Krun Thuul

Hralyk the Crooked's page

237 posts. Alias of Pedwiddle.


Full Name

Hralyk the Crooked

Race

Half-Orc

Classes/Levels

Barbarian 2/Oracle (Metal Mystery) 3 [ HP 48/48 | AC 18/T12/FF16 | Fort +6, Ref +3, Will +3 (+1 vs. transmutation spells) | Move 40' | Init +2 | Perception +8 (Darkvision)

Gender

Male

Size

M

Age

16

Alignment

Chaotic Good

Deity

Gorum

Languages

Common, Orc

Strength 20
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 13

About Hralyk the Crooked

Crunch:

COMBAT
HP: 48 (1: 12+2, 2: 5+2+1, 3: 7+2, 4: 5+2+1, 5: 5+2+1)
Init: +2 (+2 Dex)
AC: 18 (Touch: 12, Flat-footed: 16) (+2 Dex, +6 Armor)
Fort: +6, Ref: +3, Will: +3 (+1 to save vs. transmutation spells)
BAB: +4
CMB: +9 (4 + 5 Str)
CMD: 21 (4 + 5 Str + 2 Dex)

ATTACKS
Melee (-2/+4 (+6 w/2H) with Power Attack, +1 from Shard of Greed)
+1 Cold Iron Ranseur (+11 to hit, 2d4+8 damage (P), x3 crit., Disarm/Reach)
Masterwork Falchion (+11 to hit, 2d4+7 damage (S), 18-20/x2 crit.)
Morningstar (Cold Iron) (+10 to hit, 1d8+5 damage (B/P), x2 crit.)

Ranged
Sling (+7 to hit, 1d4+5 damage (B), x2 crit., 50' range)

Racial and Class Features:

RACIAL FEATURES
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate 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 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

CLASS FEATURES
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
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.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Rage (11 rounds/day, Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
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, even if the attacker is invisible. She still loses 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.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Oracle Curse, Rage Powers, Revelations, and Spells:

CURSE
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.

RAGE POWERS
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day. This power can only be used once per rage.

REVELATIONS
Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.
Dance of the Blades (Ex): Your base speed increases by 10 feet. At 7th level, you gain a +1 bonus on attack rolls with a metal weapon in any round in which you move at least 10 feet. This bonus increases by +1 at 11th level, and every four levels thereafter. At 11th level, as a move action, you can maneuver your weapon to create a shield of whirling steel around yourself until the start of your next turn; non-incorporeal melee and ranged attacks against you have a 20% miss chance while the shield is active. You must be wielding a metal weapon to use this ability.

SPELLS
Create Water: Creates 2 gallons/level of pure water. (Close range)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. (Touch, 1 min or until discharged))
Light: Object shines like a torch. (Touch, 10 min/level)
Mending: Makes minor repairs on an object. (10' range, one object up to 1 lb./level, 10 minute casting time, instantaneous)

1st-level (6/day):
Cure Light Wounds: Cures 1d8 damage + 1/level (max 5). (Touch, Instantaneous)
Divine Favor: You gain +1 per three levels on attack and damage rolls. (Personal, 1 minute)
Lead Blades: Melee weapons damage as if one size bigger. (Personal, 1 minute/level)
Liberating Command: Allow an Escape Artist check with +2/level competence bonus (Close range, 1 creature, immediate)
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment. (Touch, 1 minute/level)

Feats, Traits, and Skills:

FEATS
Champion (Story): You must prove yourself through single combat. As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against that foe as long as no one else threatens that opponent or until the single combat challenge ends. If another combatant attacks you or your foe, the challenge ends and you take a —2 penalty on attack rolls and to AC for 1 round. Though you can declare a single combat challenge at will, once you declare it on a foe you can't declare it on the same foe for another 24 hours.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Raging Vitality: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

TRAITS
Berserker of the Society (combat): Your time spent as a Pathfinder has taught you new truths about the origins of the your rage ability. You may use your rage ability for 3 additional rounds per day.
Magical Knack (magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Serpent Runner (Shattered Star campaign trait): You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent’s Run: Choose a specific type of armor. When wearing armor of that type, you treat its armor check penalty as if it were –1 lower. When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1. You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

DRAWBACKS
Pride: You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a —2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

SKILLS (Current ACP: -4 (-1 for Climb/Jump))
Acrobatics*: 6 (1 + 3 (Class Skill) + 2 (Dex)) (ACP)
Appraise*: 1 (0 + 1 (Int))
Bluff*: 1 (0 + 1 (Cha))
Climb*: 7 (1 + 3 (Class Skill) + 3 (Str)) (ACP)
Craft*: 1 (0 + 1 (Int))
Diplomacy*: 7 (3 + 3 (Class Skill) + 1 (Cha))
Disable Device*: 10 (5 + 3 (Class Skill) + 2 (Dex))
Disguise: 1 (0 + 1 (Cha))
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: 0 (0 + 0 (Wis))
Intimidate*: 11 (5 + 3 (Class Skill) + 1 (Cha) + 2 (Racial))
Knowledge (Nature)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Knowledge (Religion)*: 5 (1 + 3 (Class Skill) + 1 (Int))
Perception*: 8 (5 + 3 (Class Skill) + 0 (Wis))
Perform: 1 (0 + 1 (Cha))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 4 (1 + 3 (Class Skill) + 0 (Wis))
Spellcraft*: 5 (1 + 3 (Class Skill) + 1 (Int))
Stealth: 2 (0 + 2 (Dex)) (ACP)
Survival*: 4 (1 + 3 (Class Skill) + 0 (Wis))
Swim*: 3 (0 + 3 (Str)) (ACP)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 100 lbs.
Medium Encumbrance: 101-200 lbs.
Heavy Encumbrance: 201-300 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Agile Breastplate (25 lbs.)
+1 Cold Iron Ranseur (12 lbs.)
Masterwork Falchion (8 lbs.)
Morningstar (Cold Iron) (6 lbs.)
Sling (- lbs.)
- Sling Bullets, Cold Iron (10) (5 lbs.)

Backpack (2 lbs.)(TOTAL: 22 lbs.)
- Bedroll (5 lbs.)
- Blanket (3 lbs.)
- Grappling Hook (4 lbs.)
- Rope, Silk (50') (5 lbs.)
- Trail Rations, Orc (3 days) (3 lbs.)
- Waterskin (4 lbs.)

Belt pouch (0.5 lbs.)(TOTAL: .5 lbs.)
- Acid Flask (1 lb.)
- Alchemist's Fire (1 lb.)
- Shard of Greed (See below)
- Money (0gp 6sp 4cp)

Shard of Greed (Major Artifact)
Aura overwhelming transmutation; CL 25th
Slot none; Weight 1 lb.

DESCRIPTION
The Shard of Greed is made of black adamantine. As long as the Shard of Greed is carried, its owner can use haste as a spell-like ability once per day, gains a +2 insight bonus on saves versus transmutation spells, and gains a +1 insight bonus on attack rolls.

Curse: The owner becomes greedy, and is sickened whenever she is not wearing at least 500 gp per Hit Die in nonmagical jewelry and fine clothing. Each time the owner sells a belonging or gives one away, she must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage.

Appearance:

DESCRIPTION
Hralyk is a bit over five and a half feet tall - a little on the short side for his kind - but solidly built.

PHYSICAL CHARACTERISTICS
Height: 5'8"
Weight: 206 lbs.
Skin: Light Green
Hair: Black
Eyes: Blue

Future Development:

1 - Barbarian 1
Feat: Power Attack
2 - Barbarian 1/Oracle 1
Revelation: Armor Mastery
3 - Barbarian 2/Oracle 1
Feat: Raging Vitality
Rage Power: Moment of Clarity
4 - Barbarian 2/Oracle 2
Stat Increase: +1 Str
5 - Barbarian 2/Oracle 3
Feat: Combat Reflexes
Revelation: Dance of the Blades
6 - Barbarian 2/Oracle 4
7 - Barbarian 2/Oracle 4/Rage Prophet 1
Feat: Gore Fiend
8 - Barbarian 2/Oracle 4/Rage Prophet 2
Stat Increase: +1 Cha
9 - Barbarian 2/Oracle 4/Rage Prophet 3
Feat:
10- Barbarian 2/Oracle 4/Rage Prophet 4
11- Barbarian 2/Oracle 4/Rage Prophet 5
Feat:
12- Barbarian 2/Oracle 4/Rage Prophet 6
Stat Increase: +1 Cha
13- Barbarian 2/Oracle 4/Rage Prophet 7
Feat:
14- Barbarian 2/Oracle 4/Rage Prophet 8
15- Barbarian 2/Oracle 4/Rage Prophet 9
16- Barbarian 2/Oracle 4/Rage Prophet 10
Stat Increase: +1 Cha
17- Barbarian 2/Oracle 5/Rage Prophet 10
18- Barbarian 2/Oracle 6/Rage Prophet 10
19- Barbarian 2/Oracle 7/Rage Prophet 10
20- Barbarian 2/Oracle 8/Rage Prophet 10
Stat Increase: +1 Cha