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Ury Sevenskulls

Harbug the Slasher's page

162 posts. Alias of Odea.


Full Name

Harbug the Slasher

Race

Orc

Classes/Levels

Witch (Beast-bonded) 2 > HP 12/16; AC 11 (T10/F11); F:+2,R:+0,W:+2; Init+0; Perc-1|+1 w/ Familiar)< >Fang HP 10/10, Perc+5<

Gender

Male

Size

Medium

Age

15

Alignment

Chaotic Neutral

Deity

The Blood God

Location

Magnimar

Languages

Common, Orc (use German), Gnoll, Goblin (use Turkish)

Strength 18
Dexterity 10
Constitution 14
Intelligence 14
Wisdom 8
Charisma 8

About Harbug the Slasher

Harbug the Slasher
Male Orc Witch (Beast-bonded) 2
CN Medium Humanoid [Orc]
Init +0; Senses Darkvision 60'; Perception -1/+1 (w/ Familiar)
XP: 1349/1300

Basics:

--Defense--
AC 11, touch 10, flat-footed 11 (+1 Armor)
CMD 15
hp 12/16 (6 + 4 + 4 CON + 2 Favored Class)
Fort +2, Ref +0, Will +2

--Offense--
BAB +1; CMB +5;
Melee Falchion +5 (2d4+6 / 18-20x2 / S) or Silver Dagger +5 (1d4+3 / 19-20x2 / P or S)
Ranged None
Intimidate to Demoralize: +6 vs. 10 + HD + WIS mod, 30 ft limit.
Witch Spells Prepared
1 (3/day) Chill Touch (DC 13), Celestial Healing, Celestial Healing
0 (at will) Detect Magic, Read Magic, Stabilize, Touch of Fatigue (DC 12)
Hexes (DC 13 to resist)
Healing (As Cure Light Wounds, Once per target per day)
Evil Eye (-2 to Saves OR AC OR Attacks OR Skills; Save = 1 round, fail = 3+Int Mod rounds (5). No daily limit per target.)

Speed 30 ft.
Init +0
Languages: Common, Orc, Gnoll, Goblin


Statistics:

Str 18 (14+4), Dex 10, Con 14, Int 14 (16-2), Wis 8 (10-2), Cha 8 (10-2)

Languages: Common, Orc, Gnoll, Goblin

--Carrying Capacity--
Light: 100
Medium: 200
Heavy: 300
Lift Over Head: 300
Lift Off Ground: 600
Drag & Push: 1500

Traits & Racial Features:

--Traits--
Desperate Focus: You gain a +2 trait bonus on concentration checks.
Serpent Runner (Intimidate): You gain a +2 trait bonus on Intimidate checks to demoralize opponents.

--Racial Features (Orc)--
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.


Feats & Class Abilities:

--Feats--
Lvl 1 Given to familiar via class ability
Alertness: 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.**When familiar is within arms reach.**

--Class Abilities--
Witch
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.”
Hex: Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Patron Spells: At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar.
Witch's Familiar: This functions like the wizard’s arcane bond class feature and spellbook. See the link and also this link. The Cat familiar chosen by Harbug grants him +3 to Stealth.

Beast-bonded
Transfer Feats (Ex): Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

Skills (*trained):

+0 Acrobatics
+2 Appraise
-1 Bluff
+4 Climb
+2 Craft
-1 Diplomacy
-- Disable Device
-1 Disguise
+0 Escape Artist
+0 Fly
-1 Heal
+4/+6 Intimidate (Demoralize)*
+6 Knowledge (Arcana)*
+6 Knowledge (History)*
+6 Knowledge (Nature)*
+6 Knowledge (Planes)*
-- Linguistics
-1/+1 Perception (Familiar w/in arms reach)
-1 Perform
-- Profession
+0 Ride
-1/+1 Sense Motive (Familiar w/in arms reach)
-- Sleight of Hand
+7 Spellcraft*
+3 Stealth
-1 Survival
+4 Swim
-- Use Magic Device

Gear (65.5/100 lbs.):

--Combat Gear--
Falchion
Silver dagger
Peasant's Outfit
Haramaki
Spell component pouch
Weapon cord
2x Wrist sheath, spring-loaded
(Scroll of Cure Light Wounds)

--Other Gear--
Backpack
Bedroll
10xCandle
2xCase, Map or Scroll
10xChalk
Cold Weather Outfit
Crowbar
Flint and Steel
Grappling Hook
Ink (1 oz. vial)
Inkpen
3xOil (1-pint flask)
10xParchment (sheet)
Pouch, belt (empty)
100xRope, silk (feet)
Shovel or spade
Signal Whistle
4xVial, ink or potion
Waterskin

Deck of cards

--Money, Gems & Jewelery--
0g 3s 0c

Witch Spells Known (The Blood God's Fang familiar):

Patron: Transformation
Spell List Index
Lvl 0
Arcane Mark
Bleed(DC 12)
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue(DC 12)

Lvl 1
Celestial Healing
Charm Person(DC 13)
Chill Touch(DC 13)
Ear-Piercing Scream(DC 13)
Jump
Mage Armor
Mount
Sleep(DC 13)
Unseen Servant

Appearance, Personality & Background:

--Appearance--
15 yrs old; 5' 9"; 216 lb; light-green skin, swamp-green hair, red eyes.

--Personality--
Harbug respects one thing: strength. He used to think of himself as strong, before he was defeated in combat and banished by his tribe's shaman. Even so, he views the world through this single-focus lens. He is gruff and overbearing to those he thinks of as weak; but he shows respect and admiration for those he thinks of as strong. A sufficient show of arcane strength can convince Harbug that a person is not as weak as he believes.

--Background--
Harbug was raised in a tribe of orcs in the Hold of Belkzen. He fought for strength, as orcs are known to do, but his intellect proved to be almost as strong. He found a conduit to the Blood God through communion with a small black cat and through that gained power; he thought enough power to control his tribe as their shaman.
He was wrong--the tribe's shaman, Carrug Bloodletter easily bested him in combat and banished him from the tribe. Banished by fiat and his own shame, Harbug left on a journey to find greater strength from the Blood God and swore to return to his tribe and take his place as shaman.
Harbug wandered the Cinderlands for some weeks, barely able to keep himself alive. Eventually he followed a river and ended up near the town of Kaer Maga where he met some travelling Pathfinders, including a half-orc Sorceress, Zeljka. He quickly became infatuated with her arcane prowess and her ferocious beauty. After much prodding (and several beat-downs by the sorceress) she agreed to let him learn from her _if_ he proved himself as a Pathfinder first. He joined the Pathfinder society and after some initial arcane training was assigned to the new lodge in Magnimar...

Fang--Familiar:

(The Blood God's) Fang
Female tiny cat familiar
Init +2; Senses low-light vision, scent; Perception +5
--Defense--
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 Natural)
CMD 9
hp 10/10 (8 1/2 my HP + 3 Toughness - 1 CON)
Fort +1, Ref +4, Will +4

--Offense--
BAB +1; CMB -3;
Melee 2 claws +3 (1d2–4/x2/P,S), bite +3 (1d3–4x2/B,P,S)
Ranged None

Speed 30 ft.
Space 2-1/2 ft.; Reach 0 ft.
Init +2

--Statistics--
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7

--Feats & Features--
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

*Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). (Granted by giving familiar level 1 feat)

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

--Appearance--
2 yrs old, 13", 15 lbs, Black fur; tends to rest on Harbug's shoulders under his hair.



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