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Kaddoc the Grey's page

243 posts. Alias of Fanguar.


Half-Orc, hp 55/61, DR 2/-, AC 18, (T12/FF16), Init +4, Perc +6. F+5/R+2/W+3

Rage: 10/10, 1st: 5/5

About Kaddoc the Grey

CN Half-orc Barbarian[Invulnerable Rager]/Battle Oracle[Twice-cursed Oracle} 4
HP: 61/61(12+14+12+11+12)
Favored Class: Barbarian (+1/3 Superstition bonus)
Languages: Common, Shoanti, Celestial


Rage: 12/12
Spells: 1st: 6/6

Str 19 (+4)
Dex 14 (+2)
Con 14 (+2)
Int 10(+0)
Wis 10 (+0)
Cha 15 (+2)

starting stats:

(35 point buy - 8 half-orc = 27)
Str 16 (10 pts)(+2 racial) > Str 18
Dex 14 (5 pts)
Con 14 (5 pts)
Int 10 (0 pts)
Wis 10 (0 pts)
Cha 15 (+7 pt)

AC: 18 (+6 Chainmail, +2 dex)
T: 12 // FF: 16
Fort[Barb]: +6 // Ref[Ora}: +2 // Will[Ora]: +4 (Sup:+4 against spells)
BAB[Barb]: +4
CMB: +4 (trip+8)// CMD: 18
Speed: 20ft (6sq) // Ini: +4

MWK Guisarme (10ft reach): +10(+12 rage +10 PA) (2d4+6(+9 rage +12 PA)) x3 [Trip] [slashing]
Bite (5ft): +7(+9 rage) (1d4+4(+6 rage))

Barbarian Class Abilities:

Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.

Witch Hunter (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.

Invulnerability (Ex): At 2nd level, the invulnerable rager gains DR/— equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Oracle Class Abilities:

Oracle's Curse (Ex):
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.

Weapon Mastery (Ex): Select one weapon(guisarme) with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Oracle Mysteries:

Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills.

Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse(6th), wall of fire (8th), righteous might (10th), mass bull's strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).

Traits, Feats, and Skills
Traits: Exile(+2 Init), Toothy(gain bite attack), Outcast (+1 Survival)
Feats: Combat Reflexes, Weapon focus(Guisarme)[ORA], Power Attack
Trained Skills: Perception +6, Knowledge(religion) +5, Acrobatics +3, Intimidate +9

Detailed Skills:

Skill Points/level: 4 = 4(Ora) +0(int)
class skill // Armor Check Penalty = -5
Acrobatics: +2= +2(ranks) +3(trained) +2(dex) -5(acp)
Appraise: +0 = +0(ranks) +0(int)
Bluff: +2 = +0(ranks) +2(cha)
Climb: -1 = +0(ranks) +4(str) -5(acp)
Diplomacy: +2 = +0(ranks) +2(cha)
Disguise: +2 = +0(ranks) +2(cha)
Escape Artist: -3 = +0(ranks) +2(dex) -5(acp)
Heal: +0 = +0(ranks) +0(wis)
Intimidate: +6 = +2(ranks) +3(trained) +2(cha) +2 half-orc
Knowledge(religion) +5 = +2(ranks) +3(trained) +0(Int)
Perception: +5 = +2(ranks) +3(trained) +0(wis)
Ride: -2 = +0(ranks) +2(dex) -4(acp)
Sense Motive: +0 = +0(ranks) +0(wis)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Stealth: -3 = +0(ranks) +2(dex) -5(acp)
Survival: +1 = +0(ranks) +0(wis) +1(trait)
Swim: + = -1(ranks) +4(str) -5(acp)

Possessions: MWK Guisarme, Chainmail, Bedroll, Backpack, 2 black gems
Current Coins:35.9 gp

Starting Equipment:

Starting Coins: 196
Chainmail (150gp)
Guisarme (9gp)
Bedroll: (.1gp)

Total Spent: 160.1gp


0th (unlimited): Stabilize, Create Water, Purify Food and Drink, Read Magic, Spark
1st(6/day): Cure light wounds, Protection from Chaos/Evil/Good/Law, Bless, ill omen
2nd(3/day) oracle's burden, Cure Moderate Wounds, Darkness

Kaddoc was born out of violence. Orcish marauders from the Hold of Belkzen raided a tribe of Shoanti, leaving many dead and Kaddoc's mother pregnant. The poor woman died giving birth to him and the tribal shaman took the abomination out into the wilds and left it to the predators. For two days and nights the wails of the infant could be heard on the wind. On the third day they stopped and the shaman went to perform rites over the remains, so that its spirit would not bring misfortune to the tribe. What he found instead was the infant sucking at the teat of a great boar, a totem animal of great power to the tribe. Deeming it be the will of the Gods that , the shaman took it upon himself to raise the child.

The mark of the Gods laid heavily upon the child, not only was he born with a club foot, but when he cried, sometimes he would speak in a strange tongue that none of the tribal elders could understand. As he grew, Kaddoc's great size and strength made up for his deformity and he soon was more than a match for the other men of his tribe. Though he was tolerated out of fear of angering the Gods that had so marked him as their own, Kaddoc's orcish heritage made him an outsider in the tribe and outside of his adoptive father, he was generally ignored. When the old shaman finally passed on, Kaddoc took it as a sign that it was time to move on. Unfortunately, his orcish heritage marked him for death among the other Shoanti tribes and harried on all sides he was forced to head south into more civilized lands.

Since then, with the skills learned among the Shoanti and his Gods given 'gifts', Kaddoc has wandered Varisia looking for a purpose and in search of clues as to why the Gods have marked him so. Talk of the construction of a new cathedral to Desna has lured him to Sandpoint in hope that its priesthood there might be able to provide some clue as to what his curse means, or be able to lead him to others that do. Unfortunately, they were of little help and now, almost out of money, he finds himself stuck in the small town doing odd jobs and waiting for some sign as to what he is supposed to do next.

Kaddoc is huge, standing near 7 feet tall and fills his frame to bursting with corded muscles. His orc heritage is clearly visible, with large protruding tusk and ashen grey skin, though he keeps his hair shorn in the fashion of the Shoanti. His most striking feature is that his left leg ends in a club foot that drags a little as he walks.
Kaddoc is a man of few words. He is used to being shunned and friendless and expects nothing else. As such, a little decency goes a long way with him and any show a true friendship would have a good chance earning of blood oath of friendship in return. He is ashamed of his orcish heritage and prefers to wear deep hoods to mask it the best he can. His most unique characteristic is that when under stress, begins to speaking a strange language (celestial) and is unable to understand what anyone else is saying until the fit is over. The comes over him every time he submits to his battle lust,.

Future Developments:
For the first two levels or so, Kaddoc's focus will still be on finding out the significance of his curse, so I intend to take ranks in Knowledge(religion) to reflect that.

As the AP progresses and he encounters more an more ruins, he will become more interested in the history of Varisia, specifically the history of the Shoanti and of ancient Thassilon. This will be reflected by taking ranks of Knowledge(history) and investing in linguistics to learn Thassilon.

Ultimately, he will come to believe that the Gods have marked him so that he might help raise up the Shoanti and to a lesser extent the Varisians back to their former place of power an glory.

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