Harl d'Gunder

Harl d’Gunder
Male half-orc barbarian 1/cleric of Kord 1:
CR 2; Medium humanoid (human, orc); Hit Dice 1d12 + 1d8 + 4; 24 hp; Init +0; Spd 30 ft. (6 squares); AC 16 (+4 armor, +2 shield), 10 touch, 16 flat-footed; BAB/Grapple +1/+4; Atk +4 melee (1d10+4, glaive) or +4 melee (1d8+3, heavy mace); Full atk +4 melee (1d10+4, glaive) or +4 melee (1d8+3, heavy mace); SA rage 1/day, turn undead; SQ darkvision 60ft, half-orc traits, fast movement; AL CG; SV Fort +6, Reflex +0, Will +4; Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 10.
Skills and Feats (-6 armor check): Climb -2, Concentration +4, Handle animal +1, Heal +4, Jump –4, Spellcraft +2, Survival +3; Endurance.
Luck Domain:
Once per day, Harl d’Gunder can reroll one roll before the DM declares whether it is a success or failure. He must accept the result of the reroll, even if it is worse than the original roll.
Strength Domain: Once per day as a supernatural ability, Harl d’Gunder can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (1), which lasts for a single round. Activating this power is a free action.

Festering Claw

Clr 4, Drd 4, Sor/Wiz 5
V, S
Casting Time:
1 standard action
Creature touched
1 minute/level
Saving Throw:
See text
Spell Resistance:

The subject's natural attacks are infused with supernatural pathogens. For the duration of the spell, creatures damaged by the subject's natural weapons contract a disease selected from the table, which strikes immediately (no incubation period). The DC noted is for the subsequent save (use festering claw's normal save DC for the initial saving throw).


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