Half-Orc

Urth's page

No posts. Organized Play character for WillDH.


About Urth

Urthak
Male half-orc oracle 1/sorcerer 10 (Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +1 (+3 to notice unusual stonework)
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Defense
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AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +6 Dex, +1 natural; +2 deflection vs. evil)
hp 76 (11 HD; 10d6+1d8+29)
Fort +4, Ref +9, Will +8 (+7 bonus vs. mind-affecting effects); +2 resistance vs. evil
Defensive Abilities orc ferocity
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Offense
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Speed 30 ft.
Melee +1 cold iron greataxe +7 (1d12+2/×3) or
. . masterwork silver dagger +7 (1d4/19-20)
Special Attacks crystal shard, tremor
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—bless, comprehend languages, cure light wounds
. . 0 (at will)—create water, ghost sound (DC 16), guidance, mage hand, purify food and drink (DC 16), stabilize
. . Mystery Lore
Sorcerer Spells Known (CL 10th; concentration +16)
. . 5th (4/day)—baleful polymorph (DC 21)
. . 4th (6/day)—acid pit[APG] (DC 20), dragon's breath[APG] (DC 20), greater invisibility, stoneskin
. . 3rd (7/day)—dispel magic, fireball (DC 19), haste, shifting sand[APG] (DC 19)
. . 2nd (8/day)—darkvision, fire breath[APG] (DC 18), glitterdust (DC 18), scorching ray, see invisibility
. . 1st (8/day)—burning hands (DC 17), color spray (DC 17), expeditious excavation[APG], grease, magic missile, snowball[UW], summon monster I
. . 0 (at will)—dancing lights, detect magic, disrupt undead, flare (DC 16), mage hand, mending, message, open/close (DC 16), resistance
. . Bloodline Deep earth
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Statistics
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Str 12, Dex 12, Con 12, Int 16, Wis 9, Cha 22
Base Atk +5; CMB +6; CMD 18
Feats Additional Traits, Arcane Armor Training, Eschew Materials, Expanded Arcana[APG], Skill Focus (Spellcraft), Spell Penetration, Steadfast Personality[ACG], Toughness
Traits gifted adept, scholar of the great beyond, vagabond child (urban), world traveler
Skills Appraise +7, Bluff +11, Diplomacy +14, Disable Device +9, Fly +5, Intimidate +13, Knowledge (arcana) +16, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +16, Knowledge (religion) +7, Linguistics +6 (+11 to understand messages written in incomplete, archaic, or exotic forms), Perception +1 (+3 to notice unusual stonework), Sense Motive +3, Spellcraft +23, Use Magic Device +12; Racial Modifiers +2 Intimidate, +2 Perception to notice unusual stonework
Languages Abyssal, Aquan, Azlanti, Common, Draconic, Goblin, Infernal, Orc, Tien
SQ oracle's curse (haunted), orc blood, revelation (sidestep secret)
Combat Gear oil of bless weapon (2), potion of cure moderate wounds (2), potion of cure serious wounds, potion of endure elements, potion of endure elements, potion of endure elements, potion of fly, potion of gaseous form, potion of tongues, scroll of disguise self, scroll of disguise self, scroll of freedom of movement (x2), scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, scroll of see invisibility, scroll of tongues, scroll of water breathing (x5), sipping jacket[UE], wand of cure light wounds (30 charges), wand of lesser restoration (50 charges), wand of magic missile (15 charges), wand of protection from evil (35 charges), wand of shield (30 charges), alchemist's fire (5), antiplague[APG] (4), antitoxin (3), holy water (4); Other Gear +1 mithral chain shirt, +1 cold iron greataxe, masterwork silver dagger, amulet of natural armor +1, boots of the cat[UE], boots of the mire[UE], cloak of the manta ray, elixir of swimming (2), headband of alluring charisma +4, heavyload belt[UE], helm of comprehend languages and read magic, ring of protection +1, sleeves of many garments[UE], bedroll, belt pouch, belt pouch, chalk, cold weather outfit, crowbar, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork thieves' tools, parchment, powder[APG], silk rope (50 ft.), spell component pouch, string or twine[APG], trail rations (3), wrist sheath[UE], wrist sheath[UE], 21,200 gp, 7 cp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Crystal Shard (1/day) (Sp) Grant metal or stone weapons the bane (earth, ooze, constructs of stone or metal) power.
Darkvision (60 feet) You can see in the dark (black and white only).
Deep Earth +1 spell DC if you and your target are underground.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Tremor (CMB +16, 9/day) (Sp) At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a numb
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
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Raised in the Chelish city of Kintargo, Urthak has no knowledge of who his parents are. He was raised in an orphanage where he was constanly ridiculed, not from the fact that he was half-orc, but for his different appearance... he has red skin. It was rumored among the other children that he was touched by a devil during birth.
The other orphans called him "Dirt", a play on his name "Urth", or "earth". One day he had had enough, and he felt a power in him. The ground began to shake around him, causing several children to fall. Unsure of what happened, but sure he'd be blamed, Urthak ran away. Since then he has been striving to more fully awaken his powers, deciding to embrace the nickname given him as a child.
Being raised within the boundaries of Cheliax, Urthak developed an academic interest with demons and devils, and thus joined the Dark Archives faction knowing it was once the Cheliax faction. His life as a runaway taught him some skills with lockpicking, and his travels abroad taught him the importance of knowing local customs and people of importance.

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