Primal Companion Hunter

Krug Fredder's page

54 posts. Organized Play character for Anthorg.


Race

| HP: 35/35 | AC: 21, T: 11, FF: 20 | CMB: +5, CMD: 16 | F: +7, R: +3, W: +9 | Init: +1 | Perc: +9, SM: +4, Darkvision, Scent

Classes/Levels

| Speed 30ft | Channel: 3/3 | Orc Ferocity: 1/1 | Battle Rage: 7/7 | Touch of Good: 7/7 | Active conditions: shield of faith

Gender

M LG Half-orc Cleric of Iomedae 4

Alignment

LG

Deity

Iomedae

Location

Sandpoint

Languages

Common, Orc, Thassilonian, Celestial, Draconic, Giant, Goblin

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 19
Charisma 10

About Krug Fredder

Appearance
Krug Fredder is not particularly good looking. He has a strong phisique, but has many scars and a somewhat goofy look. It doesn't help that he tries to look like what he thinks is tidy, but his fighting posture usually takes over and he relaxes to favor a more bestial look. Still, his eyes show caring and despite his bulky look and arms, he doesn't look menacing.

Personality
Krug likes to be decisive in many situations, acting more than thinking. Still, he is not reckless and likes to act favoring the greater picture whenever he can see it. In order to do this, he listens and pays attention until a course of action is clear, then he carries it ahead. On the other hand, he is a lonely person and the chance of making friends might give him pause.

Background:

Being born in an Varisian orc tribe, Krug Fredder was shunned for his human ancestry, being considered too weak. Although the wiser orcs could see the potential in him, he refused his rite of passage, which included the cruel murdering of a prisoner, and fled.

After answering the call to Iomedae, he wondered for a while trying to find himself. One day in Magnimar, he was reading about Iomedae's cult when he encountered some texts about ancient Thassilon and thus began a tireless search for more knowledge about this, including learning the ancient language. He found to have a great interest in reading, history and learning languages. He tried to learn too many things and found he isn't as clever as he thinks, but still he tried.

Eventually he heard of the goblin problem in Sandpoint and decided to travel there. He arrived shortly after the town heroes come back from Thistletop, having guaranteed the town's safety for now. There, he hopes to find what Iomedae has in store for him, and also the chance to not feel so lonely anymore.

Basic info:

STR 14, DEX 12, CON 14, INT 10, WIS 19, CHA 10
Male
Medium Size
LG Half-orc Cleric lvl 4 (Iomedae)
Favorite class bonus (cleric): 4 hp
BaB 3
CMB +5 (3BaB +2 strength)
CMD 16 (3BaB +2 strength +1 dexterity + 10)
Init +1; Senses: Perception: +9, Sense Motive +4, Darkvision 60ft, Scent
Channel positive energy 2d6: 3/day

Defense
AC 21, touch 11 flat-footed 20 (+7 Armor +3 Shield +1 Dex)
HP 35 (8 1stHD + 5*3 HD + 4*2 Con + 4*1 FavCl)
Fort +7 (+4 base +2 Con +1 Cloak)
Ref +3 (+1 base +1 Dex +1 Cloak)
Will +9 (+4 base +4 Wis +1 Cloak)
Orc Ferocity 1/day

Offense
Speed 30 ft
Melee +1 Longsword +7 (1d8+3 19-20/x2)
Ranged light crossbow +4 (1d8 19-20/x2), Range 80ft
Space 5 ft, Reach 5 ft

Domains:

War domain
Lvl 1 - Battle Rage (Sp): You can touch a creature as a standard action to give it a bonus on melee damage rolls equal to 1/2 your cleric level for 1 round (minimum +1). You can do so a number of times per day equal to 3 + your Wisdom modifier.

Good domain - Archon subdomain
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spells:

CL 4

Concentration: +8 (CL + Wis)
DC: 14 + spell level

Spell level (slots + domain): Prepared
0 (4): Create Water, Detect Magic, Guidance, Purify Food and Drink
1 (4 + 1): Comprehend Languages, Obscuring Mist, Shield of Faith, Unbreakable Heart + Divine Favor
2 (3 + 1): Hold Person, Silence, Surmount Affliction + Spiritual Weapon

Feats, Skills, Traits and Languages:

Traits:
Scholar of the Ancients: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Lvl 1 - Keen scent
Lvl 3 - Weapon focus (Longsword)

Skills (2 class = 2 ranks/level)):
ACP -3
Heal +8 (1 Rank +4 Wis +3 CS)
Intimidate +2 (2 Race)
Knowledge religion +4 (1 Rank +3 CS)
Knowledge planes +7 (4 Rank +3 CS)
Perception +9 (1 Rank +4 Wis +3 CS +1 Trait)
Spellcraft +4 (1 Rank +3 CS)

Background skills (2/level):
Linguistics +7 (4 Rank +3 CS)
Knowledge history +8 (4 Rank +3 CS +1 Trait)

Languages: Common, Orc, Thassilonian, Celestial, Draconic, Giant, Goblin

Equipment:

Magical gear
+1 Longsword
+1 Breastplate
+1 Heavy steel shield
Cloak of resistance +1

Normal gear
Dagger x2
Light crossbow
10 bolts
Backpack
Belt pouch
Waterskin
Soap x2
Hemp rope
Silver Holy symbol
Bedroll
Candle x10
Crowbar
Flint and steel
Grappling hook
Ink (1 oz vial)
Inkpen
Oil (1-pint flask) x2
Parchment (sheet) x5
Trail rations (per day) x10

Money left (in gp): 1113.5