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Full Name

Grusk Orcblood

Race

half-orc

Classes/Levels

Rogue 4 (acrobat) / Ranger 1 (falconer)

Gender

M

Size

M

Age

16

Special Abilities

Darkvision, ferocity

Alignment

TN

Location

Steel Wolves Mercenary Campaign

Languages

Common, Orc

Occupation

Mercenary

Strength 16
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 12
Charisma 10

About Grusk II

Grusk is 6 feet tall and weighs 280 pounds but his muscles are balanced with great flexibility.....He often does handstands, flips and acrobatic maneuvers....

Current Health
41/41*
Resilency adds 4 temporary hit points for one minute.
Ferocity adds 1 more round of combat at 0 or less hit points.

Half-orc

Spoiler:

+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Strength

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet (see darkvision.)

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Rogue (favored class) hit point bonus*
Acrobat archtype

Spoiler:

Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.

Expert Acrobat (Ex)
At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
This ability replaces trapfinding.

Second Chance (Ex)
At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.

Sneak attack +2d6

Rogue Talents.....
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Fast Stealth (Ex)
Benefit: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Assault Leader (Ex)
Benefit: Once per day, when the rogue misses with an attack on a flanked opponent, she can designate a single ally who is also flanking the target that her attack missed. That ally can make a single melee attack against the opponent as an immediate action.

Ranger

Spoiler:

Track [dice]1d20+9[/dice] +2 Monsterous humanoids

Favored enemy monsterous humanoids

Stealth
[dice] 1d20+15 [/dice]

Perception
[dice] 1d20+9[/dice] +2 monsterous humanoids

Initiative
[dice]1d20+4[/dice]

Defense

Spoiler:

Armor class 18
Mitheral Chain Shirt
+4 +6 –0 30 ft. 10 lbs
Two-handed swinger
+4 dex

ankheg breastplate-
=MW agile breastplate - counts as light armor - with acid resistance 5/-

Evasion

Uncanny Dodge

Offense

Spoiler:

Greataxe Attack
[dice] 1d20+7[/dice]
[dice] 1d20+9[/dice] Monsterous humanoids
Damage
[dice] 1d12+4[/dice]
[dice] 1d12+6[/dice] Monsterous humanoids
Sneak attack +[dice] 2d6[/dice] Plus bleed 1
Precise strike + [dice] 1d6[/dice]

Morningstar masterwork acid resistance 5
[dice] 1d20+7[/dice]
[dice] 1d20+9[/dice] Monsterous humanoids
Damage
[dice] 1d8+5[/dice
[dice] 1d8+7[/dice]Monsterous humanoids

Sneak attack +[dice] 2d6[/dice]
Precise strike + [dice] 1d6[/dice]

Composite Shortbow Attack
[dice] 1d20+8 [/dice]
[dice] 1d20+10 [/dice] Monsterous humanoids

Damage
[dice] 1d6+4 [/dice]
[dice] 1d6+6 [/dice]Monsterous humanoids

Sneak attack +[dice] 2d6[/dice]

Sap attack (non-lethal)
[dice] 1d20+7[/dice]
[dice] 1d6+3[/dice]
Sneak attack +[dice] 2d6[/dice]

Greataxe Attack (flanking)
[dice] 1d20+10[/dice]
Damage
[dice] 1d12+5[/dice]
Sneak attack +[dice] 2d6[/dice]Plus bleed 1
Precise strike + [dice] 1d6[/dice]

Morningstar masterwork(flanking)
[dice] 1d20+11[/dice]
Damage
[dice] 1d8+6[/dice]
Sneak attack +[dice] 2d6[/dice]
Precise strike + [dice] 1d6[/dice]

Saves

Spoiler:

Fort +4
Reflex +9
Will +2

Evasion

Skills

Spoiler:

*Acrobatics 12 (+5 ranks, +4 dex, +3 class)
*Appraise
*Bluff
*Climb 8 (+3 Str, +2 rank, +3 class)
*Craft
*Diplomacy
*Disable Device 12 (+5 rank, +4 dex, +3 class)
*Disguise
*Escape Artist 8 (1 rank, +4 dex, +3 class)
*Intimidate 8 (1 rank +3 class +2race, +2 trait)
Knowledge (Arcana)
*Knowledge (Dungeoneering) 4 (1 rank, +3 class)
Knowledge (Engineering)
Knowledge (Geography)
Knowledge (History)
*Knowledge (Local) 5 (2 rank, +3 class)
Knowledge (Nature) 2 (2 rank)
Knowledge (Nobility)
Knowledge (Planes)
Knowledge (Religion)
*Linguistics
*Perception 9 (5 rank +1Wis +3 class)
*Perform
*Profession 4 (cook) (1 rank, +3 class)
Ride
*Sense Motive 6 (2 ranks, +1 wis, +3 class)
*Sleight of Hand 9 (2 rank +4Dex +3 class)
Spellcraft 2 (1 rank, +1 int)
*Stealth 15 (5 rank +4Dex +3 class, feat+3)
Survival 9 (5 ranks, +1 wis, +3 class) 10 vs. monsterous humanoids
*Swim 7 (+3 str, +1 rank, +3 class)
*Use Magic Device

Feats

Spoiler:

Toughness
You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skill Focus * Stealth
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Extra rogue talent

Bonus Teamwork feat starts at level 2

Spoiler:

Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Falcon "Skylar"

Spoiler:

N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 8
Fort +2, Ref +5, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

ECOLOGY
Environment temperate forests
Organization solitary or pair
Treasure none

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.

Distract (DC 20; bird only)
The animal companion flutters wildly around any enemy it would normally attack with the attack trick. It makes an attack roll against that enemy. On a hit, the enemy is shaken.

Equipment re-do for 240 gold

Spoiler:

Chainshirt (100 gold)
Great Axe (20 gold)
Adventurer’s sash (20 gold)
Flint & steel (1 gold)
Wandermeal* (4 gold) 200 servings....
shortbow (30 gold)
arrows 60 meticulously sharpened +1 damage (3 gold)
tools, thieves (30 gold)
whetstone (2 coppers)
weapon cords (2)
Rope silk (50) (10 gold)
Grappling arrows (2) 10 gold
Falconry gauntlet
Whistle (dog)

Morningstar

Steel book with an axe on the cover

The ancient knowledge of the Cyclops empire provides Grusk knowledge of blood flow and targeting arteries within an opponent.

Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

129 gold
10 silver
101 coppers

Traits

Spoiler:

Dominator (Regional-Belkzen)
The blood of dominance runs thick in the savage home of orcs.
Benefit: You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.

Linebreaker (Regional-Belkzen)
Growing up along the border between Belkzen and Lastwall has taught you how to storm enemy battle lines and quickly overwhelm them.
Benefit: When charging, add 10 feet to your base speed.

Background

Spoiler:

Grusk was born among the orc raiders in the area between Belkzen and Lastwall. grew hardy living with the Orcs, and sought those orcs more subtle in combat and more skilled in the ways, becoming a rogue rather than a fighter, though he still fought among orcs. Revengance recently left the tribes after finding a great stash of money and has went into the city to live the good life away from the orcs who previously looked down upon him...

Wandermeal

Spoiler:

Food, Rations, Wandermeal
Source: Adventurer's Armory

This tough, dried cake is a halfling invention made from flour, water, and spices. Wandermeal keeps for months without spoiling, travels well, and fills the belly. However, eating it for over a week without other nutrients requires the eater to make a daily Fortitude saving throw (DC 15 + 1 for each additional day) or be sickened. The effect ends 1 day after more nutritious food is eaten.

New loot:
sack of fast healing - 4 uses
10x mithril arrowheads
20 x arrows and 5 x javelins that are +1 and act as magic.

+1 Returning Large Trident

....Grusk's crazy shopping extravaganza!

Bag, Handy Haversack

Stubborn Nail (6)

Spoiler:
:

Aura faint abjuration; CL 3rd; Weight 1/2 lb.
Slot none; Price 100 gp
DESCRIPTION
This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a non-magical iron piton.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, arcane lock, mending; Cost 50 gp
[spoiler]

Universal Solvent
Dust of Tracelessness
Silversheen

Traveler's Any-Tool
[Spoiler]:

Aura moderate transmutation; CL 9th; Weight 2 lbs.
Slot none; Price 250 gp
DESCRIPTION
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Tree Feather Token

Slippers, Acrobat

Spoiler:
:

Aura faint transmutation; CL 3rd
Slot feet; Price 3,000 gp; Weight 2 lbs.
DESCRIPTION
These supple gray leather slippers enable the wearer to keep his balance in precarious positions.
The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).

Consumables
Wand of Cure light wounds (750 gold) 50/50 1d8 + 1
Oil of Magic weapon (3) (50 gold each) +1/+1 for 1 minute
Oil of abundant ammunition (2) (50 gold/each)

Bullseye lantern with a heightened to 4th level Continual flame spell cast within (430 gold)

Lamp oil pints (10 ) (.5 gold each)
Greataxe masterwork (375 gold)
Morningstar masterwork (2) (616 gold)
Green Chitin breastplate (200 gold)