Orc Shaman

Amarok of the Ancients's page

44 posts. Organized Play character for PatheticWretch.


Full Name

Amarok of the Ancients

Race

Half-orc

Classes/Levels

Shaman 2 | HP 19/19 | AC 16; Tch 11; FF 15 | F +4; R +3; W +9 | CMB+2; CMD 13 | Speed 20 ft | Init +9 | MW Falchion: +3 (2d4+1/18-20) | Perc+8

Age

Unknown

Strength 13
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 18
Charisma 12

About Amarok of the Ancients

Amarok of the Ancients
Male Half-Orc Shaman 2
N Medium Humanoid (Human, Orc)
Init +9 (Improved Initiative, Familiar, Reactionary); Senses Perception +8
Languages Common, Orc
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DEFENSE
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AC 16, touch 11, flat-footed 15
    (+5 armor, +1 Dex)
hp 19 (2d8, +4 Con, +2 favored)
Fort +4, Ref +3, Will +9
Defensive Abilities Sacred Tattoo
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OFFENSE
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Speed 20 ft. (4 squares)
Melee MW Falchion +3 (2d4+1/18-20)
Ranged Javelin +2 (1d6+1)
Base Atk +1; CMB +2; CMD 13
Special Attacks Touch of Flames (1d6+1; 4/day), Hex (Slumber, DC 15 Will)
Spirit Flame
Prepared Spell List
Shaman (CL 2, Concentration +6): *Spirit Magic
    1st - bless, burning hands*, hex vulnerability, sleep
    0th - dancing lights, daze, detect magic, guidance
Spells per Day: (2+1/0/0/0/0/0/0/0/0/ DC:14+spell level)
Scrolls: none
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STATISTICS
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Abilities STR 13, DEX 12, CON 14, INT 8, WIS 18, CHA 12
Feats Improved Initiative, Endurance*, Alertness*
Traits Fate's Favored, Reactionary
Skills Acrobatics -3, Appraise -1, Bluff +1, Climb -3, Diplomacy +6, Disguise +1, Handle Animal +1, Heal +4, Intimidate +1, Knowledge (Nature) +3, Knowledge (Religion) +3, Perception +8, Sense Motive +6, Stealth -3, Spellcraft +3, Survival +8, Swim -3 Armor Check Penalty -4
SQ Spirit, Spirit Animal, Spirit Magic
Combat Gear wand of cure light wounds [50/50], potion of cure light wounds, acid flask (x3) Other Gear MW falchion, club, dagger (cold iron), javelin (x3), sling, bullets (x10), scale armor, outfit (cold-weather), backpack, rations (trail/per day)(x3), spell component pouch (x2), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, 1,151 gp

SPIRIT ANIMAL:

Waaagh (Alertness, improved evasion, share spells, empathic link)
Pterosaur, Rhamphorhynchus
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion

OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3-2)
Space 2-1/2 ft.; Reach 2 1/2 ft.
Special Attacks sudden swoop

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11

Sudden Swoop (Ex): If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.

SPECIAL ABILITIES:

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.
Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.
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. This racial trait replaces orc ferocity.
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability.
Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.
A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.
Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.
At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.
The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
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.

BACKGROUND:

A half-orc shaman stands before the group. Though clearly he has some human heritage, he has more orcish features than human, as if a half-orc mated with a full orc. He has wise eyes and thick white hair. Fine wrinkles line the shaman's face, becoming more obvious when he speaks.

Bones and fetishes ornament his battered scale armor, and he wields a falchion after the manner of many orc. A radiant light shines behind his eyes, he has the faint smell of smoke about him.

"I am Amarok. May my ancestors watch over us," he says.

For a moment, a hungry spectral flame dances around his body.

PFS:

Boons and Vanities:

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon of the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon of your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

PFS# 132076-38
XP 3
Prestige/Fame 3/5
Faction Scarab Sages
-Faction Card [0 goals]
Scenarios Completed
*Master of the Fallen Fortress [1 XP, 1 PP, 479 gp]
-Bought MW falchion [-375 gp]
*First Steps (In Service to Lore), [1 XP, 2 PP, 417 gp]
-Bought wand of cure light wounds
*The Consortium Compact [1 XP, 2 PP, 470 gp]
-Bought potion of cure light wounds [-50 gp]

Level Progression:

Level 1:
Class Taken: Shaman
Class Feature Gained: Orisons, spirit, spirit animal, spirit magic
Hit points Gained: 1d8, + 2(Con), +1 favored
Skill Points (3+1): diplomacy (1), knowledge (nature)(1), perception (1), survival (1)
Feats: Improved Initiative

Level 2:
Class Taken: Shaman
Class Feature Gained:
Hit points Gained: 1d8, + 2(Con), +1 favored
Skill Points (3+1): diplomacy (1), knowledge (religion)(1), perception (1), spellcraft (1)

Dice:

[dice=MW falchion]1d20+3;2d4+1[/dice]
[dice=javelin]1d20+2;1d6+1[/dice]

Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

*favored class bonus add cleric spells to list.
*diabolist