Kurrik

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Eberron Rise of the Lord of Blades

Kurrik the Scourge: Character in the Eberron: Lord of Blades campaign.

(OOC Thread)

Character[edit]

  • Kurrik the Scourge
  • Neutral Good Half-Orc Druid 15
  • Experience:

Abilities[edit]

Ability Score Modifier
Strength 12 +1
Dexterity 15 +2
Constitution 14 +2
Intelligence 10 +0
Wisdom 26 +8
Charisma 10 +0

Combat[edit]

  • Action Points: 12 (3d6, choose best)
  • Hit Points: 110,
    • 140 in Celestial Dire Bear form.
  • Initiative: +5,
    • +4 in Dire Bear form.
  • Speed: 40 ft (run x4),
    • 50' in Celestial Dire Bear form.
  • AC: 26 (+9 armor, +2 dex, +1 natural, +2 deflection, +1 misc), touch 14, flat-footed 23,
    • 31 in Celestial Dire Bear form(+9 armor, +1 dex, +7 natural, +2 deflection, +1 misc, -1 Size), touch 12, flat-footed 30.
  • Fort +13, Ref +9, Will +19,
    • Fort +15 and Ref +8 in Celestial Dire Bear Form.

Melee[edit]

Base Attack Bonus/Grapple: +11/+12, +25 grapple in Dire Bear form.

  • +22/+17/+12 One-handed (1d6+4; x2, Club or Quarterstaff);
    • +24/+19/+14 One-handed (2d4+13; x2, Claws, Celestial Dire Bear form)

Ranged[edit]

  • +15 One-handed (1d6+4; x2, Club)

Skills[edit]

Skill Ranks Ability Modifier Misc Total
Concentration 10 Con +2 0 +12
Handle Animal 17 Chr +0 0 +17
Knowledge(nature) 17 Int +0 +2 +19
Knowledge(planes) 9 Int +0 0 +15

Languages: Common, Orchish, Druidic

Feats[edit]

  • Sacred Vow (1st level, BE 45)
  • Vow of Poverty (3rd level, BE 48)
  • Exalted Companion (2nd level, BE 42))
  • Gatekeeper Initiate (6th Level, ECS 54)
  • Intuitive Attack (6th level, BE 44)
  • Sanctify Natural Attack (8th level, BE 46)
  • Natural Spell (9th Level, PH 98)
  • Exalted Wild Shape (10th level, BE 42)
  • Maximize Spell (12th level, PH 97)
  • Nimbus of Light (14th level, BE 44)
  • Quicken Spell (15th level, PH 98)

Class Features[edit]

  • Spontaneous Casting: Can spontaneously cast summon nature's ally spells, by sacrificing a pre-prepared spell of equal or higher level.
  • Animal Companion(Ex): You have selected a Celestial Dire Ape as your companion.
  • Nature Sense(Ex): You gain a +2 bonus on Knowledge(nature) and Survival checks.
  • Wild Empathy(Ex): You can make a check(1d20+16) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action.
  • Woodland Stride(Ex): You can move through natural thorns, briars, etc. at full speed and without suffering damage or impairment. Magically altered areas still hamper you.
  • Trackless Step(Ex): You leave no trail in natural surroundings, and cannot be tracked unless you choose to.
  • Resist Nature's Lure(Ex): +4 to saving throws against the spell-like abilities of fey creatures.
  • Wild Shape(Su): You can turn yourself into a Tiny to Huge animal or plant (and back) 5 times per day for 15 hour(s). The new form's Hit Dice cannot exceed 15.
  • Venom Immunity(Ex): You are immune to all poisons.
  • A Thousand Faces(Su): You can change your appearance at will, as if using the spell alter self.
  • Timeless Body(Ex): You no longer suffer additional penalties for aging, and cannot be magically aged. Your lifespan is not increased.

Vow of Poverty[edit]

  • Aura of Good(Ex): You have a overwhelming aura of Good.
  • AC Bonus(Su): You receive a +9 exalted bonus to AC. This bonus does not apply to touch attacks, nor does it hinder incorporeal attacks. Brilliant energy weapons, however, do not ignore this bonus.
  • Endure Elements(Ex): You are immune to the effects of being in a hot or cold environment.
  • Exalted Strike(Su): You gain a +3 enhancement bonus on all your attack and damage rolls. In effect, any weapon you wield becomes a magic weapon and can overcome DR/magic. Any weapon you wield is also considered good-aligned for the purposes of overcoming damage reduction.
  • Sustenance(Ex): You do not need to eat or drink.
  • Deflection(Su): You gain a +2 deflection bonus to your AC.
  • Resistance(Ex): You gain a +2 resistance bonus on all saving throws.
  • Ability Score Enhancement(Ex): You gain bonuses to your ability scores.
  • Natural Armor(Ex): You gain a +1 natural armor bonus to your AC.
  • Mind Shielding(Ex): You are immune to detect thoughts, discern lies, and any attempt to discern your alignment.
  • Damage Reduction(Su): You gain damage reduction 5/magic and 5/evil.
  • Greater Sustenance(Ex): You no longer need to breathe.
  • Energy Resistance(Ex): You have acid, cold, electricty, fire, and sonic resistance 5.
  • Freedom of Movement(Ex): You can act as if continually under the effect of a freedom of movement spell.

As Celestial Animal[edit]

  • Smite Evil (Su: Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
  • Darkvision out to 60 feet.
  • Damage reduction 10/Magic.
  • Resistance to acid, cold, and electricity 10
  • Spell resistance 20

Spells[edit]

Equipment[edit]

Shabby clothing,Wooden Club,Quarterstaff (Changestaff stored within, via Spellstaff)

Description[edit]

  • Age: 42
  • Height: 6'1"
  • Weight: 160 lbs.

His clothing is ragged, his gaze unnervingly intense, his stride slow but sure. Very, very sure. Kurrik looks like a vagabond at first glance, but no one who meets his eyes is able to pretend that he is anything less than a hero.

Rather more foul-mouthed and rude than most heroes, it must be admitted. And much dirtier. But even so, there's an indefinable aura of Power that accompanies him. Enough so that it generally takes a moment before observes notice the giant snow-white ape that shambles along beside him.

And is that a necklace of flowers the beast wears 'round its neck? By the gods, so it is....

History[edit]

"I'm a wanderer. Always have been. My mother used to joke that I was born walking; perhaps I was. It's been years since last I saw her, or any of my family. They liked living in a home, having a room over their heads. I didn't. Never have. You need to be able to see the stars when you lay your head down, if there's stars to be seen. Who wants to look at a ceiling? Not I, friend. Not I.

"I was born in Droaam, but I left the marshes behind the year I turned ten. It's not safe, being on the road as such an age, but the road called to me, and I chose to listen. It took me to a great many place over the years, that road, but in the end I found myself in the Eldeen Reaches, and in the company of an Orc older than the hills themselves.

"Or so he claimed. He was probably lying; he did that a lot, Torad did. But he had things to teach me, and again...I chose to listen. He taught me a lot, over the years. Secret names and secret paths, and how to speak that the World might hear. He told me of the Things that lay outside the world and wish to lay waste to it, and how they might be defeated by a man with a strong will and a willing heart.

"He laid a charge upon me, and I accepted it. It was the least I could do, after all the things the World had done for me. And then we went our separate ways, as fate would have it. Perhaps we'll meet again, eventually. Perhaps not. However fate wills it.

"I've seen much in the past few years, and faced death more often that I care to remember. But I have survived, and prevailed, and I have served the World in my way. But there is much more to be done, if life is to endure...."

Raggat the White Ape[edit]

  • Celestial Dire Ape

Size/Type: Large Magical Beast
Hit Dice: 9d8+36 (73 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+13
Attack: Claw +15 melee (1d8+10)
Full Attack: 2 claws +15 melee (1d8+10) and bite +7 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+10
Special Qualities: Low-light vision, scent, Link, Share Spells, Evasion, Devotion, Darkvision 60', Damage reduction 5/Magic, Resistance to acid, cold, and electricity 10, Spell resistance 14
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 24, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +19, Listen +5, Move Silently +5, Spot +10
Feats: Alertness, Toughness, Improved Natural Attack

(Greater Magic Fang already cast on claws.)

  • Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+10 points of damage.
  • Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
  • Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
  • Tricks: Come, Defend, Down, Fetch, Guard, Heel, Seek, Stay, Track, Work.