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"Prophet"'s page

367 posts. Alias of Loup Blanc.

Full Name

Malaz Tarn




Medium (Relic Channeler) 2 | HP 18/18 | AC 15, touch 11, FF 14, CMD 15 | Fort +2, Ref +2, Will +4 | Init +1, Perception +5 (darkvision 60 ft)




Medium (6', 170 lbs)








Common, Orc



Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 10
Charisma 16

About "Prophet"

Malaz Tarn, "Prophet"
Male half-orc medium (relic channeler) 2
CN Medium humanoid (human, orc)
Initiative +1; Senses Perception +4, darkvision
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Armor Class 15, touch 11, flat-footed 14 (Dex +1, armor +4)

Hit Points 18/18 (2d8+2+2)
Nonlethal Damage 0
Condition Normal
Influence Champion 1

Fortitude +2, Reflex +2, Will +4
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Speed 30 feet

Melee Cestus +4 (1d4+3/19-20)
Melee Champion Cestus +6 (1d4+7/19-20)
Melee Champion Greatsword +7 (2d6+8/19-20)

Ranged Brutal bola +2 (1d4+3/10 ft.)
Ranged Champion bola +4 (1d4+7/19-20)

Special Attacks Spirit bonus +1, Spirit surge 1d6
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Strength 16, Dexterity 12, Constitution 13, Intelligence 10, Wisdom 10, Charisma 16

Base Attack Bonus +1
Combat Maneuver Bonus +4
Combat Maneuver Defense 15

Feats Spirit Focus (Champion)

Traits Brigand, Friend in Every Town, Signature Moves
Drawback Power-Hungry

Trained Skills
Bluff +8 (2 ranks+3 class+3 Cha)
Intimidate +10 (2 ranks+3 class+3 Cha+2 race)
Knowledge (local) +6 (2 ranks+3 class+1 trait)
Lore (Orcs) +5 (2 ranks+3 class) (Background skill)
Perception +5 (2 ranks+3 class)
Perform (Sing) +8 (2 ranks+3 class+3 Cha) (Background skill)

Languages Common, Orc

Hanhar-hai, masterwork cold iron greatsword
Brutal bolas, 2

Chain shirt

Other Gear
--Candles (20)
--Incense sticks (10)
Spell component pouch

5 gp, 8 sp

Race and Class Features:
Half-Orc Racial Features
Darkvision 60 feet
Intimidating: Prophet has a +2 racial bonus on Intimidate checks.
Orc Blood: Prophet counts as both a human and an orc for any effects related to race.
Sacred Tattoo: Prophet is adorned with full-body tattooing, which grants him a +1 luck bonus on all saving throws.

Medium Class Features
Relics: Rather than channeling local spirits from different regions, Prophet has a collection of old relics that house the spirits he channels. This limits his options in terms of channeling--he cannot channel weaker spirits than normal, and his options are locked in once he chooses them--but it enables him to channel any spirit he wishes as long as he possesses the relic. If he loses a relic, he must recover it to channel that spirit; if a relic is destroyed, he can forge a new relic from his own essence in a process that takes 1 week of intense seances and costs 500 gp per medium level he possesses.
Spirit: Prophet serves as a channel for ancient spirits, and can channel one each day in a seance. The seance takes 1 hour to perform and requires his concentration; at the end of it, he invites a spirit from one of his relics to inhabit him. When he does this, he gains the spirit's seance boon and lesser spirit power for 24 hours. He also allows the spirit to gain influence over him; by channeling the spirit, it gains 1 point of influence. If he loses this influence point, the spirit leaves him. If a spirit gains at least 3 points of influence over him, Prophet takes a -2 penalty on initiative checks and a specific penalty for the spirit, as the dual impulses conflict in his consciousness; however, he also gains a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession. If a spirit gains 5 or more points of influence over Prophet, he loses control of his own body to the spirit, and becomes an NPC under the GM's control until the next day, when the spirit leaves him.
Spirit Bonus: Whenever Prophet channels a spirit, he gains a +1 bonus on certain checks and statistics, as listed under the spirit type.
Spirit Surge: After failing a d20 roll modified by his spirit bonus, Prophet can allow his spirit to gain 1 additional point of influence to add 1d6 to the roll's result without taking an action; this can cause the roll to succeed instead of fail. He must be conscious and aware to use the ability, and can only use it once per round.

Prophet's Relics and Spirits:
Archmage--Lutaum-Dushan (The Battle-Sorcerer)
Relic: Prophet channels the Lutaum-Dushan through the withered, preserved finger of Urtulak Three-Eye, a powerful orc war-mage who lived and died in battle two hundred years ago.
Spirit Bonus: +1 bonus on concentration checks, Intelligence checks, and Intelligence-based skill checks
Seance Boon: Damaging spells deal an additional 2 points of damage to each target
Influence Penalty: -1 penalty on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls
Taboo: The Lutaum-Dushan is mistrustful of the divine and self-reliant in battle. While accepting its taboo, Prophet must make a Will save against even harmless divine spells.
Archmage Arcana: While channeling the Lutaum-Dushan, Prophet gains additional spells per day, and also gains access to the following spells: acid splash, ray of frost, burning hands, and shocking grasp.

Champion--Kordatar (The Swordsman)
Relic: Prophet channels the Kordatar through his sword, Hanhar-hai, an ancient weapon of his tribe forged for one of the Hold's conquests.
Spirit Bonus: +2 bonus on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves
Seance Boon: +2 bonus on non-spell damage rolls
Influence Penalty: -2 penalty on Intelligence checks, Intelligence-based skill checks, and caster level
Taboo: The Kordatar is a swordsman spirit, and is jealous of other weapons. While accepting its taboo, Prophet may not make an attack with any weapon except the Hanhar-hai.
Champion's Prowess: While channeling the Kordatar, Prophet gains proficiency in all martial weapons, bolas, and brutal bolas.

Guardian--Rog-votak (The Bodyguard)
Relic: Prophet channels the Rog-votak through an old rusted chain that once held locked the riches of his tribe's conquests.
Spirit Bonus: +1 bonus on AC and Constitution checks, Fortitude saves, and Reflex saves
Seance Boon: +1 bonus on CMD
Influence Penalty: Always fight defensively when attacking, always cast defensively when spellcasting, -1 penalty on damage rolls
Taboo: The Rog-votak was a silent guardian, stalwart and unyielding. When accepting its taboo, Prophet cannot speak or cast spells with the sonic descriptor, and the taboo is broken if he becomes enraged, frightened, or panicked.
Guardian's Shield: While channeling the Rog-votak, Prophet gains proficiency in heavy armor and shields.

Hierophant--Andartar (The Shaman)
Relic: Prophet channels the Andartar through a blackened and tattered tribal fetish formed by a high shaman during the conquest of the Hordeline.
Spirit Bonus: +1 bonus on Wisdom checks, Wisdom-based skill checks, and Will saves
Seance Boon: +2 bonus on damage healed by healing spells and abilities
Influence Penalty: Always strike for nonlethal damage when possible, -1 penalty on Charisma checks and Charisma-based skill checks involving worshipers of non-Gorumites (other than attempts at conversion)
Taboo: The Andartar is a spirit of guidance and spiritual leadership. While accepting its taboo, Prophet cannot deliberately speak a lie, including half-truths and lies of omission, and he must answer any question he can if asked.
Divine Surge: While channeling the Andartar, Prophet gains additional spells per day, and also gains access to the following spells: guidance, stabilize, cure light wounds, and enhance water.

Marshal--Sundaumuuk (The All-Conquest)
Relic: Prophet channels the Sundaumuuk through a tattered scrap of bloodstained cloth--all that remains of a banner flown by an orc tribe as they waged bitter war against the humans of Lastwall.
Spirit Bonus: +1 bonus on Charisma checks, Charisma-based checks, and spirit surge rolls
Seance Boon: A seance boon from any other legend
Influence Penalty: -1 penalty to Wisdom checks and Wisdom-based skill checks, and lose the spirit bonus and seance boon if not at least nominally in charge of allies
Taboo: The Sundaumuuk is a spirit of glory and dominion. While accepting its taboo, Prophet must embrace any opportunity to spread the legend of himself and his allies.
Marshal's Order: While channeling the Sundaumuuk, Prophet can use his spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by himself or any allies who participated in his seance.

Trickster--Burguul Kunol (The Shadow Hare)
Relic: Prophet channels the Burguul Kunol through a pair of broken, rusted manacles which were used to restrain orc prisoners during the battles on the Hordeline.
Spirit Bonus: +1 bonus on Dexterity checks, skill checks, and Reflex saves
Seance Boon: +1 bonus on Disable Device checks and treat it as a class skill
Influence Penalty: Never count as an ally to gain benefits from other creature's abilities or willing target for spells, gain no benefit from aid another
Taboo: The Burguul Kunol is a capricious and mischievous spirit, sardonic at best and usually deceptive. While accepting its taboo, Prophet cannot deliberately speak the truth.
Trickster's Edge: While channeling the Burguul Kunol, Prophet treats Disable Device, Escape Artist, and Stealth as class skills, and is treated as though he had a number of ranks in those skills equal to his medium level.

0-level Spells
daze, grave words

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