A Dark Teal skinned Half Orc with a bald head except for a long black braid that wanders the Flaness in robes.
Goruk Half-orc (P), Monk (P) / Unarmed Fighter (P) 11th Medium Humanoid (Human, Orc) Alignment: Lawful Neutral Hit Dice: 11d10+11 (108 hp) Initiative: +3 Speed: 60' (12 sq) (light enc.) Space/Reach: 5 ft./5 ft. AC: 25 (+3 Dex, +8 Other, ), Touch 21, Flat-Footed 22 Saves: Fort +10, Ref +12, Will +13 Abilities: Str 24, Dex 16, Con 12, Int 9, Wis 18, Cha 8 Base Att/CMB/CMD: +11 / +25 / 40 Single Attack: Unarmed Strike: +25 - 2d8+21 Unarmed Strike: Power Attack +22 - 2d8+30 Full Attack: Flurry of Blows +23/23/18/18/13 - 2d8+21 first attack/ 2d8+17 for the rest PA Flurry of Blows +20/20/15/15/10 - 2d8+30 first attack/ 2d8+26 for the rest ────┤ FEATS ├──── Improved Unarmed Strike, Stunning Fist, Dragon Style, Dragon Ferocity, Dazzling Display: Unarmed Strike, Shatter Defense: Unarmed Strike, Wpn Focus: Unarmed Strike, Wpn Specialization: Unarmed Strike, Greater Wpn Focus: Unarmed Strike, Toughness, Power Attack, Vicious Stomp, Greater Grapple, Combat Reflexes, Improved Grapple, Improved Trip, Medusa’s Wrath, Cornugon Smash. ────┤ SKILLS ├──── Acrobatics +17+23, Appraise -1, Bluff -1, Climb +7, Diplomacy -1, Disguise -1, Escape Art +3, Fly +3, Heal +4, Intimidate +15, Perception +18, Ride +3, Sense Mot +4, Stealth +3, Survival +4, Swim +7. ────┤ Racial Traits: Half-orc (P) ├──── Orc Blood: For all effects related to race, a half-orc is considered an Orc Weapon Familiarity: Proficient with Greataxes and Falchions and treat any weapon with the word 'orc' in its name as a martial weapon Orc Ferocity: 1/ day, when you are brought below 0 HPs but not killed, you can fight on for one more round as if Disabled. At the end of your next turn, unless brought to above 0 HPs, you imm. fall unconscious and begin dying Intimidating: +2 racial bonus on Intimidate skill checks ────┤ Class Features: Monk (P) 11th ├──── Flurry of Blows (Ex) Unarmed Damage (Ex): 2d8 AC Bonus (Ex) : +8 Improved Evasion (Ex): ½ dmg on a failed Ref save, none if success Bonus Feat: Improved Unarmed Strike Bonus Feat: Stunning Fist (stuns for 1 round) • Or Fatigued for 1 round • Or Sickened for 1 minute Bonus Feats: Combat Reflexes, Improved Grapple, Improved Trip, Medusa's Wrath Maneuver Training (Ex): +0 to Combat Maneuvers Fast Movement: +30 ft. Slow Fall (Ex): 55 ft. Purity of Body (Ex): Immunity to normal diseases Diamond Body (Ex): Immune to poisons of all kind Ki Pool (Su): Powers activated as swift action unless specified • Ki Pool: 9 pts < OOOOOOOOO > • Unarmed Strikes are considered magic, lawful • One bonus FoB attack at highest bonus, for 1 Ki Point • Increase speed by 20' for 1 round, for 1 Ki Point • +4 dodge bonus to AC for 1 round for 1 Ki Point • +20 bonus on Acrobatics checks made to jump for 1 round for 1 Ki Point • Wholeness of Body (Su): Std action, heals you 11 HPs for 2 Ki Points ────┤ Class Features: Unarmed Fighter (P) 11th ├──── Weapon & Armor Proficiency: An unarmed fighter is not proficient with medium armor, heavy armor, or shields. An unarmed fighter is proficient with all monk weapons, including exotic monk weapons Unarmed Style: Gain the 'Improved Unarmed Strike' feat and one style feat 5x bonus combat feat Tough Guy (Ex): Gain DR5/— vs nonlethal dmg or dmg taken while grappled Weapon Training (Ex): +2 to attack and damage with weapons in the monk and natural weapon groups Clever Wrestler (Ex): You take no penalties to DEX or on attack rolls while grappled, and retain your DEX bonus to AC while pinning an opponent. You can make AoO even when grappled and even vs crts attempting to grapple you if the opponent has the Improved Grapple feat or the grab ability Trick Throw (Ex): When you successfully trip an opponent with an unarmed attack, you can attempt a dirty trick combat maneuver vs that creature (before foe is prone) as an imm. action that does not provoke AoO Takedown (Ex): If you succeed on a drag maneuver, you can attempt a trip vs the same target as a swift action that does not provoke AoO ────┤ Conditional Bonus - Magical Items Worn ├──── +4 CMD vs Disarm/Sunder. Don't drop wpn on Stun/Panick [Gloves of Dueling] ────┤ Conditional Bonus - Feats ├──── +2 to Grapple a foe [Greater Grapple] +2 CMB/CMD to grapple checks [Improved Grapple] +2 CMB/CMD bonus on trip attempts [Improved Trip] ────┤ Conditional Bonus - Monk (P) Class ├──── +2 on saves vs spells and effects from the school of enchantment [Still Mind] +11 to all Acrobatics checks made to jump [High Jump (Ex)] ────┤ Conditional Bonus - Unarmed Fighter (P) Class ├──── +3 on saves vs effects that cause the exhausted, fatigued, or staggered conditions or temporary penalties to ability scores [Harsh Training] ────┤ Conditional Skill and Synergies ├──── +12 on Acrobatics checks made to jump [Base Speed] ────┤ Vision & Senses ├──── Darkvision 60 ft. ────┤ Languages (x2) ├──── Common, Orc ────┤ MAGICAL ITEMS WORN ├──── Amulet of Mighty Fists +1 Robe, Monk’s Gloves of Dueling Belt of Giant Strength +4 Cloak of Resistance +2 Ioun Stone, Pink ────┤ Description for the Magical Items Worn ├──── Amulet of Mighty Fists +1: +1 att/dmg with unarmed attacks & natural wpns Robe, Monk’s: Simple robe that confers great ability in unarmed combat Gloves of Dueling: +4 bonus to some CMD checks and +2 to weapon training class feature Belt of Giant Strength +4: +4 enhancement bonus to Strength score Cloak of Resistance +2: +2 resistance bonus on all saves Ioun Stone, Pink: +2 enhancement bonus to Constitution
Gorruk was born to a Half Orc whore, who worked for one of the most infamous houses of ill-repute in the Free City of Greyhawk. Normally a child born of such circumstances would be sold into slavery and that would be that. In Gorruk’s case the proprietor saw an opportunity that would be much more lucrative then the one time profit of selling him into slavery.
At first, Gorruk was rented out to satiate the dark and terrible desires of the most depraved and indecent patrons of the pleasure house. When he grew too “old’ for that; he was put to apprentice with his mother who was considered the pleasure house’s “odd job” specialist; no request was too taboo for ol’ Gorruks’ mom. (and after a time, for Gorruk himself)
Gorruk developed a reputation for his skill of pleasuring ALL MANNER of creatures with his mouth; No being was too deformed, no anatomy too strange, no creature was too long dead for Gorruk not to ply his skills upon it.
For many moons Gorruk and his mom were the pleasure houses biggest earners, and it was said that he was both father and brother to 3 of his mother’s children. (Thankfully, all of which were so deformed upon birth that they did not live long). It was sometime after the birth of the 3rd child that Gorruk’s mother died of a rotting disease. After the death of his mother, Gorruk poured all his efforts into performing stranger and more depraved acts, in order to maintain his reputation.
It was one of these performances that provoked a scandal that rocked the Free City of Greyhawk’s political class, brought ruin and infamy to the pleasure house and nearly cost Gorruk his life as well.
There was a popular mid- level politician who had become very fond of Gorruk’s skill set. A political rival of this man, found out this information and used it to bring ruin to him. He bribed the city watch to interrupt the “festivities” in order to embarrass his rival and cost him the election. (That was the plan anyway) What happened that night is still spoken of in hushed tones; it would seem that the city guardsmen entered upon a scene of ungodly debauchery; it is said that the politician in question was covered in grey ooze, performing carnal acts with Gorruk, three dire wolves, a satyr, a couple zombies, an owl bear and a half dozen leprechauns. The city guards were so revolted by the goings-on that they just started to kill everything in the room.
When they came to Gorruk, he played upon his half-orc nature and in broken common tongue, begged and pleaded with the guards for his life whilst defecating and urinating on himself to lend credibility to his story of being a simpleton who was “forced” into these acts. It being widely known as bad luck to kill those lame of mind the guards took him to the edge of the city and told Gorruk if he ever returned he would be imprisoned.
Without the pleasure house, Gorruk had no idea what to do so he decided to ply his trade up and down the coastline to earn some gold in order to create some options. After being robbed and severely beaten by a bunch of pirates he serviced, Gorruk awoke to find himself in a monastery. The monks took pity upon him and invited Gorruk to join the order.
Gorruk failed miserably at all of the scholastic pursuits that the monks assigned to him but he seemed to excel at the martial training, especially at grappling. Gorruk had an unorthodox grappling style that crept the other monks out quite a bit. The elder monks quickly graduated Gorruk to be rid of him.
After graduation Gorruk has made a living by selling his fighting skills to guard various caravans and every year on his mother’s name day; Gorruk sells the skills he learned so well from his mom to make a cooper or two.
For those of you at home who are thinking damn, what is going on here. It should be known that this is my “Motivational Bio” created for my players who fail to create a Bio of their own.