Fighter

Karg Runethrane's page

21 posts. Alias of MoFiddy.


About Karg Runethrane

Karg Runethrane

Male Half-Orc Inquisitor (Asmodeus) 5
LN Medium Humanoid
6'3", 235 lbs.
Init. +6; Perception +11; Darkvision 60'
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Defense
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AC 23 (+7 Armor +3 Dex +1 Dodge +1 Natural Armor +1 RoP), touch 15, flat footed 19
HP: 47 (Rolls: 2,7,7,8,3 +15 Con +5 Toughness) Current HP: 47
Fort: +8, Ref: +5, Will: +8
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Offense
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Speed 30' (20' in armor)
Melee +1 Greataxe +9 1d12 + 7 (20/x3) - normal attack
+1 Greataxe +8 1d12 + 10 (20/x3) - Power Attack
+1 Greataxe +10 1d12 + 8 (20/x3) - normal attack + Divine Favor
+1 Greataxe +11 1d12 + 8 (20/x3) - normal attack + Divine Favor + Bless
+1 Greataxe +10 1d12 + 7 (20/x3) - normal attack + Bless
+1 Greataxe +9 1d12 + 11 (20/x3) - Power Attack + Divine Favor
+1 Greataxe +10 1d12 + 11 (20/x3) - Power Attack + Divine Favor + Bless
+1 Greataxe +9 1d12 + 10 (20/x3) - Power Attack + Bless
Ranged Composite Longbow (Str 18) +6, 1d8 + 4 (20/x2) 110' Range
Spells Known:
0-level (at-will, DC 13): Read Magic, Detect Magic, Light, Detect Poison, Stabalize, Create Water
1-level (5/day, DC 14): Bless, Divine Favor, Shield of Faith, Cure Light Wounds
2-level (3/day, DC 15): Invisibility, Silence, Lesser Restoration
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Paladin Class Skills
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Domain: Trickery
Copycat (Sp): Move Action, 6/day, create illusory double that lasts 5 rounds or until dispelled/destroyed.
Judgment (Su): Swift Action, 2/day, pass 1 judgment that lasts until combat ends (must participate in combat to gain bonuses - bonuses reset if prevented from participating); may change judgment as Swift Action, but doing so reet bonuses.
Destruction: gain +1 Sacred bonus on all weapon dmg rolls, increasing by +1 each round to max of +3
Healing: gain Fast Healing 1, increasing by 1 each round to max of Fast Healing 3
Justuce: gain +1 Sacred bonus on all attacks, increasing by +1 each round to max of +3
Piercing: gain +1 Sacred bonus on concentration checks and caster level checks, increasing by +1 each round to max of +3
Protection: gain +1 Sacred bonus AC, increasing by +1 each round to max of +3
Purity: gain +1 Sacred bonus on all saves, increasing by +1 each round to max of +3
Resiliency: gain DR 1/magic, increasing by 1 each round to max of 3
Resistance: gain resist 2 vs. one energy type (acid, cold, electricity, fire, or sonic, increasing by 2 each round to max of 6
Smiting: no effect on 1st round, but weapons count as magic vs DR on 2nd
Monster Lore (Ex): Gain +3 on Knowledge checks made to identify abilities and weaknesses of creatures
Stern Gaze (Ex): Gain +2 Morale bonus on Intimidate and Sense Motive checks
Cunning Initiative (Ex): Add Wisdom modifier on Initiative checks, in addition to Dexterity
Detect Alignment (Sp): Standard Action; may use detect chaos, detect evil, detect good, or detect law at will
Track (Ex): Gain +2 on Survival checks to follow/identify tracks
Solo Tactics (Ex): Allies are treated as if possessing same teamwork feats as you for purpose of determining bonuses received (positioning and actions must still meet prerequisites; allies do not receive any bonuses unless they actually possess the feats).
Bane (Su): Swift Action; 5 rounds/day (need not be consecutive), imbue 1 weapon w/ bane weapon special ability vs. 1 creature type (and subtype if Humanoid or Outsider); may change type as Swift Action
Discern Lies (Sp): Immediate Action; 5 rounds/day (need not be consecutive), may concentrate on target w/in 35' to know if target deliberately and knowingly speaks a lie (Will DC 17 negates)
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Statistics
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STR 18 (15 +2 racial +1 level), DEX 16, CON 16, INT 12, WIS 16, CHA 11
BAB: +3; CMB +7, CMD 22
Languages: Common, Orc, Infernal
Wealth: 477.2 gp

Feats:

Toughness (1)
Dodge (1 - bonus)
Power Attack (3)
Precise Strike (3 bonus Teamwork feat)
Weapon Focus (Greataxe) (5)

Skills:

Acrobatics 0
Appraise +1
Bluff 0
Climb +1
Diplomacy +4
Disguise 0
Escape Artist 0
Fly 0
Heal +3
Intimidate +12
Perception +11
Ride 0
Sense Motive +9
Stealth +8
Survival +7
Swim +1
Knowledge (arcana) +9
Knowledge (dungeoneering) +9
Knowledge (nature) +9
Knowledge (planes) +9
Knowledge (religion) +9
Spellcraft +9

Gear:

+1 Breastplate (1350 gp)
+1 Greataxe (2320 gp)
Composite Longbow - Str 18 (475 gp)
Dagger (2 gp)
Amulet of Natural Armor +1 (2000 gp)
Ring of Protection +1 (2000 gp)
Cloak of Resistance +1 (1000 gp)
Wand of CLW (750 gp) 50 charges left

40 arrows (2 gp)
20 Cold Iron arrows (2 gp)
Backpack (2 gp)
Bedroll (0.1 gp)
Scroll case (1 gp)
Flint & steel (1 gp)
Rations (5 days) (2.5 gp)
50' hemp rope (1 gp)
2 empty sacks (0.2 gp)
Belt pouch (1 gp)
Spell component pouch (5 gp)
Waterskin (1 gp)
Flask of holy water (25 gp)
4 Tindertwigs (4 gp)
2 Sunrods (4 gp)
Healer's kit (50 gp)
Silver holy symbol (25 gp)
Explorer's outfit (10 gp)

Backstory:

Karg Runethrane is a half-orc Inquisitor of Asmodeus. He is originally from Westcrown in Cheliax. His mother was a rather meek maid who worked for a government official. Karg was a product of their illicit affair between the two. He was raised in the household, but not quite as an equal. He was treated well, however, and did develop a strong tie and pride in his Chelaxian heritage. He was not quite distainful of his orc heritage, but he longed to be a full Cheliaxian human like his brothers (thus a lawful alignment than the more chaotic tend.

His parents were not very religious, but since his father was in government they paid lip service to the “official” religion of the government – Asmodeus. He thought that by taking advatage of his physical gifts that he could be most effective as the sword arm of the church. He dedicated much of his study to the martial aspects of life and grew to love the greataxe.

Karg is rather tall and his orcish heritage is obvious. He likes to dress and act more like a traditional Chelaxian though. He travels with a great axe slung across his back and simple clothing. Nothing very flashy like a more traditional cleric of Asmodeus would wear.

There aren’t a lot of half-orc clerics or inquisitors of Asmodeus from where he is from. He has tended to make his way in the world by his own wits. Taking jobs here and there as a hired guard or mercenary.