Orc

Jorin's page

546 posts. Organized Play character for Kydeem de'Morcaine.


Race

1/2orc Magus Kensai 11, HP:69/69, AC:21, Touch:19, Flat Footed:12,

Classes/Levels

F:+14, R:+11, W:+12, Init:+10, Perc:+15

About Jorin

Jorin de'Morcaine the Risen Guard, 30504-02:

Male half-orc (mystic) magus (kensai) 11 (Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (human, orc)
Init +10; Senses darkvision 60 ft.; Perception +15 (+17 vs. magic traps)
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Defense
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AC 21, touch 19, flat-footed 12 (+2 armor, +2 Dex, +7 dodge)
hp 69 (11d8+11)
Fort +14, Ref +11, Will +13
Defensive Abilities canny defense +4, sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee +1 dueling whip +11/+6 (1d3+5 nonlethal) or
. . dagger +9/+4 (1d4+4/19-20) or
. . mwk cold iron shortspear +10/+5 (1d6+4) or
. . silver light flail +9/+4 (1d8+4)
Ranged mwk underwater heavy crossbow +11 (1d10/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dueling whip)
Special Attacks arcane pool (+3, 11 points), improved spell combat, magus arcana (familiar[UM], wand wielder[UM]), spellstrike
Magus (Kensai) Spells Prepared (CL 11th; concentration +15)
. . 4th—ball lightning[APG] (DC 18), elemental body I
. . 3rd—displacement, force punch[UM] (DC 17), haste, monstrous physique I[UM]
. . 2nd—elemental touch[APG], glitterdust (DC 16), mirror image, scorching ray
. . 1st—chill touch (DC 15), corrosive touch[UM], corrosive touch[UM], monkey fish[ACG], shield
. . 0 (at will)—detect magic, open/close (DC 14), prestidigitation, spark[APG] (DC 14)
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Statistics
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Str 18, Dex 14, Con 12, Int 18, Wis 10, Cha 7
Base Atk +8; CMB +9 (+11 dirty trick, +15 disarm, +11 reposition, +15 trip); CMD 31 (33 vs. dirty trick, 35 vs. disarm, 33 vs. reposition, 35 vs. trip)
Feats Alertness, Combat Expertise, Endurance, Greater Disarm, Greater Trip, Greater Whip Mastery[UC], Improved Disarm, Improved Trip, Improved Whip Mastery[UC], Weapon Focus (whip), Whip Mastery[UC]
Traits magic is life, watchdog
Skills Acrobatics +3, Climb +8, Craft (alchemy) +10, Diplomacy -2 (+0 vs. geniekind), Fly +11, Intimidate +2, Knowledge (arcana) +16 (+18 to understand the nature and ways of dragons), Knowledge (dungeoneering) +12 (+14 while navigate dungeons beneath the Cairnlands' siege castles, +14 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (local) +6 (+8 to identify drow and their customs, weaknesses, and tactics), Knowledge (planes) +12 (+14 vs. geniekind, +14 to identify demons and other outsiders native to the Abyss), Linguistics +7 (+9 to learn about Azlanti sentence construction and idioms), Perception +15 (+17 vs. magic traps), Ride +6, Sense Motive +7 (+9 to distinguish between true statements and exaggeration regarding esoteric topics), Spellcraft +18, Survival +0 (+2 to navigate Jungles of Mwangi Expanse, +2 to notice and follow tracks in Arctic environments), Swim +8, Use Magic Device +8
Languages Abyssal, Ancient Osiriani, Azlanti, Common, Draconic, Orc, Osiriani, Polyglot, Shadowtongue
SQ chosen weapon, critical perfection +4, iaijutsu, orc blood, perfect strike, superior reflexes
Combat Gear lesser extend metamagic rod, oil of daylight, pearl of power (1st level), potion of cure serious wounds, potion of water breathing, scroll of breath of life, wand of cure light wounds (6 charges), wand of endure elements (22 charges), wand of summon monster i (CL 3rd, 1 charges), wand of true strike (19 charges), wayfinder of revelation, acid (2), alchemical grease[APG], alchemist's fire (2), antiplague[APG] (2), antitoxin (2), bladeguard[APG], bottled lightning[UE] (2), flash powder[APG], holy water (2), holy weapon balm[ACG] (2), itching powder[UE], liquid ice[APG] (2), smokestick, tanglefoot bag, weapon blanch (silver)[APG]; Other Gear +1 darkleaf cloth silken ceremonial armor[UC], +1 dueling whip, dagger, mwk cold iron shortspear, mwk underwater heavy crossbow[ARG] with 10 adamantine durable arrow and 47 bolts, silver light flail, cloak of resistance +5, handy haversack, traveler's any-tool[UE], bandolier[UE], bedroll, belt pouch, earplugs[APG], familiar satchel[UE], fishhook, flint and steel, grappling hook, mirror, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, portable ram, potion sponge[ARG], sewing needle, signal whistle, silk rope (50 ft.), soap, spell component pouch, spell component pouch, swarmsuit[APG], trail rations (3), waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, camel, bit and bridle, blanket, military saddle, saddlebags, 834 pp, 5 gp, 5 sp, 9 cp
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Special Abilities
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Arcane Pool +3 (11/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Critical Perfection +4 (Ex) Bonus to confirm threats & qualify early for critical feats with chosen weapon.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Greater Whip Mastery Grapple using a whip
Iaijutsu (Ex) May draw chosen weapon and make attacks of opportunity when flat footed.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Superior Reflexes (Ex) Extra attacks of opportunity equal to Int mod (min 1). Combat reflexes stacks.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Whip Mastery Using a whip does not provoke attacks of opportunity
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The extend rod is actually - from #6-98, purchased lesser versatile metamagic rod (extend, merciful, reach).
Adamantine durable arrows are actually crossbow bolts.
Wand of true strike is both in the spring loaded wrist sheath and on a weapon cord.

Other Boons
Evoking Day 4712
1) You gain a +5 competence bonus on any single knowledge (arcana) or spellcraft check, declared before attempting the skill check. After using this ability, cross this boon off the chronicle sheet.
2) When adding a spell or fomula to a spellbook or formula book, you may ignore the material component cost of scribing a single spell or formula. Once you have used this boon, cross it off the chronicle sheet.

Crystalhue 4712
1) Crystalhue Artisian - You gain a +4 bonus on any one craft or perform check. (This bonus may be used for a day job check.) You must declare you are using this boon before attempting the check. Once you have used this boon, cross it off the chronicle sheet.
2) Zonzon Doll - Anytime you attempt a diplomacy check to influence a creature's attitude and fail the check by 5 or more, shifting the creatures attitude toward hostile, you can give the target this Zonzon doll, the decreased attitude is restored to the point it was before the failed diplomacy check. Once you have used this boon, cross it off the chronicle sheet.

SPELLBOOK
1) burning hands, chill touch, color spray, corrosive touch,enlarge person, expeditious retreat, feather fall, frost bite, hydraulic push, jump, line breaker, magic weapon, magic missile, monkey fish, mount, obscuring mist, ray of enfeeblement, reduce person, shield, silent image, stone fist, true strike, unseen servant, vanish
2) acid arrow, alter self, animal aspect, bear's endurance, bear's strength, blur, flaming sphere, glitterdust, invisibility, levitate, mirror image, molten orb, shatter, stone call
3) cloak of winds, dispel magic, displacement, fireball, force hook cage, force punch, haste, heart of the metal, lightning bolt, monstrous physique I, slow, water breathing
4) arcane theft, ball lightning, black tentacles, dimension door, elemental body I, invisibility greater, phantasmal killer, stone skin
5) acidic spray, baleful polymorph, cone of cold, fire snake, overland flight, teleport
6) disintegrate

Skitter familiar:

SKITTER Arcane Familiar
Scorpion, greensting (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 22, touch 16, flat-footed 18 (+3 dexterity, +1 dodge, +6 natural, +2 size)
hp 19 (1d8)
Fort +5, Ref +5, Will +5
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +9 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 12 (24 vs. trip)
Feats Dodge, Weapon Finesse
[b]Skills
Acrobatics +4, Climb +8, Intimidate -3, Linguistics +2, Perception +6, Ride +4, Sense Motive +1, Spellcraft +3, Stealth +16, Swim +4, Use Magic Device -2; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.


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