Tiefling

Krunch.'s page

345 posts. Organized Play character for Feral.


Full Name

Krunch

Classes/Levels

[ HP 56/75 (0 NL) | AC 23 Tch 15 FF 21 | Fort +11 Ref +12 Will +8 | CMD 29* | Init +2 | Perc +18 | Effects: none ]

Gender

Male Pitborn Brute 9

About Krunch.

Krunch is a massive brute with obvious otherworldly origins including bestial features, pair of thick jutting tusks, and skin the color of ash with the texture of cured hide. One beefy hand is noticeably bigger than the other and covered in a stony texture but no less dexterous or able. He wears armor composed of scraps of leather and silvery metal that does little to cover up his thickly muscled and scarred torso and a pair of worn bracers.

Despite his fearsome appearance, Krunch possesses a kind of animal magnetism and friendly presence that works for him in mixed company.

Krunch
Male demon-spawn tiefling brawler (strangler) 2/rogue (sanctified rogue) 6
LG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 23, touch 15, flat-footed 21 (+8 armor, +2 deflection, +2 Dex, +1 insight)
hp 75 (8 HD; 6d8+2d10+30)
Fort +11, Ref +12, Will +8
Defensive Abilities evasion, trap sense +2; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee unarmed strike +14/+9 (1d3+9) or
. . bite +14 (1d6+11)
Special Attacks martial flexibility 4/day, sneak attack +3d6
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Statistics
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Str 24, Dex 14, Con 16, Int 5, Wis 10, Cha 14
Base Atk +6; CMB +15 (+18 grapple); CMD 29 (31 vs. grapple)
Feats Familiar Bond, Improved Grapple, Improved Unarmed Strike, Iron Will, Medium Armor Proficiency, Sap Adept[UC], Strangler[UC]
Traits mind over matter, quain martial artist
Skills Acrobatics +7, Bluff +6, Climb +11, Diplomacy +8, Disable Device +19, Escape Artist +1 (+2 competence to break a grapple), Intimidate +9, Knowledge (religion) -2, Perception +18, Sense Motive +4, Stealth +5, Survival +0 (+2 to avoid becoming lost), Swim +10; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, Common
SQ brawler's cunning, martial training, practiced strangler, prehensile tail[ARG], rogue talents (combat trick, trap spotter, unarmed combat training[UC]), strangle +2d6 damage, trapfinding +3
Other Gear +2 mithral agile breastplate[APG], amulet of mighty fists +1, armbands of the brawler[UE], belt of giant strength +4, cloak of resistance +2, dusty rose prism ioun stone, eyes of the eagle, ring of protection +2, wayfinder[ISWG], masterwork thieves' tools, rogue's kit[UE], 150 gp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Practiced Strangler (Ex) Eliminate many penalties & limitations of the grappled or pinned condition.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sap Adept Gain bonus damage on nonlethal attacks,
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strangle +2d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.
Strangler Deal sneak damage to grappled opponent
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.

Misc Boons

Goblin Scourge: Once per scenario, gain a +1 morale bonus to attacks and damage rolls against goblinoids and a +2 morale bonus to saves against spells and effects from goblinoids for 1 minutes.

Lamashtu's Bane: Gain a +2 bonus to attack and damage rolls against targets display an unholy symbol of Lamashtu.

Deep Platinum Pendant: +2 to diplomacy with aquaitic or water subtype. +5 bonus to saves to avoid pressure damage from deep water.

Infamy/Disrepute (5/5)