Kaigon the Miscreant

Kurag Urlot III's page

1,137 posts. Alias of Neltji.


Full Name

Kurag Urlot III

Race

HP: 86/86 AC: 20,15,15 saves F:7, R:15, W:6,+2 vs. poison, spells, and spell-like, perception +15, stealth +18

Classes/Levels

Init:+6 (+2 in mountains); Rng 7 Rog 2.

Gender

Male

Size

M

Age

66

Special Abilities

Ranger 7 rogue (scout) 2

Alignment

CG

Deity

Cayden

Strength 14
Dexterity 20
Constitution 10
Intelligence 13
Wisdom 14
Charisma 10

About Kurag Urlot III

Kurag Urlot
Dwarf ranger 7/rogue (scout) 2 (Pathfinder RPG Advanced Player's Guide 134)
CG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +15*
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Defense
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AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 AoNA)
hp 86 (9 HD; 2d8+7d10)
Fort +7, Ref +15, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, evasion, trap spotter
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Offense
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Speed 20 ft.
Melee greatclub +10/+5 (1d10+3)
Ranged +1 composite longbow +14/+9 (1d8+3/×3) or
deadly aim +11/+6 (1d8+9/x3)
rapid shot +12/+12/+7 (1d8+3/x3)
rapid shot with deadly aim +9/+9/+4 (1d8+9/x3)
Special Attacks: point blank shot, favored enemy (orcs +2) (giants+4), hatred, sneak attack +1d6
Spells: resist energy [] aspect of the falcon [] arrow burst []
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Statistics
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Str 14, Dex 18/20, Con 10, Int 13, Wis 14, Cha 10
Base Atk +7; CMB +9; CMD 24 (28 vs. bull rush, 28 vs. trip)
Feats Point-blank Shot, precise shot, rapid shot, endurance, mounted combat, deadly aim, improved precise shot, learned ranger trap: snare
Traits armor expert, vexing defender
Skills Acrobatics +18 (-4to jump, +4 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +2 (+2 to assess nonmagical metals or gemstones), Climb +8, Disable Device +21, Handle Animal +11, Knowledge (dungeoneering) +6, Knowledge (geography) +7 (+2 If mountains), Knowledge (local) +7, Knowledge (nature) +7, Linguistics +7, Perception +15 (+2 to notice unusual stonework, +2 if mountains), Ride +18/+23 saddle, Stealth +18, (+2 If mountains), Survival +15 (+6 more to avoid becoming lost, +2 If mountains), Swim +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven, Orc, Giant, Draconic

SQ track +2, trapfinding +1, wild empathy +7, trap spotter, favored terrain (mountain) +2

Combat Gear
potion of cure light wounds (2),
potion of invisibility (1)
oil of magic weapon (1);
Other Gear Mithral chainshirt,
Cloak of resistance +1
+1 AoNA, greatclub, sap,
+1 composite longbow (+2 Str),
dagger,
animal harness,
bedroll,
belt pouch,
bit and bridle,
blanket,
flint and steel,
hemp rope (50 ft.),
masterwork backpack,
masterwork thieves' tools,
mug/tankard,
pot,
riding saddle,
sack,
saddlebags,
saw,
trail rations (10),
waterskin,
antitoxin (2),
thunder stone (13),
alchemist fire (5),
smokestick,
fuse grenades (2),
belt of dex +2,
compass,
astrolabe,
map making kit,
small tent
a scroll of barkskin,
a scroll of summon nature’s ally IV,
a wand of greater magic fang (12 charges),
wand of cure light x18 charges
wand of gravity bow x 48 charges
wand of pass without trace x50 charges

Horsemaster's saddle

arrows
4 +1 orc bane arrows,
a single orc slaying arrow
2 +1 Giant bane arrows
normal: 247
cold iron: 32
silver: 40
adamantine: 10

3243+1149.30 gp remaining

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Special Abilities
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Armor Expert -1 Armor check penalty.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion: no damage on successful reflex save
Favored Enemy (Orcs +2) (Ex) +2 to rolls vs. Favored Enemy (Orcs) foes.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trapspotter
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Precise shot:
Rapid shot:
Favored terrain (mountain)
Endurance
Mounted combat
Deadly Aim
Improved Precise Shot

Kurag Urlot was not a prototypical dwarf. While he still liked the caverns and mines that most people associated with his kind Kurag preferred the surface and the wide open spaces. It wasn't surprising therefore that as he grew up he focused on those skills that would let him see more of the wide world. At an early age Kurag took to the saddle and learned to ride and hunt. The freedom of being on horseback was an extension of himself. While this was a great way to live it did not always provide for a steady income. To rectify that Kurag hired on as a scout and guide for caravans. It still gave him the opportunity to travel, the solitude of the open air, and the steady income to be able to afford certain benefits in life.
Not caring too much about where the caravan was headed Kurag took the opportunity for good pay to enter into Belkin and make some substantial profit due tot he risk involved. Perhaps naivety or impetuousness was also part of the issue but Kurag never gave it a second thought. It wasn't until he was scouting out the area ahead of the caravan that he noticed just how many signs of orcs there were. Reporting back to the caravan master the decision was still made to hurry onward to a town 3 days travel north: Trunau.

A day later tragedy struck as while out scouting ahead Kurag noticed smoke behind him. Riding as fast as he could back to the caravan he saw the assault by orcs from afar. Too far away to do any good yet too close to not be noticed Kurag took the only option available to him: run. Yet even that option was risky as an orc chased him from atop a large wolf firing arrows. Kurag would have fallen from one well placed shot were it not for his lucky tankard that he always carried with him. The arrow hit the tankard chipping it and ricocheting into Fiona, his horse. He rode as fast as possible to Trunau where knowledge of the orc attack and the possibility of safety of the community fueled him. Arriving exhausted yet alive he told the community what had happened. Moments later his fortune turned as Fiona collapsed dead from blood loss from the arrow wound. Kurag did not know who the orc on wolf back was with the red skull painted across his face but Kurag vowed to repay the favor should he ever see the orc again. With no other place to turn Kurag remained there. That was 2 years ago.

In that time Kurag has become a part of the community serving as a scout, hunter, and of course protector (as all have to be). While he still longs to travel and see the world he feels indebted to Trunau for taking him in and feels as much home here as anywhere. He still gets the chance to ride often as part of his duties which keeps him content as well.

Within Trunau Kurag has a few friends but the person he gets along with the best is his superior Rodrik Grath. Rodrik allows Kurag to go on lone scouting duties and to hunt and roam the area. this gives Kurag the freedom he craves and provides valuable intel for Rodrik. Even though Kurag may be alone on these missions and has some autonomy Kurag is still under orders to not seek out the red skull orc nor to engage any orc unless it was in the defense of another.

While Kurag may get along the best with Rodrik his biggest rival and cause for much stress was a half-orc named Gorguk. This was due to familiarity breeding contempt more than anything as Gorguk and Kurag were alike in too many ways. This brought out the competitive nature and one always had to try and out perform the other. Hunting, drinking, scouting, you name it there was always a competition between the two of them. While they never came to blows or worse, they have had to be separated after having 1 too many drinks. When sober though they understand that the other is a member of the community and all need to stand together to defend Trunau.

description:
Age: 73
Height: 4' 1"
Weight: 165 lbs
Red hair and well maintained beard in 2 plaits that is not too long. In fact Kurag keeps it short by dwarven standards to better shoot his bow. It extends down only 4 inches total. Average height for a dwarf but thin by most comparisons. As surely as most dwarves typically are yet willing to socialize over a drink and even chat up strangers should the mood take him.

Loves: horseback riding although an orc killed his previous horse and he hasn't had a chance to buy one since, wide open spaces, and freedom to do what he wants when he wants outside of his time spent helping to defend his adopted home.

Hates: orcs, people other than his superiors telling him what to do, orcs, a fear of snakes, orcs, oh and anyone that messes with his adopted home Trunau (orcs)

future notes:

next level ranger 6
bab +1
+1 dex
Feat: Improved precise shot
fort +1 ref +1 will +1
skills (6+1+1): acrobatics, stealth, perception, handle animal, ride, disable device, survival,