Krun Thuul

Krest Gut-Wrencher's page

7 posts. Alias of Aphin.


Full Name

Krest Gut-Wrencher

Race

| HP 80 | AC:19 | FF: 16 | T:14 | CMB +10 | CMD 24 | Fort:+9 | Ref:+6 | Will:+6 | Init:+5 | Per +12 |

Classes/Levels

Half-Orc Barbarian/7

About Krest Gut-Wrencher

Krest
Male half-orc barbarian 7
CN Medium humanoid (human, orc)
Hero Points 1
Init +5; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex)
hp 80 (7d12+21)
Fort +9, Ref +6, Will +6
Defensive Abilities improved uncanny dodge, trap sense +2; DR 1/—
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Offense
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Speed 40 ft.
Melee +2 greataxe +12/+7 (1d12+6/×3) or
. . dagger +10/+5 (1d4+3/19-20)
Ranged mwk composite longbow +11/+6 (1d8/×3)
Special Attacks rage (18 rounds/day), rage powers (intimidating glare, quick reflexes, renewed vigor 1d8+2)
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Statistics
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Str 17, Dex 16, Con 14, Int 13, Wis 12, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Cleave, Iron Will, Power Attack, Step Up
Traits outlander - exile, resilient
Skills Acrobatics +11 (+15 to jump), Climb +8, Handle Animal +5, Intimidate +12, Knowledge (nature) +5, Perception +12, Ride +10, Stealth +5, Survival +9, Swim +7; Racial Modifiers +2 Intimidate, +2 Perception
Languages Common, Gnoll, Orc
SQ fast movement, hero points, orc blood
Combat Gear potion of bull's strength, potion of cure moderate wounds, potion of lesser restoration, potion of rage (CL 4th), potion of remove fear, potion of shield of faith +2, potion of speak with animals; Other Gear +1 mithral chain shirt, +2 greataxe, arrows (20), dagger, mwk composite longbow, ring of protection +1, sihedron medallion, belt pouch, chalk, fishhook, flint and steel, waterskin, light horse, backpack, bedroll, bit and bridle, flask, heavy flail, hemp rope (50 ft.), piton, riding saddle, sack, saddlebags, trail rations, 80 pp, 16,175 gp, 21 sp, 4 cp
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Special Abilities
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Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Uncanny Dodge (Lv >=11) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 11+.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (18 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Renewed Vigor 1d8+2 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
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Krest was the product of the rape of a barbarian female by an orc. The tribe of humans he was born to were not very accepting of him and his own mother died during an orc raid when he was 4. He was one of many tribe orphans but had no other distant relatives willing or able to take care of him so he slept in doorsteps and was thrown scraps.
He was fully welcomed into full training with the other children after showing extreme abilities during another raid at the age of 7. After killing 2 raiders himself (human not orcs this time) his training began. At the age of 11 another group of orcs raided the tribe's village and slaughtered everyone. He and 2 other children who were deep in the woods completing their manhood training were the only survivors. When they discovered their tribe destroyed after returning 5 days later they attempted to travel to the nearest friendly tribe. Unfortunately over the course of the 3 week trip one boy was killed by a fall off a cliff and the other drowned trying to cross a very fast river; Krest's exceptional strength saved him.
He eventually discovered a caravan fighting off a group of bandits. Hoping to gain supplies and a ride from a grateful caravan master and eager to loot the dead robbers he quickly joined in the fray (love of battle may also have been a factor). His ferocious fighting soon brought the fight to an end and a grateful but wary caravan master allowed Krest to travel with them to the next town. Krest kept to himself but earned a measure of respect coupled with fear from the others in the caravan during the further attacks they faced. Although Krest was still a boy he was already as tall as an average man and as muscular as any fighter the caraven master agreed to hire Krest on a trial basis (at a reduced rate, of course). Krest travelled with that caravan for the next three years learning all he could.
When he was 14 he decided he needed bigger challenges to hone his skills and hired on with a group of mercenaries. After three years with them their leader was killed in a skirmish and the group fell to bickering over who would be the new leader; Krest left. He recently joined a caravan travelling to a place he has never even heard of but hopes to find a challenge when he arrives.

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