Zasker Grankus

Leader of Zelkarune's Horns

Description:

Zasker Grankus; Human Bbn6/Ftr2: CR 8; ECL 8; Size M; HD 6d12+24 + 2d10+8; hp 92; Init 3; Spd 40 ft (base 30 ft); AC 17, touch 13, FF 14; BAB +8/3; Grapple 12; Atk: +14/9 melee (2d6 + 8/crit 17-20, Greatsword 2 (Adamantine)), +12/7 melee (1d3 + 4, Unarmed); AL NG; SV Fort +12, Ref +5, Will +1; Str 18, Dex 16, Con 18, Int 13, Wis 9, Cha 13.
Languages spoken: Common
Skills and Feats: Appraise +1, Balance +3, Bluff +1, Climb +7, Concentration +4, Control Shape -1, Craft (Armorsmith) +1, Craft (Bowmaking) +1, Craft (Carpentry) +1, Craft (Drawing) +1, Craft (Gemcutting) +1, Craft (Leatherworking) +1, Craft (Locksmithing) +1, Craft (Metalworking) +1, Craft (Other) +1, Craft (Poisonmaking) +1, Craft (Sailmaking) +1, Craft (Stonemason) +1, Craft (Trapmaking) +1, Craft (Weaponsmith) +1, Craft (Woodcarving) +1, Craft (Writing) +1, Diplomacy +1, Disguise +1, Escape Artist +3, Forgery +1, Gather Information +1, Handle Animal +10, Heal -1, Hide +3, Intimidate +12, Jump +10, Knowledge (Local) +3, Listen +5, Move Silently +3, Perform (Act) +1, Perform (Comedy) +1, Perform (Dance) +1, Perform (Keyboard) +1, Perform (Oratory) +2, Perform (Percussion) +1, Perform (Sing) +1, Perform (String) +1, Perform (Weapon Drill) +1, Perform (Wind) +1, Perform +1, Ride +8, Search +1, Sense Motive -1, Spot -1, Survival +8, Swim +13, Use Rope +3; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Exotic Weapon Proficiency, Great Cleave, Improved Critical, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Special Abilities: Fast Movement, Illiteracy, Improved Uncanny Dodge, Rage, Trap Sense, Uncanny Dodge.
Possessions: , Greatsword +2 (adamantine), Leather +2, Bracers of armor +2, 2 Potion of bull’s strength.

Bio:

A likable (if intimidating) one-time barbarian, Zasker runs the group of hunters and
mercenaries known as Zelkarune’s Horns.

Zasker Grankus

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