Gruskarr Sangue Negro, o "Campeão"

Description:

Masculino Orc Cleric 1
CG Medium humanoid (orc)
Init +0; Senses Darkvision (60 ft.), Perception +3,
Str 20, Dex 10, Con 16, Int 14, Wis 17, Cha 10
Base Atk +0; CMB +5; CMD 15

DEFENSE
AC 15, touch 10, flat-footed 15 (5 armor, )
hp 11 (1d8)
3
Fort +5, Ref +0, Will +5
Weaknesses Light Sensitivity,

OFFENSE
Speed 20 ft.
Melee falchion (two handed) +5 ((two handed) 2d4+7/18-20)
Melee mace, heavy +5 (1d8+5)
Special Attacks Touch of Chaos (6/day),
*: Domain spell.
Deity Kord; Domains Chaos, Strength, STATISTICS

Feats Keen Scent
SKILLS
Acrobatics -4, Acrobatics (Jump) -8, Appraise +6, Climb +4, Craft (Blacksmithing) +9, Craft (Untrained) +2, Escape Artist -4, Fly -4, Heal +3, Knowledge (History) +9, Knowledge (Religion) +9, Perception +3, Ride -4, Sense Motive +3, Stealth -4, Survival +3, Swim +1,
*Languages* Common, Orc
SPECIAL QUALITIES
Darkvision, Darkvision, Ferocity, Orisons, Spontaneous Casting, Strength Surge (6/day), Weapon and Armor Proficiency, Weapon Familiarity,
Possessions strange necklace; falchion; belt of kord; scale mail; mace, heavy;

SPECIAL ABILITIES Automatic Languages (Ex) Orcs can speak Orc and Common. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Ferocity (Ex) When below 0 hp can still fight; staggered, loses 1 hp/round. Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

  • Spontaneous Casting *
    Strength Surge (Sp) As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains a +1 enhancement bonus to melee attacks. combat maneuver checks that rely on Strength, Stregth-based skills, and Strength checks. You can use this ability 6 times per day.
    Touch of Chaos (Sp) You can imbue a target with chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability 6 times per day.
    Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
    Weapon Familiarity (Ex) Orcs are proficient with greataxes and falchions, and treat any weapon with orc in it as a martial weapon.
Bio:

Cor de pele: verde escuro
Olhos: marrons
Cabelo: careca com barba cinza
Idade: 14

Nascido em uma lua pantanosa do Império Omicroniano, Gruskarr foi criado sem pai nem mãe junto com o resto das crianças de seu clã. Desde pequeno ele se mostrou muito forte, conseguindo derrotar quase todos os guerreiros, o que atraiu a atenção do chefe de guerra. Com medo de que o pequeno orc pudesse se mostrar um problema, ele o enviou para uma caravana de disputas, que ia de planeta em planeta treinar e lutar em torneios. Foi nessa caravana que Gruskarr ganhou seu título de Campeão e seu cinturão de Kord, ao ganhar diversos torneios. O resto das pessoas da caravana diziam que as incessantes lutas de Gruskarr e o excesso de pancadas na cabeça poderiam trazer-lhe problemas, fazendo com que ele abandonasse a caravana e começasse a procurar inimigos dignos, pela glória de Kord.

Gruskarr Sangue Negro, o "Campeão"

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