Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Mithral Scarab

Carina Stigard's page

1,489 posts. Alias of Tirion Jörðhár.

Full Name

Carina Stigard




Sorcerer - Orc Bloodline/5 - HP: 12/28; AC16,T14,FF13




M - 5' 8", 120lbs




Chaotic Good


Calistria, Cayden




Common, Hallit, Draconic, Orcish


Guard, not very good Armorer

Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 9
Charisma 21

About Carina Stigard

+6 Initiative (+2 Dex, +4 Feat)
+2 BAB

+2 CMB (+2 BAB)
+17 CMD (+2 BAB,+2 Dex, +10, +2 Natural Armor, +1 Bracers)

+2 Dagger (+2 BAB, +0 Str) Damage: (1d4+1)(+0 Str, +1 Changeling(Hulking))
+4 Crossbow, Light (+2 BAB, +2 Dex)
+2 Claw (+2 BAB, +0 Str) Damage 1d4+1 (+0 Str, +1 Changeling(Hulking))

Spells Available:

Zero Level: Unlimited
First Level: 6/8
Second Level: 3/5

Special Abilities Available:

Touch of Rage: 8/8

Current hp: 24
Max hp: 28 (+6+6+6+4+4, +2 FC)
AC 17 [+2 Dex, +2 Natural Armor, +1 Dodge, +1 Bracers, +1 Shield, +10]
Flatfoot AC 14 [+2 Natural Armor, +1 Bracers, +1 Shield, +10]
Touch AC 14 (+2 Dex, +1 Dodge, +1 Bracers, +10)

+1 Fort (+1 base, +0 Con)
+3 Ref (+1 base, +2 Dex)
+3/+7 Will (+4 base, -1 Wis) (+4 vs. fear)

+2 Concentration (Trait)

+2 Acrobatics (Dex +2),
+5 Appraise (Int +1, Ranks 1, +3 Class Skill),
+10 Bluff (Cha +5, Ranks 2, +3 Class Skil)
+0 Climb (Str +0, Ranks 0)
+8 Diplomacy (Cha +5, Ranks 3)
+5 Disguise (Cha +5)
+2 Escape Artist (Dex + 2)
+2 Fly (Dex +2)
-1 Heal (Wis -1)
+10 Intimidate (Cha +5, Ranks 2, Class Skill +3)
+6 Knowledge, Arcana (Int +1, Ranks 2, Class Skill +3)
+6 Knowledge, Nature (Int +1, Ranks 1, Trait +1, Trait Skill +3)
+2 Linguistics (Int +1, Ranks 1)
-1 Perception (Wis -1, Ranks 0)
+2 Ride (Dex +2)
-1 Sense Motive (Wis -1, Ranks 0)
+7 Spellcraft (Int +1, Ranks 3, Class Skill +3)
+2 Stealth (Dex +2)
+4 Survival (Wis -1, Ranks 1, Trait +1, Class Skill +3)
+0 Swim (Str +0)
+11 Use Magic Device (Cha +5, Ranks 3, Class Skill +3)

Each level skill points gained = 3 (2+Int)

• Desperate Focus (+2 on Concentration)
• Know the Land (+1 Knowledge(Nature), +1 Survival -- Knowledge(Nature) is class skill)


Eschew Materials (Sorcerer 1)
Dodge (+1 to AC) (Level 1)
Improved Initiative (Level 3)
Spell Focus(conjugation)


Speed - 30 feet
Darkvision 60' +30' or 90' with Orc-Bloodline
Hulking Changling - +1 trait bonus to melee damage
AC: +1 natural armor
Natural Attacks: Claw (1d4.) A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence.

Orc Sub-type --> Bloodline
Light Sensitivity - Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. -1 on attack rolls and -1 sight perception checks.

Favored Class:

Favored Class: Sorcerer
Lvl 1 (HP +1)
Lvl 2 (Skill +1)
Lvl 3 (Skill +1)
Lvl 4 (HP +1)
Lvl 5 (Skill +1)

+1 Cha @ level 4
+2 Cha from Headband

Orc Bloodline
Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th).

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Spells Per Day: 6 1st Level

Spells Known
6 Level 0

• Acid Splash: Orb deals 1d3 acid damage.
• Daze: A single humanoid creature with 4 HD or less loses its next action.
• Detect Magic: Detects all spells and magic items within 60 ft.
• Ray of Frost: Ray deals 1d3 cold damage.
• Resistance: Subject gains +1 on saving throws.
• Message:

3+1 Level 1

• Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
• Grease - replaced Sleep at level 4
• Enlarge Person
• Burning Disarm
• *Burning Hands

1 Level 2
Spontaneous Immolation - 3d6 Fire damage + catches on fire
• Burning Arc
• *Bull's Strength

*Indicates Bloodline Spell


Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
Dagger, 1 lbs
Shield, Light Steel Masterwork, 6 lbs.
Crossbow, Light, 4 lbs.
40 Bolts - 4 lbs. (1lb/10)
Beltpouch, .5 lbs
Waterskin, 4 lbs

Bracers +1

21.5 lbs

In Backpack

Backpack, 2 lbs
Spell Components Pouch, 2 lbs.
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Melted Signet Ring - 0 lbs.
3 days of trail rations, 3 lbs.

12 lbs

Belt Pouch

Chalk, 3 pieces
1 p.p.
2053 g.p.
29 s.p.
8 c.p.

Tent - 20 lbs.
Grain 5x - 50 lbs
Bedroll, 5 lbs
Explorer's Outfit x2, 4 lbs.
Canvas Cloth, 1 lb.
10 days of trail rations, 10 lbs.

Ring of Swimming (Eel and Frog intertwined wooden unique ring).
Headband of Charisma +2

Scroll of Shocking Grasp
Scroll of Fly
Wand of Burning hands [CL 2, 4 charges]
Wand of Grease [CL 1, 14 charges]
Wand of Magic Missile [CL3, 28 charges]

Potion of CLW x5
Potion of Protection from Evil x3

To be sold - maybe:
Gold necklace with a sapphire pendant - 750gp.
Silver ring with a sapphire and two small diamonds. - 300gp.
Platinum bracelet with Aquamarine and Lapis Lazuli - 450gp
Silver Earrings - 150 gp
Silver Bangle - 85 gp

89 lbs

Carrying Capacity

Current Weight: 27.5 lbs - rest is in saddlebags

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs


Name: Flame
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Light Load: x < 228 lbs.
Medium Load: 229 < x < 459 lbs.
Heavy Load: 460 < x < 690 lbs

Weight Carried:
Saddlebags - 89lbs
Carina - 120
Carina Equip - 27.5


Tall and thin, Carina is about 5'8" tall with long black hair and very pale skin. While the hair is noticeable, she has taken to wearing shirts or jackets with hoods and wearing a veil over the top half of her face. This is due to her now unusual eyes, one being a brilliant emerald blue, while the other is a deep red, almost as though reflecting flames.

Usually open and conversant, Carina is now slightly more reserved, which is likely to go away as she gains comfort in her new powers.

The other noticeable item about Carina is that if one looks closely at her painted nails, it is apparent that they are sharp and nearly solid, like the claws of a bear. As the nails are only about 1/2 inch long, she has found that through nail polish, she can generally conceal their unusual, almost animalistic, nature.


For years Thrandur Stigard and his wife, Healra Stigard desired to have a child. Sadly, they were unable to conceive. Thrandur, a ranger of some renown in Brevoy, traveled not only in the Gronzi Forest, but also deep into the forests of the River Kingdoms. On one expedition into the River Kingdoms, he came upon a mortally wounded elf. Before the elf died, his last request was that Thrandur take his sword and return it to an Elven Lord in Kyonin. Thrandur, feeling honor bound to fulfill the elves dying wish took the sword and set forth south through the River Kingdoms toward Kyonin.

Thrandur managed to survive the trip south and arrived at the Elvish Court. Upon returning the sword, he was given a magical long bow and told that he would be blessed with good fortune. After resting, Thrandur began the long return to New Stetven. However, but a few days out, he came upon a horrific scene. In the hills between the forests of Kyonin and the Five Kings Mountains, he came upon the bloody remains of a great, and very recent, battle. Dozens of orc had been ripped to shreds while others appeared to have turned on their own. In the middle of the clearing was a large stone upon which lay a huge hideous female humanoid with black skin and long claws. The hag had been killed by a wicked looking orc whose face was covered in scars and tattoos. It appeared as thought the hag and witch doctor had both died at the same time as the witch doctor’s throat was ripped apart from the hags claws while the hags heart was pierced with the witch doctor’s serrated sword.

As Thrandur surveyed the horrific scene, he heard a sound, almost like a small child, coming from under the orc witch doctor who was lying atop the hag. Withholding the need to gag, Thrandur moved the bloody orc from atop the hag and discovered a small pale skinned human child covered in orc blood. Despite the horrors which were around him, Thrandur could only view this as the blessing which the elves had promised. Thrandur carefully picked up and washed the blood from the baby. He then swaddled the child and took it with him back to Brevoy.

Upon his return, Healra was overjoyed, this was the child, and a daughter at that, which the couple had always prayed for. They named the child Carina and raised her as their own. Carina was a wonderful child, she loved her parents and was always popular among her friends. Sadly at the age of 5, Carina's mother was taken ill with a mysterious disease and died. Thus, began a dark period in Carina’s childhood. She was raised by her father. However, since he was frequently away from home for extended periods, Carina began to hang out with a less than savory crowd.

At the age of 10 she was arrested by the sheriff after attempting to pickpocket an elderly lady. At first, she was to be banished from New Stetven. However, Thrandur, who knew and was respected by the constable, was able to work out an agreement whereby Carina began to apprentice with a local armorer. While Carina was not as strong as most armorers, her personality enabled her to sell weapons and armor to even the most hesitant of shoppers. Also, while apprenticing, Carina learned to become quite proficient with the crossbow and many simple weapons.

By the age of 13, having generally stayed out of trouble for the past 3 years, Carina began to go on occasional hunts with her father. Over the next few years, these became more common and while Carina knew she would never obtain her father's skills with the bow or his ability to track, she found that she loved the hunt and found an almost obsession with the fight and kill of the game.

In the summer of her 16th year, Carina was on a hunt with her father. As they had done multiple times before, Carina lay hidden waiting for her father to shoot the stag and then she would either shoot it again with her crossbow or help kill it with her dagger. Just as she heard her father's bow twang and she saw a beautiful 14 point buck leap from the forest with her father close behind, a huge black shadow appeared overhead and a huge red serpentine form dropped out of the sky. With a breath of flame the dragon fried both the deer and her father. Carina remained hidden and frozen while the dragon consumed both the dead deer and her father. However, it was not fear which kept her frozen, but rather a rage such as she had never experienced before, a rage for blood. After the dragon left, Carina still shaking with rage, went to where her father had been killed and found only the charred remains of her father's prized elven bow and his melted signet ring with her mother's picture. Seeing the ring caused even greater rage and from an unknown source waves of fire and acid sprung forth from her hands.

Not knowing what had happened, Carina returned to New Stetven and her apprenticeship, but she could not concentrate. While she still loved crafting weapons and armor, the bizarre powers she had experienced caused her to lose interest in her apprenticeship. Thus, at 17 she found a position as a mercenary guarding ships and caravans traveling throughout Brevoy and nearby lands. While she trained regularly with weapons, she never seemed to be able to master such simple weapons as swords and bows. This inability frustrated her which frequently cause fits of almost unnatural rage.

Shortly after she turned 19, she had just finished enjoying an ale at a tavern in Egede, Mendev while on layover before the next ship returned to Brevoy. As she left the tavern to return to her inn, she was grabbed from behind and dragged into a dark alley. Knowing what the attacker planned to do with an attractive young woman, she felt the rage building inside of her just as had several years earlier in the Gronzi Forest. As the rage overcame her, she twisted out of the rapists grasp and went to slap him in the hope of stunning her attacker and fleeing. However, rather than a slap, as her fingers raked across his face, deep gouges appeared. The attacker fell to the ground bleeding profusely, his face ripped to shreds. Stunned at what had occurred, Carina turned and fled back to her inn.

Horrified at what had occurred, Carina lay awake late into the night. When she finally fell asleep, she had nightmares filled with scenes of brutal tusked humanoids battling and fighting while one of their kind, whose face was covered in scars and tattoos stood upon a rock unleashing waves of magical missiles, streams of ice and hurtling balls of acid at a hideous tall dark female humanoid. When Carina awoke, she was coated in sweat. However, not only did she recall the nightmare with great clarity, but she also recalled how the witch doctor had summoned the magical forces used against his enemies.

Still stunned by the events of the prior evening and her nightmare, Carina arose and washed her face in the basin. However, when she looked into her small mirror, she was unsure the face looking back at her was her own. While the light, almost pale, complexion and long black hair were hers as always, her formerly hazel eyes had changed with the left eye being a brilliant emerald blue and the right red as though it was reflecting flames. Amazing as this was, it was not the only change, as she touched her face to make sure that she was awake, she felt sharp pricks from where her fingers touched her face. Upon investigating her hands she realized that her formerly short fingernails had somehow grown longer and become as hard and sharp as a bears claws.

Concerned for her safety and how others would react to her strange appearance, Carina wrapped a scarf around her face and returned to the port where she booked a return to Brevoy, not even waiting for a guard position. The next night on the ship, she again had a dream with these green skinned tusked humanoids fighting a pitched battle. As before, the strange cloaked witch doctor stood atop a stone casting spells. This time, the enemy appeared to be dwarves. As the witch doctor spoke strange words a legion of the dwarves suddenly fell to the ground where they were slaughtered by the beasts. Carina continued to have similar dreams each night and each morning when she awoke, she knew how to bring forth these powers.

After returning to Brevoy, Carina travelled back to New Stetven, and even though the nightmares became less frequent, she was gravely concerned that the immense rage would return and she would be unable to control her reaction. Thus, despite being able to generally control her powers, Carina decided that she would have to leave her friends and her Brevian home and travel to where she would not endanger innocents.

Without telling her friends why, she bid them goodbye and headed south, planning on going to the River Kingdoms or further south to the lands with great magical schools. Her trip began early in the morning on the road to Restov, however she found the light of day painful. Thus, dispirited, she made camp in a grove of woods near the road not knowing how she would travel further south. Amazingly, at sundown she found that she could see as well as during the day, thus, she resumed her journey astounded by her new nighttime vision.

Yesterday morning, squinting as the sun rose above the horizon, Carina arrived in Restov. Her intension had been to replenish her stores and continue south, but when she heard the swordlords were seeking adventurers to rid the Stolen Lands to the south of bandits and other evil, she knew this was her calling. A land with few, if any innocents to hurt where she could learn to control her powers. Viewing this as the first good omen in weeks, she immediately signed up, received her charter, and was instructed to travel south to the stockade of Oleg where she would meet her companions.

While Carina’s initial goal is to master her new powers, her greatest drive is to gain the power to return and slay the dragon which killed her father leaving her an orphan with nothing but a melted ring to remember her family.

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.