Half-Orc Warrior

Thrall the Lucky's page

465 posts. Alias of Jereru.


AC 21 (T 11, FF 20) | CMB +13, CMD 25 | Init +1 | Speed 50ft | F +13 R +6, W +12 | Perc +11, SM +8, Low-Light Vision


HP 41/84 | SW 6/8 | SA 8/8 | Fervor 6/7 | Channel 0/2 | MP 4/7


CG Half-Orc Warpriest 8 | Status: Prayer

About Thrall the Lucky

Intro, Defense & Offense:

Male Half-Orc Warpriest (Arsenal Chaplain) of Gorum 8

CG Humanoid (Human, Orc)

Sign Language

Speed 50 ft
Initiative: +3

STR 26 (+8) 16 Base +2 Race +2 Level +2 Enhancement +2 Devotion +2 Mythic
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3) 14 Base +2 Enhancement
CHA 08 (-1)

AC 21, Touch 11, Flat-Footed 20
10 Base +10 Armor +1 Dex
HP 84
8+7+8+6+7+5+7+7 (Warpriest) +8x2 (Con) +5 (Ascension) +10 (Champion)
Fort +13 6 Base +2 Con +2 Luck +2 Trait +1 Resistance
Ref +6 2 Base +1 Dex +2 Luck +1 Resistance
Will +12 6 Base +3 Will +2 Luck +1 Resistance
CMD 25
10 Base, +6 BAB, +8 Str, +1 Dex

BAB: +6/+1
+1 Cold Iron Great Sword: +16/+11 2d6+15 S 19-20(x2)
To Hit: +6 BAB +8 Str +1 Focus +1 Enh
Damage: +12 Strx1.5 +2 Spec +1 Enh
·Power Attack: -0 to Hit, +9 Damage
·Vital Strike: x2 Damage
·Stolen Fury: Swift, 1 MP, ignore 1 demon's DR and increase crit multiplier against it by 1 for 1 minute.

Cestus: +13/+8 1d4+8 B or P 19-20(x2)

Sling: +7/+2 1d4+8 B x2 50ft

CMB: +12

Class & Race Features:

Blessings (Su)
·Strength Surge (minor Strength blessing)
·Anarchic Strike (minor War blessing) Gorum's Swordsmanship (Vital Strike usable with charges and 1st AoO in a round.)
Focus Weapon: Greatsword
Sacred Weapon (Su)
Fervor 3d6
Bonus Feat
Channel Energy(Su)
Sacred Weapon (Su) +2
Bonus Feat
Sacred Armor (Su) +1

Favoured Class Bonus (Warpriest): +8/6 of a Bonus Feat.

+2 Str
Skilled: Gain 1 additional skill rank per level. Replaces darkvision.
Sacred Tattoo: +1 luck bonus on all saving throws. Replaces orc ferocity.
Dusksight: Reroll the miss chance granted by cover to any target in dim light. Replaces weapon familiarity, also gaining low-light vision.
Orc Blood: Count as both humans and orcs for any effect related to race.
Intimidating: +2 racial bonus on Intimidate checks.

Traits & Feats:

Stolen Fury (Campaign)
Fate's Favored (Faith)

Planar Heritage: Aasimar
Weapon Focus: Greatsword (Warpriest Bonus)
Power Attack (Mythic)
Furious Focus (Warpriest Bonus)
Extra Channel
Weapon Specialization: Greatsword (Warpriest Bonus)
Vital Strike (Mythic) (Warpriest Bonus)
Angelic Blood (Ascension Bonus)
Channeling Force


Armour Check Penalty: -5

Skill Points: 8x(2 +0 Int +1 Skilled) = 24
Acrobatics: -4 (0 Rank +1 DEX +0 Class -5 ACP)
Bluff: -1 (0 Rank -1 CHA +0 Class)
Climb: 6 (1 Rank +7 STR +3 Class -5 ACP)
Diplomacy: 3 (1 Rank -1 CHA +3 Class)
Disable Device: -4 (Untr) (0 Rank +1 DEX +0 Class -5 ACP)
Escape Artist: -4 (0 Rank +1 DEX +0 Class -5 ACP)
Fly: -4 (0 Rank +1 DEX +0 Class -5 ACP)
Heal: 7 (1 Rank +3 WIS +3 Class)
Intimidate: 5 (1 Rank -1 CHA +3 Class +2 Race)
Kn Arcana: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Dungeoneering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Local: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Nature: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Planes: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Religion: 4 (Untr) (1 Rank +0 INT +3 Class)
Perception: 11 (8 Rank +3 WIS +0 Class)
Ride: -4 (0 Rank +1 DEX +0 Class -5 ACP)
Sense Motive: 8 (2 Rank +3 WIS +3 Class)
Spellcraft: 4 (Untr) (1 Rank +0 INT +3 Class)
Stealth: -4 (0 Rank +1 DEX +0 Class -5 ACP)
Survival: 16 (8 Rank +3 WIS +3 Class +2 Devotional)
Swim: 2 (0 Rank +7 STR +0 Class -5 ACP)
Use Magic Device: -1 (Untr) (0 Rank -1 CHA +0 Class)

Skill Points: 16
Appraise: 0 (0 Rank +0 INT +0 Class)
Craft: Weaponsmith 6 (3 Rank +0 INT +3 Class)
Handle Animal: -1 (Untr) (0 Rank -1 CHA +0 Class)
Kn Engineering: 0 (Untr) (0 Rank +0 INT +0 Class)
Kn Geography: 0 (Untr)(0 Rank +0 INT +0 Class)
Kn History: 0 (Untr)(0 Rank +0 INT +0 Class)
Kn Nobility: 0 (Untr)(0 Rank +0 INT +0 Class)
Linguistics: 5 (Untr) (5 Rank +0 INT +0 Class)
Perform: -1 (0 Rank -1 CHA +0 Class)
Profession: Soldier 14 (8 Rank +3 WIS +3 Class)
Sleight of Hand: -4 (Untr) (0 Rank +1 DEX +0 Class -5 ACP)



Hard to Kill Auto-stabilize at 0 hp, don't die until 2xCon negative hp.
Mythic Power 3+2xTier, used to fuel Mythic stuff.
Surge Immediate: use a MP to gain +1d6 to a d20 roll.
Fleet Charge (Ex)
Impossible Speed (Ex)
Amazing Initiative (Ex)
Extra Mythic Feat (Ex)
+2 Str

Mythic Vital Strike
Mythic Power Attack


+1 Cold Iron Greatsword 4100 gp (8 lb)
+1 Full Plate 2650 gp (50 lb)
Knife 2 gp (1 lb)
Bulletsx10 .1 gp (5 lb)
Sling 0 gp (- lb)
Canteen 2 gp (1 lb)
Belt Pouch 1 gp (.5 lb)
Silver Holy Symbol 25 gp (1 lb)
Cestus 5 gp (1 lb)
Potion of Enlarge Person (x3) 150 gp (- lb)
Belt of Giant Strength +2 4000 gp (1 lb)
Headband of Inspired Wisdom +2 4000 gp (1 lb)
Cloak of Resistance +1 1000 gp (1 lb)

Potion of CLWx3
Potion of CMWx2
Potion of Resist Energy - Fire
Potion of Lesser Restoration

Load: 70.5/153 lb (Light load)

60 gp / 0 sp

The Ritual:

”O Mighty Lord Gudraazu! We await your coming!”

The voice of the old orc was steady, even though he was sweating trying to maintain the concentration in the ritual. The rest of the orcs were starting to question his ability to summon the Mighty Lord, and to them it was not so clear now that this was a good idea. One of the sentinels at the door whispered to the other. ”This is going to end badly. I said it, the kid bears a godly mark.”

Tied to an altar in the middle of the room, ‘the kid’ was unaware of all that was happening. He had been drugged earlier on and brought here, unconscious, to be offered as a sacrifice to the great Gudraazu.

To some, the kid was touched by the gods, bearing a strange mark on his right shoulder in the shape of a unicorn’s head. Dungrad, the old shaman, insisted that it had to be him whom they sacrificed, for that was the will of Gudraazu.

A strange shining began to illuminate the room. Maybe the ritual was carrying on as expected? The shaman duplicated his efforts and people’s expectations began to grow again. The light was coming from the tied prisoner, the mestizo that, to many of the tribe, jynxed the village and deserved the worst of ends. It was growing so bright that it turned the initial positive reaction into wariness and even fear. ”This is no good” could be heard here and there, in whispers.

”Poweful Gudraazu, help me conjure the forces that invade and interrupt our ritual here today!” continued Dungrad, refusing to give up. ”Insufflate hope in our hearts and strength in our arms!”

Suddenly, a strong explosion of light and a deafening sound invaded the hall. All the orcs were blinded, deafened and put unconscious due to the liberation of the energy. In the centre, the ropes that tied the half-orc kid loosened, and he moved his head slightly, awakening. ”Wh…?”

A grave male voice spoke directly to his head. ”Come on, my soldier, wake up. It’s time to leave all this behind.” Making a considerable effort, and not being quite sure if everything was real or just a dream, the mestizo stood up and ran for his life, leaving the village and never looking back.

While the half-orc was crossing the doorstep in his flight, a pair of eyes just opened in time to see him escape, and an oath was made to reclaim the kid’s soul. ”I will give you back what’s yours, My Lord Gudraazu…” Dungrad swore before falling unconscious again.


Thrall is a heavy built half-orc, a mix between his orcish heritage’s physical prowess and constant training. He’s usually dry and direct, though he has a kind heart - only that he’s not comfortable when talking about feelings. Among his companions in the clergy and the army, he’s easily recognised for his bulk and for his impressive greatsword, the official weapon of his cult and which he cares for like it was a part of his own body. To him, carrying this big weapon is not only a matter of religion, but also the last tie to a past life to be gotten over, but not forgotten. Only the ones who forget the past make the same mistakes again, he was taught.

Most of the time he’s using heavy armour, since he - and most Gorumites - spends many hours a day training or in assignment, but if you get close enough you will notice a strange pattern tattooed or carved on his skin, all over the body. This was the mark left by the ropes that tied him when Gorum Himself liberated him. He always says it’s a reminder of how things should not be, and the truth is that the Deity left it as a blessing to one of his chosen ones (although he never said that to Thrall).

Thrall is originary from an orcish village in the Lands of the Mammooth Lords, a half-orc born of a half-orc mother. As such, he was a second class citizen, a thrall. He was abused in every way possible, and was feared or hated (often both) by many because of his strange birthmark in the shape of a rhino head (mistaken for a unicorn), the symbol of Gorum (though no one suspected this origin at the time). The village was under the influence of Gudraazu, a mid-powered demon who had established a cult. When Gudraazu knew of the child and his strange mark, he ordered him to be sacrificed. Gorum’s help came just in time, and Thrall, who adopted this name simply because he had no other, wandered through Numeria and ended up in Mendev.

Being utterly disgusted by all the evil he’d witnessed (and been a target of) during his childhood, he easily accepted the concepts of freedom and dinamism taught to him by Gorum’s church - though he ended up in the Good part of the scale. After years training, he is recently being ordained and is eager to demonstrate his faith and strong arm to his commanders at Kenabres.

Thrall, though, still has two important things in his mind. The first is the reaction of some people in Mendev to his heritage. Even with all their concept of goodness and kindness, he’s found out he’s more often than not treated with condescendence or paternalism - not by his fellow priests, who truly respect combat prowess over nationality or race, but by the commoners. What’s more, as much as he hates all the evil tied to orc society and many of its customs, he has discovered himself getting defensive when someone else attacks them. This contradiction has him quite worried, and he’s reached the conclusion that total equality and neutrality about origin and race is still utopic. Something he feels he’s tasked to alleviate.

The other thing that haunts his nights is his native village. Even though he escaped, he’s aware that the cult is still there. He feels also in moral charge of cleansing the cult, and every day he promises himself he will. What he doesn’t know is that, given the time, it’s Dungrad who will find him.