Graloggnak Gha'uk
Male half-orc barbarian 2/dragon disciple 4/fighter 9/ranger 1/sorcerer 1
CN Large humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 37, touch 13, flat-footed 35 (+14 armor, +3 deflection, +1 Dex, +1 dodge, +1 insight, +6 natural, -2 rage, +4 shield, -1 size)
hp 267 (17 HD; 1d6+10d10+6d12+138)
Fort +28 (+5 circumstance bonus vs. cold weather), Ref +16, Will +15 (+2 vs. fear); +2 morale bonus vs. transmutation spells, +3 morale bonus vs. charm and fear
Defensive Abilities concealment (50% miss chance), fortification 25%, orc ferocity, uncanny dodge; Resist fire 5
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Offense
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Speed 70 ft.
Melee +1 flaming ghost touch adamantine ranseur +31/+31/+26/+21 (2d6+38/×3 plus 1d6 fire) or
   +2 halberd +32/+32/+27/+22 (2d8+39/×3) or
   +4 domineering flaming vicious adamantine greataxe +37/+37/+32/+27 (3d6+44/19-20/×3 plus 1d6 fire and 2d6) or
   armor spikes +29/+29/+24/+19 (1d8+26) or
   dagger +29/+29/+24/+19 (1d6+26/19-20) or
   mwk cold iron battleaxe +32/+32/+27/+22 (2d6+28/×3) or
   mwk cold iron greataxe +34/+34/+29/+24 (3d6+40/19-20/×3) or
   shortspear +29/+29/+24/+19 (1d8+26) or
   bite +24 (1d8+36), 2 claws +24 (1d8+15)
Ranged cold iron javelin +21/+21 (1d8+18) or
   cold iron javelin +21/+21 (1d8+18) or
   cold iron javelin +21/+21 (1d8+18) or
   cold iron javelin +21/+21 (1d8+18) or
   javelin +21/+21 (1d8+18) or
   mwk composite longbow +22/+22/+17/+12 (1d8+9/×3) or
   throwing axe +23/+23 (1d8+20)
Space 10 ft.; Reach 10 ft. (20 ft. with +1 flaming ghost touch adamantine ranseur)
Special Attacks breath weapon (5d6 fire, 30 ft. cone, DC 13, 1/day), claws (2, 1d6, treated as magic weapons, 4 rounds/day), dragon bite, favored enemy (giants +2), rage (17 rounds/day), rage power (intimidating glare), weapon trainings (axes +2, pole arms +1)
Sorcerer Spells Known (CL 4th; concentration +5)
   2nd (3/day)—cat's grace, resist energy
   1st (7/day)—expeditious retreat, mage armor, shield, true strike
   0 (at will)—detect magic, ghost sound (DC 11), light, mage hand, mending, read magic
   Bloodline Draconic
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Statistics
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Str 36, Dex 12, Con 25, Int 12, Wis 10, Cha 12
Base Atk +15; CMB +31 (+35 overrun); CMD 43 (45 vs. overrun)
Feats Dazzling Display, Deadly Stroke, Eschew Materials, Extra Rage, Greater Overrun, Greater Weapon Focus (greataxe), Improved Critical (greataxe), Improved Natural Armor, Improved Overrun, Intimidating Prowess, Lunge, Power Attack, Shatter Defenses, Toughness, Weapon Focus (greataxe), Weapon Specialization (greataxe)
Skills Acrobatics +10 (+26 to jump), Appraise +4, Bluff +7, Climb +28, Diplomacy +5, Disguise +7, Escape Artist +3, Fly +7, Handle Animal +11, Heal +3, Intimidate +42, Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Linguistics +5, Perception +3, Ride +7, Sense Motive +3, Stealth +3, Survival +18, Swim +25, Use Magic Device +11; Racial Modifiers +2 Intimidate
Languages Common, Draconic, Giant, Orc
SQ armor training 2, bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), fast movement, orc blood, track +1, wild empathy +2
Combat Gear +1 arrows (50), +1 giant-bane arrows (50), +1 humanoid (elf)-bane arrows (50), +1 undead-bane arrows (50), feather token (swan boat), feather token (swan boat), feather token (swan boat), feather token (tree), feather token (tree), feather token (tree), feather token (tree), feather token (tree), gloves of arrow snaring, oil of bless weapon (20), oil of invisibility (2), potion of barkskin +5 (8), potion of cure moderate wounds, potion of cure serious wounds, potion of displacement (9), potion of enlarge person (2), potion of fly (3), potion of owl's wisdom, potion of protection from acid, potion of protection from cold (2), potion of protection from electricity (2), potion of protection from fire (2), potion of protection from sonic, potion of shield of faith +5 (6), potion of tongues, ring of blinking, scroll of enlarge person (6), wand of enlarge person, wand of mirror image, wand of resist energy (50 charges), wand of shield (50 charges), antitoxin (2), caltrops; Other Gear +5 armor spikes light fortification mithral full plate, +1 flaming ghost touch adamantine ranseur, +2 halberd, +1 domineering flaming vicious adamantine greataxe, arrows (60), cold iron javelin, cold iron javelin, cold iron javelin, cold iron javelin, dagger, javelin (3), mwk cold iron battleaxe, mwk cold iron greataxe, mwk composite longbow (+4 Str), shortspear, throwing axe, amulet of natural armor +2, bag of holding ii, belt of physical might +6 (Str, Con), belt of physical perfection +2, boots of speed, boots of the winterlands, circlet of persuasion, cloak of resistance +5, dusty rose prism ioun stone, efficient quiver, figurine (bronze griffon), fog-cutting lenses, handy haversack, headband of inspired wisdom +2, immovable rod (2), necklace of adaptation, sihedron ring, stone of good luck (luckstone), tourmaline sphere ioun stone, backpack, bedroll, belt pouch, cold weather outfit, eternal candle (worth 25 gp), flask, grappling hook, hemp rope (50 ft.), potion of ethilian, sewing needle, signal whistle, silk rope (50 ft.), trail rations, waterskin, whetstone, 1,506 gp, 5 sp
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Special Abilities
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Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Fire] spells.
Breath Weapon (5d6 fire, 30 ft. cone, 1/day, DC 13) (Su) As a standard action, deal energy damage in area (Ref half).
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Greataxe) Intimidate check to demoralize can affect those within 30' who see you.
Deadly Stroke (Greataxe) Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed target.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. giants foes.
Fortification 25% You have a chance to negate critical hits on attacks.
Greater Overrun Foes you overrun provoke AoO if they are knocked prone.
Improved Overrun You don't provoke attacks of opportunity when overrunning, and foe can't choose to avoid you.
Intimidating Glare (Ex) As a move action while raging, demoralize vs. adj foe with extended duration.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Magic Claws & Bite (4 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Track +1 Add the listed bonus to Survival checks made to track.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Pole Arms) +1 (Ex) +1 Attack, Damage, CMB, CMD with Pole Arms
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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