Insectare

Alrich's page

78 posts. Alias of The Thing from Beyond the Edge.


About Alrich

Physical Description
Race: Half-orc
Alignment
Sex: Male
Age: 15
Height: 6'-4"
Weight: 180 lbs
Hair: Black
Eyes: Red
General: Alrich appears as a wiry and long-limbed half-orc, with his head often behind his cowl. The grass and plants seem to part as he comes and there are often echoes in the wind in his presence as if the spirits are calling from the beyond. There is always a feel of unease in his presence.

Attributes
Strength 10
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 13
Charisma 16

Perception
Initiative

Combat:

8/8 Hit Points
18 Armor Class 10 +4 armored coat +2 hvy wooden shield +2 dex
10 Touch 10 +2 dex
16 Flat Footed 10 +4 armored coat +2 hvy wooden shield
Saving Throws
+1 Fort +0 con +0 base +1 luck
+3 Ref +0 dex +2 base +1 luck
+4 Will +1 wis +2 base +1 luck
Alrich gains a +2 trait bonus on Will saves against charm and compulsion effects (Birthmark). Alrich also gains a +2 bonus on Will saves against enchantment spells or effects (Two Minds).

Heavy Mace
+0 to hit, 1d8 x2 damage

sling
+2 to hit, 1d4 x2 range 50'

Extra Revelation (Sacred Council) (Su): As a move action, Alrich can call upon his ancestors to provide council. This advice grants him a +2 bonus on any one d20 roll. This effect lasts for 1 round. Alrich can use this ability a number of times per day equal to your Charisma bonus.

Oracle Spells
first level 2x/day (1+1 charisma bonus)
Zero known: detect magic, ghost sound, light, mage hound, stabilize, read magic
first known: bless, cure light wounds, protection from evil

Racial:

Darkvision 60'

Orc Blood: Alrich counts as both human and orc for any effect related to race.

Scavenger: (replaces Intimidating): Alrich receives a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste.

Weapon Familiarity: Alrich is proficient with greataxes and falchions and treats any weapon with the word “orc” in its name as a martial weapon.

Sacred Tattoo: (replaces orc ferocity) When the spiritual forces transformed Alrich, their presence tattooed his "Blood Eagle" birthmark with exquisite detail. From this tattoo, Alrich gains a +1 luck bonus on all saving throws.

Oracle:

Level: 1

Archetype Possessed: Some oracles are possessed by spirits, demons, or similar beings. Instead of drawing his powers from a deity, the spirits and haunts that melded into Alrich's soul work their magic through him.

Curse Haunted: The spirits and haunts dwelling within Alrich always seek to work their power on the outside world, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from Alrich's gear requires a standard action, unless it would normally take longer. Any item Alrich drops lands 10 feet away from him in a random direction. Mage Hand and Ghost Sound are additional spells known. At 5th level, Alrich will add levitate and minor image to his list of spells known. At 10th level, he will add telekinesis to his list of spells known. At 15th level, Alrich will add reverse gravity to his list of spells known.

Mystery: Ancestor

Ancestor Revelations
1st level Two Minds (Su): (gained from Possessed archetype) Alrich gains a +2 bonus on Will saves against enchantment spells or effects. At 7th level, he may reroll a failed Will save once per day as an immediate action but must take the second result, even if it is worse.

Extra Revelation (Sacred Council) (Su): As a move action, Alrich can call upon his ancestors to provide council. This advice grants him a +2 bonus on any one d20 roll. This effect lasts for 1 round. Alrich can use this ability a number of times per day equal to your Charisma bonus.

Feats:

1st level Extra Revelation (Sacred Council) (Su): As a move action, Alrich can call upon his ancestors to provide council. This advice grants him a +2 bonus on any one d20 roll. This effect lasts for 1 round. Alrich can use this ability a number of times per day equal to your Charisma bonus.

Traits:

1. Birthmark: Alrich was born with a red colored birthmark that resembled the red eagles often referred to as "Blood Eagles". When the spirits and haunts merged with him, this mark took on remarkable detail. This birthmark serves Alrich as a divine focus. However, he does not need a divine focus for casting Oracle spells. He also gains a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills:

Acrobatics Dex
Appraise +1 Int +2 racial
Bluff Cha
Climb Str
Craft (alchemy)^ +1 Int +1 rk +3 class
Diplomacy^ Cha +3 cha +1 rk +3 class
Disable Device Dex
Disguise Cha
Escape Artist Dex
Fly Dex
Handle Animal Cha
Heal^ +1 Wis
Intimidate Cha
Knowledge^ (arcana) Int
Knowledge^ (dungeoneering) Int
Knowledge^ (engineering) Int
Knowledge^ (geography) Int
Knowledge^ (history) Int
Knowledge^ (local) Int
Knowledge^ (nature) Int
Knowledge^ (nobility) Int
Knowledge^ (planes) Int
Knowledge^ (religion) +1 Int +1 rk +3 class
Linguistics^ Int
Perception +1 Wis +1 rk +2 racial (scavenger, limited)
Perform (oratory) +3 Cha +1 rk
Profession^ Wis
Ride Dex
Sense Motive^ Wis
Sleight of Hand Dex
Spellcraft^ +1 Int +1 rk +3 class
Stealth Dex
Survival Wis
Swim Str
Use Magic Device

^ denotes class skill

equipment:

heavy mace
sling
bullets x20
dagger
50' silk rope
traveler's clothing
armored coat
heavy wooden shield
belt pouch15 sp
belt pouch 12 sp, 27 cp

bedroll
backpack
alchemist's kit
winter blanket
sling bullets x30
soap
whetstone
flint & steel