Kulgara

Athacira's page

No posts. Alias of Oceanshieldwolf.


Race

HP 24/24| AC: 19 (21 w/shield) | Fort: +7; Ref: +4; Will: +6| Per +4| Spd 20 ft. |

Classes/Levels

Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +4, Athletics + 7 | Class DC 17

Gender

Female Orc (Hold-scarred) Guardian 1 |

Strength 4
Dexterity 1
Constitution 2
Intelligence 1
Wisdom 1
Charisma 0

About Athacira

◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction

Ancestry: Orc:

Hit Points 10
Size Medium
Speed 25 feet
Ability Boosts Strength, Free
Languages Common, Orcish. Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritage: Hold-scarred:

You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.

Background: Cultist:

You were (or still are) a member of a cult whose rites may involve sacred dances to ensure a strong harvest or dire rituals that call upon dark powers. You might have taken up adventuring to further your cult’s aims, to initiate yourself into the world’s grander mysteries, or to flee unsavory practices or strictures.

Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.

You're trained in the Occultism skill, and a Lore skill related to your deity or cult. You gain the Schooled in Secrets skill feat.

Class: Guardian:

KEY ABILITY
Strength

HIT POINTS
10 plus your Constitution modifier

PERCEPTION
Trained in Perception

SAVING THROWS
Expert in Fortitude
Trained in Reflex
Expert in Will

SKILLS
Trained in Athletics
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in unarmed attacks
Trained in Martial Weapons

DEFENSES
Trained in all armor
Trained in unarmored defense

CLASS DC
Trained in Guardian class DC

Guardian Class Abilities:

Guardian Armor
Even when you are struck, your armor protects you
from some harm. You gain the armor specialization
effects of medium and heavy armor. In addition, you can
rest normally while wearing medium and heavy armor.

Guardian Feats
At 1st level and every even-numbered level, you gain a
guardian class feat.

Intercept Strike
You keep your charges safe from harm, even if it
means you get hurt yourself. You gain the Intercept
Strike reaction.
INTERCEPT STRIKE [b]↺][/b]
Trigger An adjacent ally takes physical damage.
You fling yourself in the way of oncoming harm to protect an
ally. You take the damage instead of your ally, though thanks
to your armor, you gain resistance to all damage against the
triggering damage equal to 2 + your level.

Shield Block
You gain the Shield Block general feat (Player Core 262),
a reaction that lets you reduce damage with your shield.

Taunt
Often, the best way to protect your allies is to have
the enemy want to attack you instead. You gain the
Taunt action.

TAUNT [one-action]
CONCENTRATE GUARDIAN

With an attention-getting gesture, a cutting remark, or a
threatening shout, you get an enemy to focus their ire on you.
Even mindless creatures are drawn to your taunts. Choose a
creature within 30 feet, who must attempts a Will save against
your class DC.
Regardless of the result, it is immune to your
Taunt until the beginning of your next turn. If you gesture,
this action gains the visual trait. If you speak or otherwise
make noise, this action gains the auditory trait. Your Taunt
must have one of those two traits.
Critical Success The creature is unaffected.
Success Until the beginning of your next turn, the creature
gains a +2 circumstance bonus to attack rolls it makes
against you and to its DCs of effects that target you (for
area effects, the DC increases only for you), but takes a –1
circumstance penalty to attack rolls and DCs when taking a
hostile action that doesn’t include you as a target.
Failure As success, but the penalty is –2.
Critical Failure As success, but the penalty is –3.

Threat Technique
Whether you stop their worst attacks or strike them
down for going after your allies, you know how to
deal with the targets of your taunts. Choose ferocious
vengeance or mitigate harm.

Ferocious Vengeance: Enemies that ignore your taunts
take the brunt of your anger. You deal 2 additional damage on Strikes against creatures affected by your Taunt if they
take a hostile action that doesn’t include you as a target.
This bonus lasts until the end of your turn. This additional
damage increases by 2 at 9th level and 16th level.

Mitigate Harm: You gain resistance to damage from
critical hits made by a creature affected by your Taunt.
This resistance is equal to 2 + half your level; this resistance
increases by 2 at 5th level, 11th level, and 15th level.

Ancestry: Orc Ability Boosts: Str, Con
Background: Cultist Ability Boosts: Str, Int
Class: Guardian Ability Boosts: Str
Four free ability boosts: Str, Dex, Con, Wis

Race Orc (Hold-scarred)
Class Guardian 1
Ability Scores: Str +3, Dex +1, Con +2, Int +1, Wis +1, Cha +0
Perception: +4 (T/E/M/L)
Speed: 20 ft.
Languages: Common, Orcish
Background: Cultist

DEFENSE
AC 19 (21 w/shield)
Saving Throws: Fort +7 (T/E/M/L), Ref +4 (T/E/M/L), Will +6 (T/E/M/L)
HP: 24 (12 Ancestry + 10 Class + 2 Con = 24)

OFFENSE

MELEE
Melee Warhammer +7, 1d8 + 4 (T/E/M/L) S (Shove)
Melee Longspear +7, 1d8 + 4 (T/E/M/L) (Reach) P
Melee Club +7, 1d6 + 4 (T/E/M/L)(Thrown 10 ft.), B
Melee Dagger +7, 1d4 + 4 (T/E/M/L)(Agile, Finesse, Thrown 10 ft., Versatile S), P

RANGED
Ranged Javelin (x2) +4, 1d6+4 (T/E/M/L) P

FEATS
Ancestry Feats:
Die Hard
It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Orc Superstition
Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled.

You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Hold Mark
You bear scars or tattoos enhanced by the mark of your community's prowess - Death's Head. You are trained in the listed skill and gain a +1 status bonus to saves against spells from the listed tradition. You gain a large brand or tattoo in the shape of the chosen emblem or a similar concept (for example, the Burning Sun could be a torch, sun, volcano, or other fiery symbol, while the Empty Hand could be a fist or claw).

- Empty Hand : You are trained in Intimidation and gain a +1 status bonus to saves against spells from the Occult tradition.

Skill: Intimidation
Tradition: Occult

Class Feats:
Reactive Shield
Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.
You can snap your shield into place just as you would take a
blow, avoiding the hit at the last second. You immediately use
the Raise a Shield action and gain your shield’s bonus to AC.
The circumstance bonus from the shield applies to your AC
when you’re determining the outcome of the triggering attack.

General Feats:
Shield Block
Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Skill Feats:

Schooled in Secrets
You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups and in place of Deception to Impersonate a member of these groups.

If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you. They also recognize your standing unless you are specifically concealing it.

SKILLS (Class: 1 Athletics + 4 (Arcana, Crafting, Stealth, Survival)
Background: Occultism, Empty Hand Lore
Heritage: Intimidation)

Acrobatics: +1 (T/E/M/L)
Arcana: +4 (T/E/M/L)
Athletics: +7 (T/E/M/L)
Crafting: +4 (T/E/M/L)
Deception: +0 (T/E/M/L)
Diplomacy: +0 (T/E/M/L)
Intimidation: +3 (T/E/M/L)
Lore: +0 (T/E/M/L)
Lore (Empty Hand): +4 (T/E/M/L)
Medicine: +1 (T/E/M/L)
Nature: +1 (T/E/M/L)
Occultism: +4 (T/E/M/L)
Performance: +0 (T/E/M/L)
Religion: +1 (T/E/M/L)
Society: +1 (T/E/M/L)
Stealth: +4 (T/E/M/L)
Survival: +4 (T/E/M/L)
Thievery: +1 (T/E/M/L)

EQUIPMENT
Warhammer, 1 gp, 1d8 B, 2 Bulk, Shove

Not bought yet:

Dagger, 2 sp, 1d4 P, Bulk L, Agile, finesse, thrown 10 ft, versatile S
Javelins, 3; 3 sp; 1d6 P; Bulk L Hands 1; Range 30 ft.
Club x2 , 0 sp, 1d6 B, 1 Bulk, Thrown 10 ft

Weapons Total Cost/Bulk: 1 gp 2 Bulk

Splint Mail, 13 gp, AC +5, Dex Cap +1, Check Pen. -3 Speed Penalty -10 ft Str +3 Bulk 3 [Composite]

Wooden Shield, 1gp, AC +2, Bulk 1 Hardness 3 HP 12 (6)

Armor Total Cost/Bulk: 14 gp, 4 Bulk

Misc. Equipment:
Ordinary Clothing

Not bought yet:

5x sacks, 5 cp, Bulk .5
Grappling Hook 1 sp, Bulk L
1x Rations (week) 4 sp, Bulk L
Rope 5 sp, Bulk L
Waterskin 5 cp, Bulk L