Krun Thuul

Roagh's page

80 posts. Organized Play character for Wolfthulhu.


Where ever the Society needs a stealthy strongarm.

About Roagh

Male Half-Orc Fighter 1 Rogue 10
CN Medium Humanoid (Orc)
Init +11; Senses Darkvision (60 feet); Perception +25
AC 27, touch 17, flat-footed 21. . (+8 armor, +1 shield, +5 Dex, +1 natural, +1 deflection, +1 dodge)
hp 81 (1d10+10d8+22)
Fort +8, Ref +15, Will +4
Defensive Abilities Evasion, Improved Evasion, Improved Uncanny Dodge (Lv >=14), Trap Sense +3
Spd 60 ft.
Melee +1 Corrosive Burst Kukri +14/+14/+9 (1d4+3/15-20/x2) and
. . +1 Shock Kukri +14/+14/+9 (1d4+2/15-20/x2) and
. . Bite (Razortusk) +10 (1d4+1/20/x2) and
. . Dagger x2 +15/+15/+10 (1d4+2/19-20/x2) and
. . Lucerne Hammer +11/+11/+6 (1d12+3/20/x2) and
. . Mace, Light x2 +15/+15/+10 (1d6+2/20/x2) and
. . Rapier +15/+15/+10 (1d6+2/18-20/x2) and
. . Sap x2 +15/+15/+10 (1d6+2/20/x2) and
. . Shortsword +15/+15/+10 (1d6+2/19-20/x2)
Ranged Shortbow +15/+15/+10 (1d6/20/x3)
Special Attacks Bleeding Attack +5, Sneak Attack +5d6
Spell-Like Abilities Light (At will), Major Magic (Vanish) (2/day), Minor Magic (Acid Splash) (3/day)
Str 14, Dex 20/22, Con 13/15, Int 14, Wis 10, Cha 7
Base Atk +8; CMB +12; CMD 29
Feats Improved Critical: Kukri, Improved Initiative, Improved Two-weapon Fighting, Razortusk, Rogue Weapon Proficiencies, Skill Focus: Perception, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Traits Killer, Sargavan Guard
Skills Acrobatics +20, Appraise +8, Climb +16, Disable Device +27, Escape Artist +16, Intimidate +6, Knowledge (Dungeoneering) +16, Knowledge (Local) +16, Linguistics +16, Perception +25, Ride +10, Sleight of Hand +20, Stealth +20, Swim +6 Modifiers Scavenger
Languages Azlanti, Common, Draconic, Giant, Gnoll, Jistka, Kelish, Orc, Osiriani, Ancient, Polyglot, Skald, Thassilonian, Tien, Varisian, Vudrani
SQ Antitoxin (vial), Thieves' Guild (empty), Trapfinding +5, Wayfinder, Standard (1 @ 0 lbs)
Combat Gear +1 Corrosive Burst Kukri, +1 Shock Kukri, +2 Mithral Breastplate, Arrows (20), Dagger x2, Lucerne Hammer, Mace, Light x2, Rapier, Sap x2, Shortbow, Shortsword; Other Gear Acid Flask, Amulet of Natural Armor +1, Antiplague (vial) (2), Antitoxin (vial), Belt of Physical Might, DEX & CON +2, Boots of Striding and Springing, Case, map or scroll (4 @ 0 lbs), Chalk, 1 piece, Eyes of the Eagle, Flint and steel, Grappling hook, Handy Haversack (11 @ 21 lbs), Ioun Stone, Dusty Rose Prism (Cracked), Oil of Invisibility, Potion of Cure Light Wounds (3), Potion of Fly, Potion of Hide From Undead (2), Potion of Shield of Faith +2 (2), Pouch, belt (6 @ 3.5 lbs), Ring of Protection, +1, Rope, silk (50 ft.), Scroll: Cure Light Wounds, Scroll: Cure Light Wounds, Scroll: Cure Light Wounds, Scroll: Cure Light Wounds, Smokestick, Thieves' Guild (empty), Thieves' tools, masterwork, Waterskin, Wayfinder, Standard (1 @ 0 lbs), Whetstone, Whistle, Signal
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage per round.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Killer Add weapon's critical modifier to its critical bonus damage.
Major Magic: Vanish (2/day) (Sp) 1st-level spell becomes a Spell Like ability
Minor Magic: Acid Splash (3/day) (Sp) A Cantrip becomes a Spell Like ability
Sargavan Guard -1 Armor check penalty.
Scavenger +2 Appraise, +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Thieves' Guild (empty) Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 +5 to find or disable traps.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wayfinder, Standard (1 @ 0 lbs) 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).

Note: This item costs only 250gp for members of the Pathfinder Society

Requirements Craft Wondrous Item, light; Cost 250 gp

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