Summoner

Olrune's page

141 posts. Alias of CampinCarl9127.


Full Name

Olrune Krungar

Race

Half-Orc

Classes/Levels

Cleric 2/Fighter 1

Gender

Male

Size

Medium

Age

17

Alignment

CN

Deity

Gorum

Languages

Common, Orc

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Olrune

Statistics:
Male Half-Orc Cleric 2/Fighter 1
CN Medium Humanoid (Half-Orc)
Init +1; Senses Perception +2
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DEFENSE
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AC 18, touch 10, flat-footed 18 (+8 armor)
hp 35
Fort +7, Ref +0, Will +5
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OFFENSE
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Speed 30 ft. (20 ft. in armor)

Melee Greatsword +6 (2d6+6)
Lucerne Hammer +6 (1d12+6) (10 ft. reach)
Dagger +6 (1d4+4)

Ranged Heavy Crossbow +2 (1d10)
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STATISTICS
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Str 18, Dex 10, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +6; CMD 16
Traits Bully, Veteran of Battle
Feats Power Attack, Furious Focus
Skills (4 points; 2 fighter, 2 cleric)
ACP -4
(1) Intimidate +7
(2) Knowledge (Arcana) +6
(2) Knowledge (Religion) +6
(1) Sense Motive +7
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Intimidate, Racial Bonus
+1 Intimidate, Trait Bonus
Languages Common, Orc


Special Abilities:

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SPECIAL ABILITIES
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Intimidating Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision Half-orcs can see in the dark up to 60 feet.

Veteran of Battle You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Aura of Chaos

Channel Energy 1d6 positive energy.

Spontaneous Casting Cure spells.

Strength (Ferocity, Resolve) Domain

Ferocious Strike Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

War (Blood, Tactics) Domain

Seize the Initiative Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells 1st—magic weapon, 2nd—aid, 3rd—magic vestment, 4th—divine power, 5th—wall of thorns, 6th—blade barrier, 7th—mass inflict serious wounds, 8th—greater planar ally, 9th—power word kill.


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-116 lb. Medium 117-233 lb. Heavy 234-350 lb.
Current Load Carried 170 lb.

Money 76 GP 3 SP 8 CP
Greatsword, MWK (350gp) (8 lb.)
Lucerne Hammer, MWK (315gp) (12 lb.)
Dagger (2gp) (1 lb.)
Full-Plate (1500gp) (50 lb.)
Cape, Catching (200gp) (3 lb.)
Bandages of Rapid Recovery x2 (400gp) (2 lb.)
Backpack, Masterwork (50gp) (2 lb.)
Chain, 10 ft. (30gp) (2 lb.)
Flint and Steel (1gp)
Grappling Hook x2 (2gp) (8 lb.)
Rope, Silx 50 ft. (10gp) (5 lb.)
Waterskin x2 (2gp) (8 lb)
Whetstone (2cp) (1 lb.)
Cold Weather Outfit (8gp) (7 lb.)
Explorer's Outfit (10gp) (8 lb.)
Orc Trail Rations x10 (10gp) (10 lb.)
Weapon Cord x2 (2sp)
Bear Trap x4 (8gp) (40 lb.)
Piton x4 (4sp) (2 lb.)
Silver Holy Symbol of Gorum (25gp) (1 lb.)

Spells:

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SPELLS
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0th - Detect Magic
Light
Stabilize
Create Water

1st - Bless
Enlarge Person
Divine Favor
Open Slot

Background:

Olrune grew up amongst the savage orc tribes, but his human parentage always gave him an edge of civilization. He wouldn't mind raiding and attacking villages, nearby travelers, and other orcs, but he never liked the parts that came after the raiding. Always left a sour taste in his mouth. When Olrune began to harness divine power he quickly got a position of power amongst the tribes, and his wisdom quickly gave him a position of respect. He never held any real power, but in addition to matching most warriors in strength he was also wise enough to lead.

But even still, Olrune became an outsider. He spent much time in civilization, learning their ways and traveling from town to town, getting in barfights and spending nights in jail and fleeing before the law. But one day he found something that gave him more purpose. It was the faith of Gorum. The Lord in Iron seemed to uphold all that Olrune did and nothing more. He was gifted a Gorumskagat, and it is the only book he has ever read.

Olrune has spent much of his time since traveling. Taking up mercenary work, odd jobs, and generally seeing the world. He knew of Gorum's virtues and he enjoyed them well, but he searched for more in life. It was during some of his travels that he saw a wiry young paladin squaring off against a trio of bandits. The man didn't seem at all interested in surrendering or fleeing, and Olrune saw the opportunity for battle and a paladin's favor so he charged in to help even the odds. With the young paladin raining arrows he managed to win the fight, but not without his wounds. The young paladin introduced himself and thanked him for his help. Olrune laughed and clapped him on the shoulder, saying "Just be thankful they outnumbered you, I was just glad to even the odds!"

After learning of the world Olrune was sickened by the disease of civilization. They are a poison that spreads and eats at the natural world, something that must be put to an end. He returned to his tribe, well learned in the ways of the world and ready to raise some hell for those who would call themselves masters of the natural world.

Appearance and Personality:

Olrune is a tall half-orc with knotted muscles. His hair is long and strait, always combed back away from his face. He has a red tattoo around his right eye that depicts a set of claws, and a red cape of the same color billows behind him. He keeps his person meticulously clean.

Olrune has much of the lust for battle as his savage brothers, but he doesn't feel the need to pillage and exploit innocents. He would just as soon start a bar fight then drink and laugh with the man than hold a grudge. Despite this he knows how civilized life works and acts accordingly within towns. Also he believes that you form a sacred bond with the ones you fight beside, and to betray their trust is the height of folly.