Truk the Hammer's page

213 posts. Organized Play character for Feral.


Male Half-Orc Brawler 10

About Truk the Hammer

Truk is obviously a half-orc but wears his orcish blood well. His tusks are small, dulled, and only slightly poke out from under his bottom lip and his ears are only mildly pointed. His skin is a greyish-olive that contrasts well with the cropped dark hair along the top of his head. He wears a short well-kept beard on his chin. What elements of his orcish parentage that are absent from his facial features are plainly visible in his tall form and broad powerful physique.

When on a job for the Society, he wears a suit of perfectly-fitted heavy plate armor. He's rarely seen carrying a weapon but those that have seen the big guy in action can verify that Porkchop and Lefty (his thickly calloused ham-sized fists - left and right respectively), are more than enough to deal with most threats.

Super Special Boons (DO NOT FORGET)

Fullplate of Luck +3: Once per scenario force an opponent to reroll an attack (no action).
#7 Treasure Map: Forgo Day Job for free gold.
#8 Personal Fixer: Free consumables at the beginning of each scenario (worth up to 250g).

Active Boons

#15 Master Smith's Service: Free Make Whole (CL 10th).
#12 Imperium Initiate: Reduce hardness and DR of divs and constructs by 5 for one round. Free action.
#11 Ally of the Green: Consume a berry as goodberry. Standard action.
#6 Ragdya's Blessing: Gain a climb speed and featherfall for 1d4 rounds. No action.
#5 Enlightened Ambassador: Move action to enter special trance for an hour. End trance to gain +4 insight bonus on saving throw against mind affecting, gain +10 movement speed for a round, or ignore concealment for a round.
#3 Gloomspire Explorer: Gain +2 bonus on perception checks to detect hidden objects, traps, treasure, and secret doors.
#2 Spirit of the Past: Grant a weapon an additional +1 enhancment and holy for 5 rounds; remove a curse, disease, or sickened condition (CL 11th); channel positive energy as a paladin (6d6). Standard action.

Passive Boons

#3 Gloomspire Explorer: Gain +2 bonus on perception checks within the Gloomspire to detect hidden objects, traps, treasure, and secret doors.
#1 Friend of Janira Gavix: +1 bonus on knowledge checks attempted within the Grand Lodge.

Male half-orc (arena-bred, mystic) cavalier (constable) 9
NG Medium humanoid (human, orc)
Init +1; Senses Perception +15
AC 27, touch 13, flat-footed 26 (+13 armor, +2 deflection, +1 Dex, +1 natural)
hp 94 (9d10+36)
Fort +13, Ref +8, Will +10; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities sacred tattoo[APG]
Speed 30 ft. (20 ft. in armor)
Melee +1 gauntlet (from armor) +17/+12 (1d3+8) or
. . unarmed strike +17/+12 (1d10+8) or
. . mwk bardiche +17/+12 (1d10+10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork bardiche)
Special Attacks challenge 3/day (+9 damage, can intersperse grapples/sunders in full attack), greater tactician 2/day (Intercept Charge or Lastwall Phalanx, swift action, 7 rds)
Str 24, Dex 12, Con 16, Int 7, Wis 12, Cha 10
Base Atk +9; CMB +16 (+18 disarm, +22 grapple, +18 trip); CMD 27 (29 vs. grapple)
Feats Armor Focus, Chokehold[UC], Dirty Fighting, Endurance, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Intercept Charge[ACG], Iron Will, Lastwall Phalanx, Power Attack, Skill Focus (Handle Animal)
Traits absalom bouncer, fate's favored
Skills Acrobatics +2 (+6 to Jump checks, -2 to jump), Appraise +0, Bluff +0, Climb +6, Diplomacy +10, Disguise +0, Escape Artist -4, Fly -4, Heal +1, Intimidate +12, Perception +15, Ride -4, Sense Motive +5, Stealth -4, Survival +1, Swim +6
Languages Common, Orc
SQ apprehend, badge (+2/+1), crushing grapple, mighty bash, orc blood, order of the hammer, quick interrogator, squad commander
Other Gear +3 full plate, mwk bardiche[APG], amulet of mighty fists +1, belt of giant strength +4, cloak of the yeti, ring of protection +2, ring of resistance +2, backpack, bedroll, belt pouch, bit and bridle, feed (per day) (5), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
Special Abilities
Apprehend +2 (Imp. Unarmed Strike, Crowds) (Ex) Can attempt to grapple (instead of attacking) foe at the end of a charge, gain +2 bonus on Perception and disarm, grapple and trip CMB, and no longer treat crowds as difficult terrain.
Badge +2/+1 (Ex) Allies who can see your badge gain +2 save vs. charm/compulsion/fear & +1 to hit vs. foes you challenge.
Chokehold May pin grappled opponent one size category larger than you
Crushing Grapple (Ex) When using Chokehold, do not take a -5 penalty to grapple.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Tactician (Intercept Charge or Lastwall Phalanx, 7 rds, 2/day) (Ex) As a swift action, grant the use of one of your teamwork bonus feats to all allies within 30 ft.
Hammer's Challenge +9 (3/day) (Ex) +9 to damage target, -2 AC vs. others when used, can replace attack in full att with grapple/sunder.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Mighty Bash (1d10) (Ex) Unarmed strike deals listed nonlethal dam/1d3 lethal.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Interrogator (Ex) Most uses of Diplomacy and Intimidate take less time.
Sacred Tattoo +1 to all saves.
Squad Commander (Ex) As 1 min action, can trigger free use of tactician in next hour, effect lasts 1 min/level.