Rage Prophet

Azorch's page

12 posts. Organized Play character for Wrong John Silver.


Full Name

Azorch

Race

Hold-Scarred Orc

Classes/Levels

Flame Oracle 1 | HP 21/21 | AC 16 | Per+3, darkvision | F+4 R+5 W+5 | Move 25'

Size

Medium

Deity

Ragathiel

Languages

Common, Orcish

Occupation

Guard

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 18

About Azorch

Combat Stats:

Perception +3 (+2 Trained, +1 Level, +0 Wis)
Fort +4 (+2 Trained, +1 Level, +1 Con)
Ref +5 (+2 Trained, +1 Level, +2 Dex)
Will +5 (+4 Expert, +1 Level, +0 Wis)
HP 21 (10 Orc, +2 Hold-Scarred, +8 Oracle, +1 Con)
AC 16 (10 +2 Trained, +1 Level, +1 Armor, +2 Dex)
Melee Strike +5 (+2 Trained, +1 Level, +2 Strength)
Range Strike +5 (+2 Trained, +1 Level, +2 Dex)
Spell Attack +7 (+2 Trained, +1 Level, +4 Cha)
Move 25'

Attacks:
Longspear +5 (1d8+2 P, Reach)
Crossbow +5 (1d8 P, 120’ range, reload 1, 20 bolts)
Traits: orc, humanoid

Hold-Scarred Orc Ancestral Features:

Medium Size, 25' move
Darkvision
Hold-Scarred: +2 starting hp, free Diehard feat

Guard Background Features:

Intimidation: Trained
Warfare Lore: Trained

Flame Oracle Class Features:

Attack Proficiency: Simple weapons, Unarmed Attacks
Defense Proficiency: Light armor, Unarmored Defense

Flame Oracle 1
Oracle Spellcasting
Spell Repertoire
Granted Spells: Ignition, Breathe Fire
Revelation Spell: Incendiary Aura
Mystery Skill: Acrobatics
Oracle Feat: Foretell Harm
Curse of Engulfing Flames: Take fire damage equal to Cursebound value each round.

Feats:

Diehard: Death at Dying 5 instead of Dying 4.
Orc Ferocity: When reduced to 0 hp, reset to 1 hp, stay conscious, and increase Wounded condition by 1.
Quick Coercion: Coerce a character after 1 round of conversation instead of 1 minute.
Foretell Harm: Cursebound. After casting a non-cantrip spell that causes damage, at the start of your next round, the target takes 2x rank of damage.

Skills:

Trained:

  • Athletics +5 (+2 Trained, +1 Level, +2 Str)
  • Acrobatics +5 (+2 Trained, +1 Level, +2 Dex)
  • Diplomacy +7 (+2 Trained, +1 Level, +4 Cha)
  • Warfare Lore +3 (+2 Trained, +1 Level, +0 Int)
  • Intimidation +7 (+2 Trained, +1 Level, +4 Cha)
  • Religion +3 (+2 Trained, +1 Level, +0 Wis)
  • Survival +3 (+2 Trained, +1 Level, +0 Wis)

Equipment:

Padded Armor (2sp, L)
Longspear (5sp, 2b)
Crossbow (3gp, 1b)
20 bolts (2sp, 2L)
2 Lesser Alchemist's Fire (6gp, 2L)
5 torches (5cp, 5L)

Minor Healing Potion
50 sp, 5 cp
Bulk: 4.0

Spells:

Divine Cantrips:
  • Ignition
  • Guidance
  • Bullhorn
  • Detect Magic
  • Illuminate
  • Stabilize

First Level Divine Spells:

  • Bless
  • Benediction
  • Breathe Fire

Focus Spell: (Focus Pool 1)

  • Incendiary Aura

Despite the fact he smolders like Majha Firehair, and comes from the Burning Sun Hold in Belkzen, Azorch insists that his fire does not come from her, but from a source more pure, more vengeful. He has since left the Hold and joined the Pathfinder Society to show his own path.

Adventures Completed:

Advancement Planning:

Considering Champion Archetype