Summoner

Nestezuk Gnorth's page

47 posts. Organized Play character for Tiaburn.


Full Name

Nesteruk Gnorth

Classes/Levels

Need LvlUp to 3:
Init +2; AC14, Touch10, FF12, CMD18; hp 19/19; Fort +4, Ref +2, Will +1; Perception:+6 (darkvision: 60ft); Condition: enlarged, 20ft reach

Gender

CG Male Half-Orc Bloodrager3

Size

5'7"

Age

23

Alignment

CG

Deity

Abadar

Languages

Orc, Human

Strength 18
Dexterity 14
Constitution 12
Intelligence 8
Wisdom 12
Charisma 13

About Nestezuk Gnorth

Not-really bright-minded, but honest and brave. Usually carries lots of different weapons, just in case and use lots of them to demonstrate a great strength he possess.

Nestezuk Gnorth PFS #34327-2

Scenarios played:

"We Be Goblins!" +1XP, +1PP
"Race for the Runecarved Key" +1XP, +2PP
"The Confirmation" +1XP, +2PP

Nestezuk Gnorth
Male half-orc bloodrager 2 (Pathfinder RPG Advanced Class Guide 15)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 19 (2d10+3)
Fort +4, Ref +2, Will +1
Defensive Abilities orc ferocity, uncanny dodge
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Offense
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Speed 40 ft.
Melee dagger +6 (1d4+4/19-20) or
. . light flail +6 (1d8+4) or
. . mwk cold iron glaive +7 (1d10+6/×3) or
. . sap +6 (1d6+4 nonlethal)
Ranged javelin +4 (1d6+4)
Special Attacks bloodrage (7 rounds/day), claws
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Statistics
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Str 18, Dex 14, Con 12, Int 8, Wis 12, Cha 13
Base Atk +2; CMB +6; CMD 18
Feats Power Attack
Traits brute (apg), expert duelist

Skills:

* Acrobatics +5 (+9 to jump),
* Intimidate +8,
* Knowledge (arcana) +4,
* Knowledge (nature) +0,
* Perception +5,
* Survival +5 (+7 to avoid becoming lost);
Racial Modifiers +2 Intimidate

Languages Common, Orc
SQ fast movement, orc blood
Combat Gear potion of barkskin +2, potion of bull's strength, potion of cure light wounds (3), potion of enlarge person;
Other Gear
* mwk chain shirt,
* dagger, javelin (2), light flail, mwk cold iron glaive, sap,
* backpack: bedroll, flint and steel, silk rope (50 ft.), skyrocket (worth 50 gp, 1 lb), trail rations (5), waterskin
* belt pouch: wayfinder, 133 gp, 4 sp
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Special Abilities
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Bloodrage (7 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Claws (Ex) 2 Claw attacks deal 1d6 damage
Darkvision (60 feet) You can see in the dark (black and white vision only).
Expert Duelist +1 to Armor Class if adjacent to only one foe.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).