Kellid

Joruk's page

2 posts. Alias of Dslak.


Full Name

Joruk

Race

Human

Classes/Levels

Barbarian/Cleric 3

About Joruk

Joruk
Male human (Kellid) unchained barbarian 3/cleric of Gorum 3/gestalt 3 (Pathfinder Unchained 8)
CG Medium humanoid (human)
Init +7; Senses Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 33 (3d12+9)
Fort +5, Ref +3, Will +5
Defensive Abilities danger sense +1, uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mwk cold iron greatsword +9 (2d6+6/19-20)
Special Attacks rage (10 rounds/day), channel positive energy 3/day (DC 11 [13 to damage undead], 2d6), ferocious strike, rage power (intimidating glare)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—touch of glory (+3)
Cleric Spells Prepared (CL 3rd; concentration +5)
. . 2nd—bear's endurance, bull's strength[D], inheritor's smite
. . 1st—bless, divine favor, enlarge person[D] (DC 13), shield of faith
. . 0 (at will)—create water, detect fiendish presence, guidance, light
. . D Domain spell; Domains Strength (Ferocity[APG] subdomain), Glory
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Statistics
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Str 18, Dex 14, Con 14, Int 8, Wis 15, Cha 10
Base Atk +3; CMB +7; CMD 19
Feats Combat Expertise, Dazzling Display, Deadly Aim, Improved Initiative, Power Attack, Weapon Focus
Traits unpredictable reactions, veteran of battle
Skills Acrobatics +3, Climb +8, Handle Animal +5, Intimidate +6, Knowledge (geography) +0, Knowledge (nature) +3, Knowledge (religion) +3, Perception +6, Perform (sing) +3, Ride +3, Sense Motive +6, Survival +6, Swim +5
Languages Common, Hallit
SQ fast movement, finesse weapon attack attribute
Other Gear mwk agile breastplate[APG], mwk cold iron greatsword, iron holy symbol of Gorum[UE], masterwork backpack[APG], 1,995 gp
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Special Abilities
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Cleric Channel Positive Energy 2d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ferocity)
Cleric Domain (Glory) Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Dazzling Display (Greatsword) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Ferocious Strike (+1, 5/day) (Su) +1 damage for a melee attack.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration and use Str instead of Cha for check.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Touch of Glory +3 (5/day) (Sp) Grant +3 to a CHA-based skill or ability check.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon. Prerequisites: base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group.