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Orc

Jorin's page

391 posts. Pathfinder Society character for Kydeem de'Morcaine.


Race

1/2orc Magus Kensai 6, HP:39/39, AC:17, Touch:15, Flat Footed:12,

Classes/Levels

F:+7, R:+5, W:+6, Init:+2, Perc:+2

About Jorin

Jorin de'Morcaine
Male half-orc (mystic) magus (kensai) 6 (Pathfinder RPG Ultimate Combat 55; Pathfinder RPG Ultimate Magic 9)
N Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +2 dexterity, +3 dodge)
hp 39 (6d8+6)
Fort +8, Ref +6, Will +7
Defensive Abilities canny defense
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Offense
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Speed 30 ft.
Melee +1 dueling whip +10 (1d3+5 nonlethal) or
. . dagger +8 (1d4+4/19-20) or
. . longspear +8 (1d8+6/×3) or
. . mwk cold iron light flail +9 (1d8+4) or
. . silver punching dagger +8 (1d4+3/×3)
Ranged mwk underwater heavy crossbow +7 (1d10/19-20)
Special Attacks spellstrike
Magus (Kensai) Spells Prepared (CL 6th; concentration +9)
. . 2nd—acid arrow, glitterdust (DC 15), mirror image
. . 1st—burning hands (DC 14), chill touch (DC 14), feather fall, ray of enfeeblement (DC 14)
. . 0 (at will)—detect magic, open/close (DC 13), prestidigitation, spark{super}APG{/super} (DC 13)
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Statistics
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Str 18, Dex 14, Con 12, Int 17, Wis 10, Cha 7
Base Atk +4; CMB +8 (+10 disarm, +10 trip); CMD 23 (25 vs. disarm, 25 vs. trip)
Feats Combat Expertise, Endurance, Improved Disarm, Improved Trip, Weapon Focus (whip), Whip Mastery[UC]
Traits magic is life, watchdog
Skills:
Acrobatics +3
Climb +8
Craft (alchemy) +9
Intimidate +2
Knowledge (arcana) +10
Knowledge (dungeoneering) +9
Knowledge (local) +5
Knowledge (planes) +9
Linguistics +6
Perception +4
Ride +6
Sense Motive +7
Spellcraft +10
Swim +8
Use Magic Device +3
Languages Abyssal, Azlanti, Common, Draconic, Orc, Osiriani, Osiriani, Ancient, Polyglot
SQ arcane pool, chosen weapon, magus arcana (familiar, wand wielder), orc blood, perfect strike, spell combat
Gear:
oil of daylight
pearl of power (1st level)
potion of cure light wounds
potion of touch of the sea
potion of water breathing
wand of cure light wounds (41 charges)
wand of endure elements (41 charges)
wand of summon monster i (CL 3rd, 7 charges)
wand of true strike (40 charges)
wayfinder of revelation
acid (2)
air crystal
alchemist's fire (2)
weapon blanch (adamantine)
weapon blanch (cold iron)
weapon blanch (silver)
+1 darkleaf cloth silken ceremonial armor
+1 dueling whip
crossbow bolts (40)
dagger
longspear
mwk cold iron light flail
mwk underwater heavy crossbow
silver punching dagger
cloak of resistance +1
traveler's any-tool
backpack, masterwork
bedroll
belt pouch
clear ear
earplugs
fishhook
flint and steel
grappling hook
mirror
pathfinder chronicle (arcana)
pathfinder chronicle (dungeoneering)
pathfinder chronicle (planes)
portable ram
potion sponge
sewing needle
signal whistle
silk rope (50 ft.)
soap
spell component pouch
swarmsuit
trail rations (3)
waterskin
weapon cord (wand of true strike)
whetstone
camel, bit and bridle, blanket, military saddle, saddlebags
4 gp, 3 sp, 4 cp
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Special Abilities
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Arcane Pool +2 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +3 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Whip) Kensai abilities only function when wielding a weapon of this type.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Trip You don't provoke attacks of opportunity when tripping.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
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.
Portable ram +2 to STR checks to break open a door, and allows a second helper (+2).
Potion of touch of the sea Add this item to create a potion of a chosen spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Swarmsuit DR 5/- vs. Diminutive Swarms, DR 10/- vs. Fine swarms.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Wand of cure light wounds (41 charges) Add this item to create a wand of a chosen spell.
Wand of endure elements (41 charges) Add this item to create a wand of a chosen spell.
Wand of summon monster i (CL 3rd, 7 charges) Add this item to create a wand of a chosen spell.
Wand of true strike (40 charges) Add this item to create a wand of a chosen spell.
Wand Wielder (Su) The magus can activate a wand or staff in place of casting a spell when using spell combat.
Weapon cord Attached weapon can be recovered as a swift action.
Whip Mastery Using a whip does not provoke attacks of opportunity
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7: improved whip mastery
8: +1 intelligence
9: feat: greater trip, arcana: ghost strike
11: feat: ?, bonus feat: greater disarm

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:

0-acid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark
1-burning hands, chill touch, color spray, corrosive touch, enlarge person, expeditious retreat, feather fall, frostbite, hydraulic push, jump, linebreaker, magic missile, mount, obscuring mist, ray of enfeeblement, reduce person, shield, silent image, true strike, unseen servant, vanish
2-acid arrow, alter self, blur, glitterdust, levitate, mirror image, molten orb

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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