Rukk's page

34 posts. Organized Play character for WalterGM (RPG Superstar Season 9 Top 8).

Full Name

Jarl Rukk




Barbarian - 18












The Stormspear Mountains


Common, Giant, Hallit, Orcish, Skald


Jarl, Venture-Captain, Black Rider

Strength 22
Dexterity 7
Constitution 46
Intelligence 9
Wisdom 13
Charisma 7

About Rukk


(Statistics given while raging, enlarged)

Male Half-Orc Barbarian (Invulnerable Rager) 17
CN Medium Large humanoid (human, orc)
Init -2 -3; Senses darkvision 60 ft.; Perception +10
Languages Common, Giant, Hallit, Orc, Skald
Exp 50; Fame 84; Prestige Points 0

AC 8 6, touch 2 0, flat-footed 8 6 (+2 armor, -3 Dex, +4 natural, -2 rage, -4 reckless abandon)
hp 499 (17d12+375)
Fort +30, Ref +3 +2, Will +10; +2 vs. fear effects
DR 11/—, 22/lethal; Resist cold 5; extreme endurance; heavy fortification, vulnerable to electricity

Speed 40 ft.
Melee bite +25 (1d4+36) (1d6+37) and,
2 claws +25 (1d6+36/×3) (1d8+37/x3) and,
gore +25 (1d6+36) (1d8+37)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce, rage (50 rounds), rage powers (reckless abandon [+5/-5]*)

Abilities Str 22 24, Dex 7 5, Con 46, Int 9, Wis 13, Cha 7
Base Atk +17; CMB +23 +25; CMD 29 31
Feats Diehard, Endurance, Improved Stalwart (-4/+6), Power Attack (+10/-5)*, Raging Brutality, Raging Deathblow, Raging Vitality*, Stalwart, Toughness, Tribal Scars (Bear Pelt); *already factored into statistics
Rage Powers Beast Totem*, Greater Beast Totem, Increased Damage Reduction (3x)*, Lesser Beast Totem*
Traits Indomitable Faith (Gorum), Resilient, Sky Spirit Worshipper
Retrained HP +29
Skills Acrobatics +1, Climb +10, Diplomacy +6, Handle Animal +5 (+10 regarding elephant-like creatures), Intimidate +8, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +5, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +1, Perception +10, Ride +2, Spellcraft +0, Survival +6, Swim +10 (+14 to resist nonlethal damage from exhaustion), Use Magic Device +1
SQ fast movement, orc blood, Rukk has read from a Manual of Bodily Health +5
Combat Gear ring of ferocious action (5/day), wand of cure light wounds (41 charges)
Other Gear belt of mighty constitution +6, boots of the earth, flawed tourmaline sphere, furious amulet of mighty fists, golembane scarab, helm of the mammoth lord, +1 heavy fortification harimaki, pauldrons of the juggernaut; 163,944.9 gp

Combat Boon As an immediate action, Rukk may reroll an attack roll before success is determined. He must accept the second roll, even if it's worse than the first roll. He may only use this ability three times.
Erratic Luck As long as Rukk has yet to roll a natural 20 on a saving throw during the course of his current adventure, he may re-roll the first saving throw of that adventure for which he rolls a natural 1.
Fool Me Once Grandmaster Torch's sudden betrayal and subsequent escape have left Rukk questioning the motives of everyone around him—particularly his allies. He gains a +2 bonus on Sense Motive checks against current and former Pathfinders.
Legacy of Toric Jarl Rukk crushed countless giants and emerged victorious with the Torc of Kostchtchie, and in doing so has become a legend among frost giants. As a full round action, he may summon a frost giant to aid him, as though he had cast summon monster VIII (CL 20). This boon can be used once.
Legend of Urglin In a short period of time you claimed your place in the oral history of Urglin, and orcs carry somewhat inconsistent but nonetheless positive stories of your exploits to other settlements in the region. You gain a +2 bonus on Charisma based skill checks with orcs in Varisia and any country that directly borders it.
Linnorm King During the events of the Shadow Lodge's attack on the Grand Lodge, Rukk fought and defeated a taiga linnorm. Upon delivering the head of the beast to the capital of Kalsgard, he was elevated to the rank of Jarl, and given a small territory in the Lands of the Linnorm Kings. He is vulnerable to electricity as a result of the linnorm's Death Curse.
Mantle of the Black Rider Rukk has accepted the Mantle of the Black Rider, which grants him considerable power in his quest to find and save Baba Yaga. Once per day as a swift action he may gain a +5 bonus to Constitution for 1 minute. This gives Rukk an effective Constitution of 51—increasing his maximum HP to 533, his Fortitude save to +32, and his damage by 2.
Mind Crystal This pale blue crystal hums with hidden power. Simply carrying this crystal provides Rukk with protection against mental intrusions. Whenever he fails a saving throw against a compulsion effect, he can attempt a new saving throw at the end of his turn. If he succeeds at this saving throw, the effect is negated or reduced.
Ocher Rhomboid Ioun Stone Rukk foolishly activated an ocher rhomboid ioun stone, an evil item that radiates the associated aura, but gives him a bonus feat. Bonus feat: Power Attack
Pawn of the Grandmaster The Shadow Lodge has been officially dissolved and its former members encouraged to remain as a part of the Pathfinder Society. Despite the troubling circumstances, the recent events bring a sense of closure and encouraged Rukk to train harder. As the culmination of years of service to the Shadow Lodge and Grandmaster Torch's guidance, he receives a permanent +1 bonus to Constitution.
Protégé of a Venture-Captain Disillusioned with the nature of the Society after the events of Eyes of the Ten, Venture-Captain Cassius Hale vacated his position and took a leave of absence from the Grand Lodge. Retreating to the highlands of the Realm of the Mammoth Lords, he began a hermit-like existence. It was in this solitude that he first encountered the half-orc Rukk. An outcast from his tribe and left to die in the wilds, Rukk had take any hatred he might have had towards his clan inward, and took to traveling the tundra, letting the wind guide his feet. In this half-orc Cassius saw a reflection of himself, and knew that by giving Rukk a purpose, he could also remain connected to the Pathfinders. He offered Rukk a job as a field agent of the Society, telling him that allegiance is first given to your allies and then to the Decemvirate. Using his former contacts, he arranged for Rukk to arrive as a representative of the Shadow Lodge. Rukk’s harsh upbringing and constant tests of endurance have made him ever more resilient. He gains a permanent +2 bonus to his Constitution.
Quick Thinking Rukk's venture into the mana-wastes have given him a keen insight into the workings of firearms. He may gain a +4 insight bonus to his touch AC and a +2 insight bonus on his Reflex saves for one minute. He may also end these effects as an immediate action to deflect a projectile as though he had the Deflect Arrows or Missle Shield feat. Once used, cross this boon off.
Research Specialist Rukk's inquisitive nature has lead him to constantly broaden his knowledge of the Inner Sea. He has a permanent +1 bonus to the following Knowledges: arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion. It has also permanently increased his Intelligence score by 1.
Rune of Power Rukk has had a single rune tattooed on his scarred skin as a memento of the day he defeated Krune. Rune of life Rukk’s effective Constitution score for determining when he would die from hit point damage increases by 7.
Unexpected Discovery Now that Rukk’s name features prominently in a volume of the Pathfinder Chronicles, other Pathfinders are quick to recognize him and his accomplishments. He gains a +4 circumstance bonus on Diplomacy and Intimidate checks when dealing with members of the Pathfinder Society that are his level or lower.

HP Explained:

HD: 12+(7*16) = 124
Favored Class: +17 = 141
Toughness: +17 = 158
Tribal Scars: +6 = 164
Retrained HP: +29 = 193
Constitution: +(18*17) = 499