About Uru Zil'JainWork in progress Base Stats:
HP: 42 Initiative: +2 Speed: 30 ft Attack
Defenses
Attacks:
Terbutje: +6, 1d8+2, 19-20/2x Mere Club +6, 1d4+2, 2x Composite Longbow: +5, 1d8+2, 3x Skills:
[ ] Acrobatics +2 [ ] Appraise +1 [ ] Bluff +0 [C] Climb +2 [C] Craft [ ] +1 [ ] Diplomacy +0 [ ] Disable Device +2 [ ] Disguise +0 [ ] Escape Artist +2 [C] Fly +2 [C] Handle Animal +0 [C] Heal +9 (trained) [C] Intimidate +10(trained) [C] Knowledge [Arcana] +1 [C] Knowledge [Dungeoneering] +1 [C] Knowledge [Geography] +7 (trained) [C] Knowledge [History] +1 [C] Knowledge [Nature] +7 (trained) [C] Knowledge [Planes] +1 [ ] Linguistics +1 [C] Perception +7 (trained) [ ] Perform [] +0 [C] Profession [] +1 [C] Ride +2 [ ] Sense Motive +1 [ ] Sleight of Hand +2 [C] Spellcraft +7 (trained) [C] Stealth +2 [C] Survival +7 (trained) [C] Swim +2 [C] Use Magic Device +6 (trained) Traits & Feats:
Traits
Deft Dodger:
Feats
Racial Abilities:
Dark Vision: 60 ft Intimidating: +2 Intimidate Sacred Tattoo:Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. Weapon Familiarity:Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Class Abilities:
Favored Class Bonus: 3 Skill Points Constitution Dependant:
Hex Scar:
Fetish Mask (Su):
Spoiler:
At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she’s enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.
When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar. At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat. This ability otherwise functions like and replaces the standard witch familiar. Scarshield (Su):
Patron: Endurance Master of Terrain (Ex)
Favored Terrain (Ex): Plains +2, Urban +2
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Track (Ex)
Wild Empathy (Ex): +3
Spoiler:
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Live in Comfort (Ex):
Endurance (Ex):
Hex:
Spoiler:
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Constitution modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Level 3, Extra Hex: Misfortune (Su): Spoiler:
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Equipment:
Weapon: Terbutje Spoiler:
DMG: 1d8 Crit: 19-20/2x Type: S Weight: 2 lbs Cost: 302 Enhancement: Masterwork Weapon:Mere Club Spoiler:
DMG: 1d4 Crit: 2x Type: B or P Weight: 2 lbs Cost: 302 Enhancement: Masterwork, Greenstone Weapon:Composite Longbow (+2 STR) Spoiler:
DMG:1d8 Crit: x3 Type: P Range: 110 ft Weight: 3 lbs Cost: 300 Enhancement: +2 STR mod Armor: Armored Kilt +1 Spoiler:
AC: +2
Cost: 1020 G Max Dex: +6 ACP: 0 ASF: 0% Speed: 30 ft Weight: 10 lbs Enhancement: +1 Shield: Mithral Buckler Spoiler:
AC: +1 Cost: 1005 Max Dex: - ACP: 0 ASF: 0 Speed: - Weight: 2.5 lbs Enhancement: Masterwork Other Equipment:
Masterwork Backpack
Various Goods:
597 G
Spells:
Witch Spells known:
Spoiler:
Arcane Mark Bleed Breeze Dancing Lights Daze Detect Magic Detect Poison Guidance Light Mending Message Putrefy Food and Drink Read Magic Resistance Spark Stabilize Touch of Fatigue Level 1: 9+1
Level 2: 2
Spells prepared:
Level 1: 3
Level 2: 2
Background:
Born on the near endless savannah of central Drusae, Uru has known nothing but tribal life until recently. As a young child he was trained to herd the animals of his tribe on the plains they called home during the dry season. During the wet season his whole tribe would migrate to the river's floodplains where a village had been erected ages ago. During dry season the village was empty with the exception of some elders and some warriors while during the wet season several different tribes lived there together, profiting from the river's bounty after it flooded it's shores. One of the rituals each young child must undergo at the age of 6, whether he or she was human, orc or a mix of both, was the induction of a vision using the hallucinogenic properties of the toads that surfaced during rainy season. The outcome of this ritual would help the elders decide what the child would become as he grew older. For Uru it became very clear: He'd become a Spirit Warrior, a tribal guardian meant to protect his people from the strange and eerie threats of the Otherside*. They were also the ones that bore the pain of their people, honoring their ancestors by reliving their pain. One year, one mooncycle and one day after the vision Uru was brought to become the apprentice of his tribe's elder, as was tradition. The first thing to do was achieving another vision, though this time the induction would be through starvation, as only a body that was pure and empty of all outside influences would be able to achieve the height of spiritual strength needed to attract a Spirit Guide. It took Uru many days to achieve this state, but eventually he collapsed and his Guide came to him: A frog. The fact that the frog had chosen him was great news indeed, for it was among the mightiest of Spirit Guides. Not only did the frog represent fertility, through it's connection to the rainy season, it also was the guide to visions and the link between the Spirit World and the normal world. Once it became clear the frog had chosen him, Uru's next task was set before him: the creation of his mask. This mask would serve a dual role, it would both represent his spirit guide and his service to his people. It was an important task, for this mask would be the one that would accompany him his entire life and it would be the home of his spirit guide. The years after were dedicated both to spiritual growth and to martial growth as Uru not only learned to defend his people in mind but also in actual combat. He was sent on quests to prove his worth. These quests ranged from assisting the tribe's midwife in bringing children into this world to killing might beasts and bring the carcass home to feed his tribe. When Uru reached the age of 21 years his final quest to be called a Spirit Warrior awaited him, his vision quest. Once more he would be required to go into a trance, this time one more through the hallucinogenic properties of the toads. In his trance he would need to commune with his spirit guide who would then instruct him on the first steps of his quest. His guide revealed to him that the first steps would be leaving his people and travelling westwards, and so he did. The next day the elders had packed for him, making sure he had all he needed for his vision quest. He said his goodbyes, fully expecting to return within a year. Now, almost 3 years later, Uru still has not completed his quest. He travelled across the plains and through the forests of Drusae. On his route he met many different tribes and creatures, though not all were equally welcoming of a travelling shaman. It was only recently that his spirit guide told him to get on a boat, a boat that led to the city of Chance. It was there, and specifically in the Warrens, that he would find his goal, though what it was was unclear to him. All he knew was that the way to find it was through being these people's guardian. *= Everything that's not the Material Plane
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