| Full Name |
Korounuk of the Wolf Clan |
| Race |
Half Orc |
| Classes/Levels |
Fighter/Wizard/Eldritch Knight 1/5/4 |
| Gender |
Male |
| Size |
Medium |
About Korounuk
The half-orc in front of you wears a wolf amulet over the lunar tattoo on his bare chest and holds a glaive in readiness in his right hand. His eyes study you with an unnerving intelligence
Korounuk
Male Half-Orc Eldritch Knight 4/Fighter (Lore Warden) 1/Wizard 5
CN Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 25, touch 14, flat-footed 23 (+4 armor, +4 shield, +2 Dex, +3 natural, +2 deflection)
hp 107 (5d10+5d6+53)
Fort +8, Ref +4, Will +5
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee warhammer +12/+7 (1d8+7/×3) and
. . wolf's bite +3 adamantine glaive +15/+10 (1d10+12/×3)
Ranged falcon's claw mwk composite lonbow (str+5) +10/+5 (1d8+7/×3)
Wizard Spells Prepared (CL 8th; concentration +12):
4th—ball lightning (DC 18), beast shape ii [S], dragon's breath (DC 18), greater animal aspect
3rd—communal darkvision, excruciating deformation (DC 17), fireball (DC 17), fly* [S], summon monster iii
2nd—alter self [S], false life*, mirror image, scorching ray
1st—alter winds (DC 15), burning disarm (DC 15), mage armor*, mirror strike [S], mount, shield*
0 (at will)—detect magic, light, mending, prestidigitation (DC 14) *already cast and figured into stats.
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Statistics
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Str 20, Dex 14, Con 16, Int 18, Wis 10, Cha 8
Base Atk +7; CMB +12; CMD 26
Feats Arcane Strike, Blood Vengeance, Combat Reflexes, Fast Study, Ironhide, Resilient Brute, Scribe Scroll, Toughness, Vital Strike
Traits arcane depth, totemist
Skills Appraise +9, Climb +10, Fly +10, Handle Animal +3, Intimidate +5, Knowledge (arcana) +18, Knowledge (dungeoneering) +12, Knowledge (engineering) +11, Knowledge (geography) +10, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +9, Linguistics +8, Perception +9, Ride +7, Sense Motive +7, Spellcraft +16, Stealth +12, Survival +6, Swim +10; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Goblin, Orc, Shoanti
SQ arcane bonds (arcane bond [wolf's bite +3 adamantine glaive]), opposition schools (enchantment, necromancy), orc blood, weapon familiarity, physical enhancement, specialized schools (transmutation), telekinetic fist
Combat Gear extend metamagic rod (lesser), potion of cure serious wounds (3), potion of neutralize poison; Other Gear wolf's bite +3 adamantine glaive, falcon's claw mwk composite lonbow (str+5), warhammer, amulet of natural armor +2, belt of physical perfection +2, handy haversack, ring of chameleon power, ring of protection +2, 850 gp
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TRACKED RESOURCES
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Arcane Bond (Wolf's Bite +3 Adamantine Glaive) (1/day) (Sp) - 0/1
Disguise Self (At will) - 0/0
Extend metamagic rod (lesser) (3/day) - 0/3
Orc Ferocity (1/day) - 0/1
Potion of cure serious wounds - 0/3
Potion of neutralize poison - 0/1
Resilient Brute (1/day) - 0/1
Telekinetic Fist (7/day) (Sp) - 0/7
Totemist +5 (1/day) (Sp) - 0/1
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Special Abilities
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Arcane Bond (Wolf's Bite +3 Adamantine Glaive) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Vengeance When an ally is dropped, you can enter a weak rage as a free action. Stacks with barbarian rage.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.
Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Fast Study Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of y
Flight (60 feet, Good) You can fly!
Ironhide Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Physical Enhancement +2 (Constitution) (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Resilient Brute (1/day) You may treat a critical hit against you as nonlethal damage once per day.
Ring of chameleon power As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Construction
Requirements: Forge Ring, disguise self, invisibility; Cost 6,350 gp
Telekinetic Fist (7/day) (Sp) 30' ranged touch attack, 1d4+2
Totemist +5 (1/day) (Sp) Standard Action: Gain benefits of guidance with competence bonus equal to 5.
Transmutation Transmuters use magic to change the world around them.
Vital Strike Standard action: x2 weapon damage dice.
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Korounuck is a study in contrasts. Raised as a member of the Lyrune-Quah, the Shoanti Moon Clan, to revel in his physical gifts, He nonetheless also grew up with a keen intellect and an avid interest in magic which became a more serious impediment among his brethern than his orc heritage. Realising this early on, he struck out for civilisation in search of both greater knowledge, and opportunities where his talents may be of use.
The above stats reflect the effects of Mage Armor, Shield, Fly, and False Life (+13 hit points). Weapon damage includes use of Arcane Strike, employed as a swift action, otherwise reduce it by 2 pts. Korounuck will cast shield on entering his first fight of the day, reserving mirror image for subsequent battles. He will cast Fly to reach aerial or distant opponents that much sooner.
Without Shield, reduce his AC to 21.
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