Rahk Gravelfist's page

33 posts. Organized Play character for Samuel Stone.

Full Name

Rahk Gravelfist




Wizard 1; HP 9/9; AC 13; CMD 11; Fort +3, Ref +3, Will +3; Init +2; Perception +5 (+7 with Familiar)




6' 4''






Common, Orc, Abyssal, Draconic, Giant, Goblin, Tian



Strength 9
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 10
Charisma 8

About Rahk Gravelfist

Sounds like "Rock."

Rahk is a tall half-orc with heavily tattooed skin. He bears a mixture of the facial features of the Chelish and the Mwangi, and the deep green skin of the Rainkin half-orcs.

Init +2; Senses Perception +5 (+7 with Familiar [Alertness])
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9
Fort +3, Ref +3, Will +3
Speed 30 ft.
Quarterstaff -1 (1d6-1/x2)
Light Crossbow +2 (1d8/19-20)
Specialization Conjuration; Opposition Schools Necromancy, Divination
Str 9, Dex 14, Con 14, Int 19, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 11
Feats Spell Focus (Conjuration), Scholar (+2 Knowledge: Arcana and Local)
Traits Clever Wordplay (Diplomacy; skill uses Int over Cha), Eyes and Ears of the City (+1 Perception, Class Skill)
Skills Diplomacy +4 (+7 w/ familiar), Intimidate +1, Knowledge (arcana) +10, Knowledge (local) +12, Linguistics +8, Perception +5, Profession (librarian) +4, Spellcraft +8
Languages Common, Orc, Abyssal, Draconic, Giant, Goblin, Tian
SQ Arcane Bond (thrush familiar)
Combat Gear crossbow bolts (20), haramaki; Other Gear backpack, waterskin, spellbook, spell component pouch, parchment (5), ink, inkpen, charcoal, journal, map/scroll case, bedroll, candle (10), trail rations (3)
Spellbook All 0-level spells minus divination and necromancy, grease, color spray, vanish, snapdragon fireworks, summon monster I, shield, ear-piercing scream
Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7/day)
Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Total weight: 27.5lbs
Total Gold: 94g, 67s, 90c

Spells Prepared Today:

1st - grease (DC 16), color spray, ear-piercing scream (DC 15)
0th - detect magic, dancing lights