Corsair

Ausk Green's page

2 posts. Alias of haruhiko88.


Full Name

Ausk "Jaws" Green

Race

Half-orc

Classes/Levels

Druid (Shark Shaman) 1

Gender

Male

Size

Medium; 6'-5"; 272 lbs

Age

22

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Common, Orc

Occupation

Pirate

Strength 14
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 17
Charisma 10

About Ausk Green

Ausk Green:
Ausk Green
Male Half-orc Druid (Shark Shaman) 1
Chaotic Neutral Medium Humanoid (half-orc)
Init +1; Senses Perception +1, Darkvision 60ft
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Defense
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AC 17, touch 11, flat-footed 16 (+1 Dex, +4 armor, +2 shield)
hp 13 (1d8 + 5)
Fort +4, Ref +1, Will +5
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Offense
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Speed 30 ft.
Melee
-Club +2 (1d6+2 x2)
-Unarmed Strike +2 (1d3 + 2)
- Bite +2 (1d4 + 3)
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Statistics
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Str 14, Dex 13, Con 14, Int 10, Wis 17, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Toughness
Traits Besmara's Blessing (Campaign +1 Perception/Profession Sailor, 1/week reroll profession sailor), Besmara's Name (1/day cast spell without holy symbol or DF)
Skills Knowledge (Nature) +6, Intimidate +3, Profession (Sailor) +8, Swim +6, Perception +8
Languages Common, Orc, Druid
SQ Orisons, Nature Sense, Nature Bond (Oceans Subdomain)
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Special Abilities
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-Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
-Toothy: Some half-orcs' tusks are large and sharp, granting a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces orc ferocity.
-Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
-Wild Empathy: A shark shaman can use wild empathy with fish as a full-round action with a +4 bonus.
-Nature Bond: Ocean Subdomain
-Nature Senses: +2 Knowledge (Nature) and Survival checks
-Surge (Su): As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. 6/day

Spellcasting:

0 lvl - DC 13; Guidance, Mending, Purify Food and Drink
1st lvl - DC 14; Hydraulic Push, Cure Light Wounds; Domain Obscuring Mist.

History:

Growing up in Ollo doesn't leave you with a lot of options when you grow up with an orc street gang. Get tough, get out, or get killed are your three options. Ausk picked two of those, and left the third in the dust. The gang he was a part of was called the Roughskins and Ausk took this to heart, but he would never make a name for himself in some street gang. After all they were orcs, he was only half of that. Packing what few belongings he had he got on the next ship he could afford and wound up in Port Peril.

He wandered the streets for about a month before coming across the Berth of the Sea Wraith. He was in awe of the size of such a vessel, that he had to know more. He spent time with the local priests, learning what he could and when the priests looked at him realized he had the potential for more. He spent the next month getting thrown into the waters of the bay in some kind of training that he was pretty sure was hazing until he called out Besmara's name and pulled one of the laughing priests into the water with him. The priests knew that he was too wild and unrefined to be a regular cleric and taught him about nature, realizing that he had been chosen to be a messenger of the Pirate Queen's other portfolio, that of sea monsters. After several weeks of learning about the powers associated with his new lot in life a celebration was in order, a day of drinking at a seedy but reputable bar. And so he went to the Formidably Maid...

Personality:

Ausk doesn't like taking orders from people, but will listen if he understands that what is being spoken about is important. He tends to believe that might is what makes right. It's how the orc street gangs worked, it's how Besmara teaches. The weak get captured or killed by pirates, the strong become ship captains and leaders.

Description:

Big, heavy, but not quite green like his name suggests. His skin tone is closer to a grey than anything, possibly from spending a bit too much time in the water. He usually wears a bandana, his hide armor, and some simple clothes beneath. Why would he need riches to make himself look better when he can just prove he is better? Typically he reveres Besmara's aspect of sea monsters, he has a shark tooth necklace around his neck. His holy symbol is attached to a small chain on the inside of his coat. Similar to how some nobles wear a pocket watch, but his has a bit more meaning. He takes Besmara's teachings to heart, so he lays his holy symbol over his.

Equipment & Currency:
Equipment
Weapons: Club +2 (1d6 + 2)

Equipment:
Heavy Wooden Shield, Hide Armor, Club, Druid's kit (5 days of trail rations, backpack, belt pouch, blanket, flint and steel, holly, mistletoe, an iron pot, a mess kit, soap, spell component pouch, torches (10), animal trail rations (5 days), waterskin, 1 silver holy symbol (Besmara).

Currency
PP - 0
GP - 83
SP - 0
CP - 0
Gems - N/A