Tsadok Goldtooth

Parfin Groud's page

475 posts. Alias of RyckyRych.


Full Name

Parfin Groud

Race

Half Orc

Classes/Levels

Barbarian [4] HP: 45 {53}| AC 18 {16} | T 12 {10} | FF 16 {14} | CMB +7 {+9} CMD 19/17 | Fort +6 {+8} | Ref +3 (+4 vs traps) | Will +1 {+3} | Init +2 | Perc +7 | Sense Motive +0

Gender

Male

Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 10

About Parfin Groud

Stat Block:
Parfin Groud
Male half-orc barbarian 4
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 45 (4d12+12)
Fort +6, Ref +3, Will +1
Defensive Abilities orc ferocity, trap sense +1, uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee mw cold iron earthbreaker +9 (2d6+4/×3) or
shortsword +7 (1d6+3/19-20)
Ranged light crossbow +6 (1d8/19-20) or
mwk javelin +7 (1d6+3)
Special Attacks rage (12 rounds/day), rage powers (guarded life, guarded stance +1)
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Statistics
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Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 19
Feats Power Attack, Weapon Focus (earth breaker)
Traits anatomist, brute (orc)
Skills Acrobatics +6, Climb +4, Intimidate +2, Knowledge (dungeoneering) +4 (+6 to navigate underground), Perception +7, Survival +5 (+7 to avoid becoming lost when using this), Swim +4; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood
Combat Gear potion of cure light wounds, silver blanched cold iron bolts (50), alchemist's fire (3), oil (5); Other Gear chainmail, mwk breastplate, light crossbow, mw cold iron earthbreaker, mwk javelin, shortsword, bell, belt pouch, blanket, candle (2), chalk, compass, earplugs, flint and steel, hammer, hooded lantern, masterwork backpack, piton (4), signal whistle, silk rope (50 ft.), tindertwig (4), torch (2), trail rations (6), twine (50'), waterskin, 936 gp, 1 sp, 3 cp
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Special Abilities
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Anatomist +1 to confirm critical hits.
Brute (Orc) Whenever you score a critical threat, you add (but not multiply, in the case of a confirmed critical hit) an amount of damage equal to your weapon’s critical modifier.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Life (4 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Guarded Stance +1 (2 rounds) (Ex) Gain a +1 dodge bonus to AC vs. melee attacks while raging.
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 -2/+4 You can subtract from your attack roll to add to your damage.
Rage (12 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.