Half-Orc

Bodurk the Reborn's page

1 post. Alias of thegreenteagamer.


Classes/Levels

Shaman (Witch Doctor)/VMC Cleric | HP: 10/10 | AC: 16, T: 11, FF: 15 | Fort: 4, Reflex: 4, Will: 8 | CMB: -2, CMD: 9 | Init: +1 | Perception: +10, Darkvision 60'

About Bodurk the Reborn

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Background:
Bordurk was born in the roughs and wilds of Belkzen, apprenticed and raised by the tribes there to be a future shaman, as the orcs knew those with mixed human blood tend to be more blessed with magic than their human counterparts. The physically weak half-orc was mocked by his people, but the shaman could see the ease with which the boy understood the rituals and rites, so kept the boy under his wing despite his ineptitude in warfare.

At the tender age of 7, when his tribe attempted raiding a nearby village in Ustalav and was repelled by the locals, a paladin slain his master and took pity on the child, seeing he lacked the same ferocity as his full blooded compatriots. Bodurk was taken and left for the local church of Pharasma to raise, seeing that the goddess of fate may find he has another fate than what his former tribe held for him.

Bodurk was given a second chance, and he fit in with the caring Pharasmans much easier than the brutal orcs, but the boy, at first had a rough time translating his knowledge of spirits and the tribal ways of the orc shaman to the priesthood. It was the visiting professor Lorrimer who helped explain to him that the spirits of the dead as a conduit to Pharasma that it all began to click for him. He was ever grateful for the man's tutilidge in explaining the cosmology, and he knew he would miss the man when he heard of his funeral.


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Bodurk the Reborn
Male Half Orc
Shaman (Witch Doctor) 1/Variant Multiclass Cleric

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Stats
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Size / Type: Medium Humanoid (Orc and Human)
Alignment: NG
Deity: Pharasma
Age: 19
Speed: 30 Ft.
Initiative: +1
Senses: Perception +10, Darkvision 60ft
Passive Perception: 18
Languages: Common, Orc, Undercommon

Attributes
STR 07 (-2)
DEX 12 (+1)
CON 14 (+2)
INT 12 (+1)
WIS 18 (+4)
CHA 14 (+2)

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Offense
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BAB: +0

Spiked Gauntlet
Attack: 1d20-2 (0 BAB -2 Str)
Damage: 1d4-2 (-2 Str)
Crit: x2
Range: Melee

Sling
Attack: 1d20+1 (0 BAB +1 Dex)
Damage: 1d4-2 (-2 Str)
Crit: 20/x2
Range: 50ft

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Defense
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HP: 10 (1d8 +2 Con per Level)
AC: 16 (10 Base +1 Dex +3 Armor +2 Shield)
Touch: 11 / Flat-Footed: 15
CMB: -2 (0 BAB -2 Str)
CMD: 09 (10 Base +0 BAB -2 Str +1 Dex)

Fort: +4 (+0 Base +2 Con +2 Luck)
Refl: +4 (+0 Base +1 Dex +2 Luck +1 Trait)
Will: +8 (+2 Base +4 Wis +2 Luck)

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Skills
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Per Level: 5 (4 Base +1 Int +1 Favored Class)

Skills List:
*=Class Skill
Acrobatics: +1 (+0 Ranks +1 Dex)
Appraise: +1 (+0 Ranks +1 Int)
Bluff: +2 (+0 Ranks +2 Cha)
Climb: -2 (+0 Ranks -2 Str)
*Craft (any): +1 (+0 Ranks +1 Int)
*Diplomacy: 6 (+1 Ranks +2 Cha +3 Class Skill)
Disable Device: +1 (+0 Ranks +1 Dex)
Disguise: +2 (+0 Ranks +2 Cha)
Escape Artist: +1 (+0 Ranks +1 Dex)
*Fly: +1 (+0 Ranks +1 Dex)
*Handle Animal: +2 (+0 Ranks +2 Cha)
*Heal: +8 (+1 Ranks +4 Wis +3 Class Skill)
Intimidate: +2 (+0 Ranks +2 Cha)
Knowledge (arcana): +1 (+0 Ranks +1 Int)
Knowledge (dungeoneering): +1 (+0 Ranks +1 Int)
Knowledge (engineering): +1 (+0 Ranks +1 Int)
Knowledge (geography): +1 (+0 Ranks +1 Int)
Knowledge (history): +1 (+0 Ranks +1 Int)
Knowledge (local): +1 (+0 Ranks +1 Int)
*Knowledge (nature): +1 (+0 Ranks +1 Int)
Knowledge (nobility): +1 (+0 Ranks +1 Int)
*Knowledge (planes): +1 (+0 Ranks +1 Int)
*Knowledge (religion): +7 (+1 Ranks +1 Int +3 Class Skill +2 Trait)
Linguistics: +1 (+0 Ranks +1 Int)
*Perception: +10 (+1 Ranks +4 Wis +3 Class Skill +2 Alertness)
Perform (any): +2 (+0 Rank +2 Cha)
*Profession (any): +4 (+0 Rank +4 Wis)
*Ride: +1 (+0 Ranks +1 Dex)
*Sense Motive: +10 (+1 Ranks +4 Wis +3 Class Skill +2 Alertness)
Sleight of Hand: +1 (+0 Ranks +1 Dex)
*Spellcraft: +5 (+1 Ranks +1 Int +3 Class Skill)
Stealth: +1 (+0 Ranks +1 Dex)
*Survival: +4 (+0 Ranks +4 Wis)
Swim: -2 (+0 Ranks -2 Str)
Use Magic Device: +2 (+0 Rank +2 Cha)

Notes:
Armor check penalties not included above; AC penalties may apply.

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Traits and Drawback
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Teacher's Pet:
Teacher's Pet (Campaign) - Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-f lung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world. Benefit: You gain a +2 trait bonus to one Knowledge skill of your choosing (religion) and consider it a class skill.

Fate's Favored:
Fate's Favored (Faith) - The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Deft Dodger:
Deft Dodger (Combat) - Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves.

Overprotective:
Overprotective (Drawback) - In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Benefit: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

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Feats
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Alertness:
Alertness: You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. (Spirit Animal Bonus Feat)

Selective Channeling:
Selective Channeling: You can choose whom to affect when you channel energy. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (Level 1 Feat)

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Special Abilities
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Proficiencies:
Proficiencies - A shaman is proficient with all simple weapons, and with light and medium armor.

Shadowplay:
Intimidating Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Half-orcs can take this trait in place of intimidating, also gaining the gnome's illusion resistance racial trait.

Sacred Tattoo:
Orc Ferocity Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Fey Thoughts:
Weapon Familiarity Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), -->Perception<--, Perform, -->Sense Motive<--, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Darkvision:
Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood:
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Spell Casting:
Spell Casting: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Spirit:
Spirit - Life (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal:
Spirit Animal - Whippoorwill (raven stats) (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the "toucher." The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn't have to be in contact with the animal to use this ability with hexes.

Orisons:
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit Magic:
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Life Spirit:
Life Spirit: A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit's abilities, her eyes and hair shimmer in the light.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neuturalize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).

Spirit Animal: The shaman's spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

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Spells
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DC: 10 + Spell Level + Wisdom Modifier

Level 0:

Level 0 (Prepared: 3; Reuse At Will; DC 14)
Create Water
Detect Magic
Stabilize

Level 1:

Level 1 (Prepared: 1; +1 Bonus; DC 15)
Burning Hands
Entangle

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Equipment
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Gold: X

Equipment:

Studded Leather Armor
Light Armour, Xlbs
+3 AC, +5 Max Dex, -1 Check Penalty

Heavy Wooden Shield
Shield, Xlbs
+2 AC, No Max Dex, -2 Check Penalty

Bullets, Common (x20)
Ammunition

Bedroll
Rope, Silk 50'
Rations, Wandermeal (x20)
Rations, Trail (x5)
Waterskin