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Vencarlo Orinsini

Orin Vanderwhal's page

394 posts. Alias of mbauers.


About Orin Vanderwhal

Description:

Name: Orin Vanderwhal
Neutral Good Human Fighter (Lore Warden) 7/ Witch (White-Haired Witch) of ?? (Cayden Cailean maybe?)
Age: 29 Height: 6’1” Weight: 185 lbs Eyes:Blue Hair: White
Languages: Common, Azlanti, Dwarven, Elven, Infernal, Celestial, Halfling
Favored Class: Fighter (+4 vs Trip, +4 vs Grapple--4 levels, +3 HP 3 levels)
Orin is tall and lithe, and his robes cover his armor. He has a buckler strapped to his arm, but other than that he appears to be unarmed. Though he is young, he has long white hair. He uses his Belt of Disguise to make his hair appear black, and his cestus to appear like a normal glove. He sometimes makes his robe appear to be covered in arcane symbols when he wants to give the impression that he is a wizard. Orin rarely smiles and often studies people critically, especially when they are displaying any sort of combat, athletic, or magical prowess.

Background:
Purposely withheld because the other characters don't know yet.

Statistics:
Str 16, Dex 16, Con 14, Int 22/24 /w headband (18 base, +2 racial, +1 L4, +1 4k bonus, +2 HB), Wis 14, Cha 13
Base Atk +7/+2; CMB +14, +16 Trip, +18 Grapple, +1 additional with natural weapons (weapon training), +4 additional when using hair (+3 weapon, +1 weapon training), +4 additional when grappling after striking with hair (uses Int mod instead of Str); CMD 28 (10 + 3 Str + 3 Dex + 4 Class Feature + 7 BaB + 1 Dodge), +6 more vs Trip, +6 more vs Grapple, can increase with Combat Expertise
Init +8, 30 ft move

Defense:
AC 22, touch 14, flat-footed 18 (Combat Expertise -1 attacks, +2 more dodge)
HP 72/72 (55 + 14 Con + 3 Favored Class)
Fort +9, Ref +10 (includes Familiar bonus and 5k bonus), Will +9
+1 additional to WS vs fear from Bravery, +2 vs Death Effects

Feats:
Alertness (from familiar), Dodge, Mobility, Improved Unarmed Strike, Combat Expertise, Improved Grapple, Combat Reflexes, Improved Trip, Arcane Armor Training, Kirin Style, Greater Grapple, Improved Initiative (3k bonus)

Traits:
Absalom Hotspur (You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks), Threatening Defender (When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.), Eyes and Ears of the City (1k bonus) (You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.) Magic is Life (As long as you are under the effects of any spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.)

Skills:
(all Int skills below get +1 when wearing headband):
Climb +11 (5 ranks), Knowledge (Arcana) +16 (7 ranks), Knowledge (Dungeoneering) +16 (7 ranks), Knowledge (Local) +17 (7 ranks), Knowledge (Nature) +16 (7 ranks), Knowledge (Nobility) +13 (4 ranks), Knowledge (Planes) +16 (7 ranks), Knowledge (Religion) +16 (7 ranks), Perception +15 (7 ranks), Sense Motive +4 (0 ranks), Spellcraft +16 (7 ranks), Swim +11 (5 ranks), Use Magic Device +12 (8 ranks—2k bonus), Plus 7 ranks of Knowledge (History) from Headband?

Class Features:
Cantrips[b], [b]Trickery Patron, Weasel Familiar (+2 Reflex included above),

Bravery +1 +1 bonus to Will Saves vs Fear

Scholastic (Ex) Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.,

Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
This ability replaces armor training 1,

Know Thy Enemy At 7th level, a lore warden can take a standard action to study a specific target in sight. He must make a Knowledge check to determine the target’s abilities and weaknesses as part of this standard action. If successful, the lore warden not only notes the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gains a +2 competence bonus on all attack rolls and weapon damage rolls made against that enemy. Note that this bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until the lore warden attempts a new Knowledge check to use this ability on a different target.

This ability replaces armor training 2.

Weapon Training (Ex) Natural Weapons +1 attack, damage, CMB, CMD vs Disarm and Sunder

White Hair (see below)

White Hair:

Destiny Weapon:
Magic Bonus: +3/+3
Base DAM: 1d8

Abilities:
Indestructible
Ghost Touch
Keen (equivalent) - crit 19+ / x2
+1 DC and +1 to SR checks when using hair to deliver a touch spell

At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action* without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

At 4th level and every four levels thereafter, a white-haired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. (Current—10 ft reach)

The hair cannot be sundered or attacked as a separate creature.
In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities:

Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action*, dealing damage equal to that of its attack.

Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action*.

Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action*.

Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
This ability replaces hex.

*Editor's note: James Jacobs has stated that the white-haired witch's grab, trip, constrict and pull abilities should be swift actions, not free actions. GMs are encouraged to use these rules, though an official FAQ has not yet been written on this topic.

Familiar:

Filch the Weasel
N Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE

AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 36 (7 HD)
Fort +5, Ref +4, Will +6

OFFENSE

Speed 20 ft., climb 20 ft.
Melee bite +9 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Perception +11 (7 ranks from master), Swim +? (5 ranks from master) Racial Modifiers +4 Stealth, +8 Acrobatics

Alertness, empathic link, improved evasion, share spells, store spells, Deliver touch spells, Speak with master, Speak with animals of its kind

SPECIAL ABILITIES

Attach (Ex)

When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Spells Known:

0: All

1: animate rope, charm person, chill touch, comprehend languages, cure light wounds, ear piercing scream, enlarge person, frostbite, ill omen, mage armor, obscuring mist, ray of enfeeblement, sleep, unerring weapon

2: mirror image, alter self, blindness/deafness, cure moderate wounds, false life, fog cloud, glitterdust, hold person, levitate, communal mount, see invisibility, spectral hand, touch of idiocy

3: major image, ash storm, bestow curse, clairaudience/clairvoyance, deep slumber, dispel magic, fly, heroism, lightning bolt, stinking cloud, vampiric touch

4: black tentacles, charm monster, dimension door, ice storm (at 8th level learn hallucinatory terrain, cure serious wounds, threefold aspect)

Spells Memorized:

Spells Per Day (CL 7)

0: 4 (unlimited)
1: 6
2: 5
3: 4
4: 2

* used both pearls today

0 (DC 17): Detect Magic, Light, Read Magic, Mage Hand (unlimited)

1 (DC 18): Chill Touch, Ear Piercing Scream, Enlarge Person (Used), Frost Bite, Ill Omen, Ray of Enfeeblement (Used)

2 (DC 19): Blindness/Deafness, Levitate (Used), Mirror Image (Used), See Invisibility (Used), Touch of Idiocy

3 (DC 20): Bestow Curse, Heroism (Used), Lightning Bolt, Stinking Cloud

4 (DC 21): Black Tentacles, Dimension Door (Used)

Equipment--General:

Robe of Useful Items
Belt of disguise (like Hat of Disguise)
Spring-loaded Wrist Sheath x2 (holds Pearls of Power)
Pearl of power 1st level spell (2 of them)
Cloak of Resistance + 2
Headband of Vast Intelligence +2
Mithral Buckler +1
Mithral Chain Shirt +2
Masterwork Cestus
Efficient Quiver
Masterwork Backpack

Equipment--Pouches remaining on Robe:

* Dagger
* Dagger
* Bullseye lantern (full and lit)
* Bullseye lantern (full and lit)
* Mirror (a highly polished 2-foot-by-4-foot steel mirror)
* Mirror (a highly polished 2-foot-by-4-foot steel mirror)
* Pole (10-foot length)
* Pole (10-foot length)
* Hempen rope (50-foot coil)
* Hempen rope (50-foot coil)
* Sack
* Sack
* Mule (with saddle bags)
* Mule (with saddle bags)
* Ladder, wooden (24 ft. long)
* Ladder, wooden (24 ft. long)
* Potion of cure serious wounds
* Scroll of Cause Fear

Equipment--Quiver:

+1 Mighty Composite Longbow Str +3
17 different bane arrows
(3 each of Humans, Constructs, Demons, Devils, Monstrous Humanoids, 2 of Magical Beasts,)
36 regular arrows (8 daybreak arrows?)
18 javelins
5 spears

Equipment--Masterwork Backpack:

Wand of Cure Light Wounds CL 5(16 charges)
Potion of Shield of Faith +2
Scroll of Summon Minor Monster (CL 3)
2 sunrods
50ft silk rope with grappling hook
Waterskin
5 days trail rations
5 wandermeal rations
Flint and Steel
2 torches
Coins: 68 gp 4sp 3 cp

Dice:

Initiative [dice]1d20+8[/dice]

Saves
Fort Save [dice]1d20 + 9[/dice]
Reflex Save [dice]1d20 + 10[/dice]
Will Save [dice]1d20 + 9[/dice]

Skill Checks

Acrobatics [dice]1d20+4[/dice]
Climb [dice]1d20 + 11[/dice]
Knowledge (Arcana) [dice]1d20 + 17[/dice]
Knowledge (Dungeoneering) [dice]1d20 + 17[/dice]
Knowledge (Local) [dice]1d20 + 18[/dice]
Knowledge (Nature) [dice]1d20 + 17[/dice]
Knowledge (Nobility) [dice]1d20 + 14[/dice]
Knowledge (Planes) [dice]1d20 + 17[/dice]
Knowledge (Religion) [dice]1d20 + 17[/dice]
Perception [dice]1d20 + 15[/dice]
Sense Motive [dice]1d20 + 4[/dice]
Spellcraft [dice]1d20 + 17[/dice]
Swim [dice]1d20 + 11[/dice]
Use Magic Device [dice]1d20 + 12[/dice]
From Headband? Knowledge (History) [dice]1d20 + 17[/dice]


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