![]()
About Ausk the HeathenbaneAusk the Heathenbane
Half-orc Traits (Core 25) • Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.* • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. • 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.* • Darkvision: You can see in the dark up to 60f Traits • Boarded in the Mwangi Expanse (APSS 10): You gain Polyglot as a bonus language* and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle. • Child of Nature (Survival) (APG 333): You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks*. Survival is always a class skill for you*. Class Features • Archetypes: Jungle Druid • Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) * • Weapon Proficiency: You are proficient with the following weapons: Club; Dagger; Dart; Falchion; Greataxe; Quarterstaff; Scimitar; Scythe; Shortspear; Sickle; Sling; Spear; Unarmed Strike; Dart, Jolting; Pistol, dagger (melee attack) • Nature Bond (Core 50): You have access to the Jungle domain.* • Nature Sense (Core 50): You get a +2 to Knowledge (nature) and Survival checks.* • Spontaneous Casting (Core 49): You can channel stored spell energy into Summon Nature's Ally spells that you haven't prepared ahead of time. • Wild Empathy (Ex) (Core 50): You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Your Wild Empathy Check is 1d20 +7. • Domain Powers: You gain the following domain powers: • Brachiation (UM 34): As a free action you may climb with a climb speed equal to your land speed, and gain a +6 bonus on Acrobatics checks for up to 6 rounds a day. • Trap Sense (UM 34): You get a +2 bonus to Reflex save to avoid traps and a +2 dodge bonus to Armor Class against attacks made by traps. • Woodland Stride (Core 51): You may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. • Jungle Guardian (Ex) (APG 100): You gain a +3 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in jungle terrain, and you cannot be tracked in such environments. • Torrid Endurance (Ex) (APG 100): You ignore the effects of a hot climate as if under the effects of endure elements. You also gain a +4 bonus on saves against disease and the exceptional abilities of animals and magical beasts. • Wild Shape (Su) (APG 100): You can turn yourself into other forms. Changing form is a standard action that doesn't provoke an attack of opportunity, and each use lasts for up to 4 hours. You can turn into a Small to Medium animal, as beast shape I. You can use wildshape 1 time per day. Feats • Combat Casting (Core 119): You get a +4 bonus on concentration checks when casting on the defensive or while grappled • Natural Spell (Core 131): You can complete the verbal and somatic components of spells while using wild shape. • Spell Penetration (Core 134): You get a +2 bonus on caster level checks made to overcome spell resistance • Armor Proficiency, Medium (Core 118): You are proficient wearing medium armor. • Armor Proficiency, Light (Core 118): You are proficient wearing light armor. • Shield Proficiency (Core 133): When you use a shield, the shield's armor check penalty only applies to Strength- and Dexterity-based skills.* Automatic Bonus Progression • Resistance: You gain a +1 resistance bonus on all saving throws.* • Armor Attunement: You can attune yourself to a suit of armor and shield, gaining an enhancement bonus. A normal set of clothing counts as having a starting enhancement bonus of 0. You can change this attunement once per day. You can grant a +1 bonus to either your armor or shield. • Weapon Attunement: You can attune yourself to one or two weapons, granting them an enhancement bonus. You can change this attunement once per day. You can grant a +1 bonus to a single weapon. • Deflection: You gain a +1 deflection bonus to AC.* • Mental Prowess: You gain .* Magic Items • Boots of Elvenkind (Core 503): These boots grant a +5 bonus on Acrobatics checks.* • Cloak of Elvenkind (Core 507): Grants a +5 Competence bonus to Stealth checks.* • Pearl of Power; 1st Level Spell (Core 525): Once per day on command you can recall any 1st level spell you prepared then cast and the spell is prepared again as if you had not cast it |