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About Grusk IIGrusk 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
Half-orc
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+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*
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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)
Second Chance (Ex)
Sneak attack +2d6
Rogue Talents.....
Fast Stealth (Ex)
Assault Leader (Ex)
Ranger
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Track [dice]1d20+9[/dice] +2 Monsterous humanoids Favored enemy monsterous humanoids
Stealth
Perception
Initiative
Defense
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Armor class 18 Mitheral Chain Shirt +4 +6 –0 30 ft. 10 lbs Two-handed swinger +4 dex ankheg breastplate-
Evasion Uncanny Dodge
Offense
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Greataxe Attack
Morningstar masterwork acid resistance 5
Sneak attack +[dice] 2d6[/dice]
Composite Shortbow Attack
Damage
Sneak attack +[dice] 2d6[/dice] Sap attack (non-lethal)
Greataxe Attack (flanking)
Morningstar masterwork(flanking)
Saves
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Fort +4 Reflex +9 Will +2 Evasion
Skills
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*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
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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
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
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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"
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N Tiny animal Init +3; Senses low-light vision; Perception +14 DEFENSE
OFFENSE
STATISTICS
ECOLOGY
Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.
Distract (DC 20; bird only)
Equipment re-do for 240 gold
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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
Traits
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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)
Background
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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
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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:
+1 Returning Large Trident ....Grusk's crazy shopping extravaganza! Bag, Handy Haversack Stubborn Nail (6)
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:
Aura faint abjuration; CL 3rd; Weight 1/2 lb.
Universal Solvent
Traveler's Any-Tool
Aura moderate transmutation; CL 9th; Weight 2 lbs.
Tree Feather Token Slippers, Acrobat
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:
Aura faint transmutation; CL 3rd
Consumables
Bullseye lantern with a heightened to 4th level Continual flame spell cast within (430 gold) Lamp oil pints (10 ) (.5 gold each)
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