching order.

Main Stats:

Hekk (141936-19) C/N Male Half-orc Unchained Barbarian/3 Sorcerer/2 Dragon Disciple/1

Str 18, +4 (12[race] +5[7 points] +1[level 4])
Dex 12, +1 (10[race] +2[2 points])
Con 12, +1 (10[race] +2[2 points])
Int 12, +1 (10[race] +3[2 points])
Wis 10, +0 (10[race] +0[0 points])
Cha 15, +2 (12[race] +5[7 points])

Init +1 (+1[dex])
Senses darkvision 90', light sensitivity
Speed 40 ft. (+10[fast movement])
Base Attack +4
Languages Common, Orc, Draconic
Repurposed trap boon See GoM pt 2, endure elements vs heat


HP 56 (+26[3d12] +8[2d6] +7[1d12] +6[con] +3[favored class] +6[toughness])
Energy Resistances electrical 5
CMD 19 (10 +4[BAB] +4[str] +1[dex]); +2 vs. sunder on Bardiche due to weapon's special properties.

AC normal 20, touch 11, flat-footed 19 (10 +1[dex] +7[breastplate] +1[DD/Natural Armor] +1[sorcerer lvl3/draconic/Natural armor])

Fort +6 (+2[con] +3[barbarian] +0[sorcerer] +1[dr disc])
Ref +2 (+1[dex] +1[barbarian] +0[sorcerer])
Will +5 (+0[wis] +1[barbarian] +3[sorcerer] +1[dr disc] +1[ind faith] -1[crossblooded]
Repurposed trap boon See GoM pt 2, -2 ST vs. environmental cold


CMB +8 (+4[BAB] +4[str])

Normal Attack

  • +6/1d4+8 Bite [crit 20/x2; S) (+4[BAB] +4[str] -2[pwa]/1d4 +4[str] +4[pwa])
  • +6/1d6+8 claw [crit 20/x2; S) (+4[BAB] +4[str] -2[pwa]/1d6 +4[str] +4[pwa])
  • +7/1d10+12 Bardiche[crit 19-20/x2; P) (+4[BAB] +4[str] +1[masterwork] -2[pwa]/1d10 +6[1.5 str] +6[2hd pwa])

    Roles for bardiche attack without rage

  • [dice=To hit Bardiche, power attack]1d20+7[/dice]
  • [dice=Damage Bardiche, power attack]1d10+12[/dice]

    Bite role for attack without rage

  • [dice=To hit bite, power attack]1d20+6[/dice]
  • [dice=Damage bite, power attack]1d4+8[/dice]

    Claw and bite roles for attack with rage

  • [dice=To hit claw, power attack, rage]1d20+8[/dice]
  • [dice=Damage claw, power attack, rage]1d6+10[/dice]

  • [dice=To hit claw, power attack, rage]1d20+8[/dice]
  • [dice=Damage claw, power attack, rage]1d6+10[/dice]

  • [dice=To hit bite, power attack, rage]1d20+8[/dice]
  • [dice=Damage bite, power attack, rage]1d4+10[/dice]


  • +6/1d8+4 Composit Longbow, +4 STR [rng: 110 ft;crit 20/x3; P] (+4[BAB] +1[dex] +1[masterwork]/1d8 +4[str])
  • [dice=To hit bow]1d20+6[/dice]
  • [dice=Damage bow]1d8+4[/dice]

  • Spells:

  • One less spell known per level
  • +1 point of damage per die (orc bloodline)
  • +1 point of damage per die of electrical damage (draconic bloodline)
  • Concentration +4 {+2[caster level] +2[cha]}
  • ASF 15%

    Level 0

  • Touch of Fatigue
  • Spark
  • Open/Close
  • Jolt: 1d3+2

    Level 1 5/day {4 +1[cha]/day}

  • Mage Armor (bonus, dragon blooded)
  • Shield
  • Shocking Grasp x(d6+2)
  • Long Arm

  • Skills:

    Skill Ranks 24 = 5[4+1[int]] * 3[barbarian level] +3[2+1[int]] * 2[sorcerer level] +3[2+1[int]] * 1[dragon disciple level]

    Acrobatics +4 (+1[ranks] +1[dex] +3[class] -1[ACP])
    Appraise +5 (+1[ranks] +1[int] +3[class])
    Bluff +6 (+1[ranks] +2[cha] +3[class])
    Climb +6 (+1[ranks] +3[str] +3[class] -1[ACP])
    Craft +1 (+0[ranks] +1[int] +3[class])
    Diplomacy +2 (+0[ranks] +2[cha] +3[class])
    Disable Device N/A (+0[ranks] +1[dex] -1[ACP])
    Disguise +2 (+0[ranks] +2[cha])
    Escape Artist +0 (+0[ranks] +1[dex] +3[class] -1[ACP])
    Fly +4 (+1[ranks] +1[dex] +3[class] -1[ACP])
    Handle Animal +6 (+1[ranks] +2[cha] +3[class])
    Heal +0 (+0[ranks] +0[wis])
    Intimidate +8 (+1[ranks] +2[cha] +3[class] +2[intimidating])
    - arcana +9 (+5[ranks] +1[int] +3[class])
    - dungeoneering N/A (+0[ranks] +1[int] +3[class])
    - engineering N/A (+0[ranks] +1[int] +3[class])
    - geography N/A (+0[ranks] +1[int] +3[class])
    - history N/A (+0[ranks] +1[int] +3[class])
    - local N/A (+0[ranks] +1[int] +3[class])
    - nature +5 (+1[ranks] +1[int] +3[class])
    - nobility N/A (+0[ranks] +1[int] +3[class])
    - planes N/A (+0[ranks] +1[int] (+5)[PBtA])
    - religion N/A (+0[ranks] +1[int])
    Linguistics N/A (+0[ranks] +1[int] - lng)
    Perception +8 (+5[ranks] +0[wis] +3[class])
    - dance +6 (+1[ranks] +2[cha] +3[class])
    Profession N/A (+0[ranks] +0[wis] +3[class])
    Ride +4 (+1[ranks] +1[dex] +3[class] -1[ACP])
    Sense Motive +0 (+0[ranks] +0[wis])
    Sleight of Hand N/A (+0[ranks] +1[dex] -1[ACP])
    Spellcraft +5 (+1[ranks] +1[int] +3[class])
    Stealth +1 (+0[ranks] +1[dex] -1[ACP])
    Survival +4 (+1[ranks] +0[wis] +3[class])
    Swim +6 (+1[ranks] +3[str] +3[class] -1[ACP])
    Use Magic Device +6 (+1[ranks] +2[cha] +3[class])


  • [PBtA] Pushing Back the Abyss boon makes knowledge planes a class skill and also grants a +2 but only when concerning demons.

  • Gear:

    Explorer's Outfit
    Courtier’s outfit (Gallows of Madness boon)
    Noble's Outfit (Gallows of Madness boon)
    Perfectly fitting shoes accented with precious metals worth 100 gp (chronicle 1)
    Bardiche, masterwork cold iron
    Composit Longbow +4, masterwork
    30 cold iron arrows
    10 cold iron silver blanched arrows
    Mithral Breastplate, +1 (+7, +5 max dex, -1 ACP, ASF 15%)
    Belt Pouch
    Masterwork Backpack
    Wand of Infernal Healing (46 ch)
    Wand of CLW (Gallows of Madness boon, 11/12 chg)
    Scroll of Breath of Life
    Scroll of 5 Lesser Restoration
    Potion of CLW
    Potion Sponge of Touch of the Sea
    Twitch tonic (+2 vs. sleep, paralysis, staggered and new ST)
    Wismuth salix (+2 vs. nausea/sickness and new ST)
    Impact foam (splash to help vs. fall damage)
    Buoyant balloon (twist to create floatation device)
    Air Crystals
    Alchemical Solvent
    Alchemical Glue
    Vermin Repellent
    Oil of Bless Weapon
    2 Acid Flask
    2 Alchemist's Fire
    5 Orc Trail Rations
    4 trail rations (Chronicle 1)
    Climber's Kit
    ~95 gp

    Racial Traits, Traits:

    Race Specials
  • +2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score (str) of their choice at creation to represent their varied nature.
  • Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-orcs have a base speed of 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet.
  • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 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.
  • Toothy: Some half-orcs’ tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
  • 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.
  • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

    Starting Traits

  • Indomitable Faith +1 Will ST
  • Berserker of the Society +3 rounds of rage

  • Class Abilities:

    Unchained Barbarian Abilities
  • Fast Movement (Ex) A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
  • Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
  • Rage Powers (Ex):
  • - 2) Lesser Draconic Blood (Su): While raging, the barbarian gains two claw attacks. These attacks are considered primary attacks and are made at the barbarian’s full base attack bonus. They deal 1d6 points of slashing damage for Medium creatures (1d4 if Small) plus her Strength modifier.
  • - 4) No escape: The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
  • Uncanny Dodge (Ex) At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
  • Danger Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if the barbarian has trap sense from another class).

    Sorcerer Abilities

  • Archtype: Crossblooded
  • - one less spell known per level
  • - both bloodline arcanas
  • Bloodlines: Orc, Draconic (Blue)
  • Draconic Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type (electrical), that spell deals +1 point of damage per die rolled.
  • Orc Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.
  • Bonus class skills: Perception, Survival
  • Bloodline Powers:
  • Add dragon disciple levels to determine bonus
  • 1) Claws, 3 +2[cha] rounds/day
  • 3) Dragon Resistances (Ex), +1 Natural Armor and Resist Electricity 5

    Dragon Disciple Abilities

  • Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline.
  • Natural Armor Increase (Ex) As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any). These armor bonuses stack.

  • Feats:

  • 1) Power Attack (of course)
  • 3) Toughness
  • 5) Extra Rage

    Feat Track

  • 7) Arcane Armor (needs CL 3)
  • 9) Step Up
  • 11) Arcane Strike
  • 13) Hammer the Gap

  • Chronicles And Boons:

  • GoM Pt 1, A Foul Breed
  • - Apprentices Returned (Dependable Drummady's) Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
  • - Apprentices Returned (Gunty's Hearty Breads) Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
    Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
  • - Apprentices Returned (Pricknettle’s Potions and Poultices) You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
  • - Apprentices Returned (Temple of Erastil) The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
  • - Apprentices Returned (Witch’s End Tavern) The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
  • GoM Pt 2, What Lurks in the Woods
  • - Goblin Slayer Check box for +1 vs. goblinoid
  • - Repurposed Trap Gain endure elements in cold weather. Check box to lose endure elements and throw for 2d6 cold damage.
  • GoM Pt 3, The Festering Blot
  • - Bringing the Truth to Light Check box to reduce devils's DR by 5 and SR by 2.
  • GoM Bonus Chronicle Sheet
  • - Savior of Saringshollow 3xp, 6pp, 3711 gp
  • - Friends in Saringshollow May do EACH of the following once
  • -> +5 Kn Planes
  • -> +6 to heal or survival
  • -> cast bless at CL 3, concentration +5
  • -> Cast CLW CL 3, concentration +5
  • -> Free attack with longsword +4/1d8+3 and shield +3/1d3+3
  • - Pushing Back the Abyss +2 Kn Planes concerning demons and is a class skill concerning such
  • Chronicle
  • - boon