Korunar Bloodaxe's page

121 posts. Alias of Heremeus.

Full Name

Korunar Bloodaxe




Fighter 1 | HP 16/23 | AC 18, FF 16, T 12 | CMD:17 | F +5, R +2, W +0 | Init +2 | Perception +5 | Speed: 20ft, DarkVision: 60ft








Chaotic Neutral




Common, Orcish

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Korunar Bloodaxe

== Description ==


Korunar is a six-and-a-half fett tall and 260 lbs heavy half-orc with red eyes and hair.

== Background ==


Korunar grow up on the street's of Terrace and earned his living by working in every job he could get. Often he was hired by rich humans to fight for their entertainment. He often thought about going to the abyss to make a big fortune but could neither afford a real weapon nor a sufficient armor.
The last three years he worked for a smith and put some gold coins aside to finally prepare for the abyss.

Character sheet as google doc (probably easier to read).

Half-orc fighter 1
Total Hit Points: 13
Speed: 20 feet (30 without armor)
Init: +2 [dex]

== Defense ==


Armor Class: 18 = 10 + 6 [breatplate]+ 2 [dex] (+2 when wearing his shield)
Touch AC: 12 = 10 + 2 [dex]
Flat-footed: 16 = 10 + 6 [breastplate] (+2 when wearing his shield)

Combat Maneuver Defense: + 16 = 10 + 1 [base] + 4 [strength] + 1 [dexterity]

Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 2 = 0 [base] + 2 [dexterity]
Will save: + 0 = 0 [base]

== Offense ==


Attack (melee): + 5 = 1 [base] + 4 [strength]
Attack (ranged): + 3 = 1 [base] + 2 [dexterity]
Combat Maneuver Bonus: + 5 = 1 [base] + 4 [strength]

Greataxe [1d12, crit x3, two-handed, slashing]
Battle Axe [1d8, crit x3, one-handed, slashing]

== Traits and Feats ==


-- Traits --
Status Quo: You were born in Terrace and have never known an original world to call home. You were raised to know about the current guilds and factions so you could avoid getting caught int eh crossfire. Knowledge (local) becomes a class skill and gets another +2 bonus.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

-- Feats --
Power Attack - Take penalty on attack for larger bonus on damage (Source)

Antagonize - You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility (Source)

== Racial Traits ==


Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

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.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

== Skills ==


Skill Name | Key Ability | Skill Modifier = Ability + Modifier Ranks + Misc. Modifier
Acrobatics -2 = +2[dex] -4 [armor] (-2 when wearing his shield)
Appraise 0 = +0[int]
Bluff -1 = -1[cha]
Climb 0 = +4[str] -4 [armor] (-2 when wearing his shield)
Craft 0 = +0[int]
Diplomacy -1 = -1[cha]
Disguise -1 = -1[cha]
Escape Artist -2 = +2[dex] -4 [armor] (-2 when wearing his shield)
Fly -2 = +2[dex] -4 [armor] (-2 when wearing his shield)
Heal 0 = +0[wis]
Intimidate 5 = -1[cha] +1 [rank] +3[class] + 2 [half-orc]
Knowledge(local) 2 = +0[int] + 2[trait]
Perception 5 = +0[wis] + 1[rank] + 3[class] + 1[trait]
Perform -1 = -1[cha]
Ride -2 = +2[dex] -4 [armor] (-2 when wearing his shield)
Sense Motive 0 = +0 [wis]
Stealth -2 = +2[dex] -4 [armor] (-2 when wearing his shield)
Survival 0 = +0[wis]
Swim 0 = +4[str] -4 [armor] (-2 when wearing his shield)

== Class Features ==


Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.

Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.

Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.

Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.

Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.

Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.

Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Pole Arms: glaive, guisarme, halberd, and ranseur.

Spears: javelin, lance, longspear, shortspear, spear, and trident.

Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.

Armor Mastery (Ex): At 19th level, a fighter gains DR 5/— whenever he is wearing armor or using a shield.

Weapon Mastery (Ex): At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.

== Equipment ==



Armor: Breastplate [medium; +6 AC; max dex +3; check penalty -4]
Shield: Heavy Steel Shield [ + 2AC; check penalty -2; hardness 10; hp 20]

-In Pouches/On belt-
Rations, Trail x4