CN Medium Humanoid (Half orc)
PFS# 131682-4
Init +0; Senses: Perception -1, Darkvision
Defense
AC 15 (10 +5 Armor Bonus); Touch 10 (10); Flat-Footed 15 (10 +5 Armor Bonus)
HP 10 (8 + 1x1 Con + 1x1HP Favored Class Bonus)
Fort Save +1 Con; Ref Save +0 Class; Will Save +1 (+2 Class -1 Wis)
Offense
Speed: Medium (30 ft) 20 ft with armor
Melee:
Glaive (S) 1d20 + 4 (+4 Str +0 BAB) | 1d10 + 6 (+4 Str +1/2 two handed) | (x3; 10 feet)
Melee power attack:
Glaive (S) 1d20 + 3 (+4 Str +0 BAB -1 PA) | 1d10 + 9 (+4 Str +2 PA +1/2 two handed) | (x3; 10 feet)
Statistics
Str 18 (16 +2 Race), Dex 12, Con 10, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +4 (+4 Str +0 BAB); CMD 14 (10 +4 Str +0 BAB)
Feats (Class): Oracle's Curse
Feats (Other): Power attack
Traits (Racial): Intimidating (Receive +2 on Intimidate); Orc Ferocity (Once per day, when brought below 0 hit points but not killed, he can fight on for 1 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 (Proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon); Darkvision (See in the dark up to 60 feet); Orc Blood (Half-orcs count as both humans and orcs for any effect related to race)
Traits (Other): Finish the Fight (+1 on attack rolls against enemies you have already injured); Two-world Magic (Select one 0-level spell from a class spell list other than your own)
Skills (Untrained):
Acrobatics -4 (-4 ACP)
Climb 0 (+4 Str -4 ACP)
Craft +0 (+0 int)
Heal -1 (-1 Wis)
Perception -1 (-1 Wis)
Ride -4 (-4 ACP)
Survival -1 (-1 Wis)
Swim 0 (+4 Str -4 ACP)
Disguise +3 (+3 Cha)
Sense Motive -1 (-1 Wis)
Stealth +9 (-4 ACP)
Skills (Trained)
Bluff +7 (+1 Rank +3 Class +3 Cha)
Diplomacy +7 (+1 Rank +3 Class +3 Cha)
Spellcraft +4 (+1 Rank +3 Class)
Intimidate +9 (+1 Rank +3 Class +3 Cha +2 Intimidating)
Languages: Common, Orc
Equipment
Combat gear:
Glaive (8gp, 10lbs.)
Wearing:
Scale mail[+5, +3, -4, 25%] (50gp, 30lbs.)
Hot weather outfit* (8gp, 4lbs.)
Inventory:
Backpack (2gp, 2lbs.)
Bedroll (0.1gp, 5lbs.)
Chalk [x10] (0.01gp, -lbs.)
Flint and Steel (1gp, -lbs.)
Hemp rope (1gp, 10lbs.)
Hot weather outfit* (8gp, 4lbs.)
Spell component pouch (5gp, 2lbs.)
Signal whistle (0.8gp, -lbs.)
Sack (empty) (0.1gp, 0.5lbs.)
Waterskin (1gp, 4lbs.)
Acid flask [x2] (10gp, 1lbs.)
Pouch (empty) (1gp, 0.5lbs.)
Trial rations [x4] (0.5gp, 1lbs.)
Ram, portable (10gp, 20lbs.)
Shovel (2gp, 8lbs.)
Encumbrance: 111lbs.; Medium Load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 0gp 9sp 0cp
*Each character begins play with an outfit worth 10 gp or less.
Class Info
Favored class: Oracle
Favored class bonus: Oracle (Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast, or +1 HP/SP)
Spells level 0 (Unlimited uses):
- Detect magic
- Stabilize
- Guidance
- Create water
- Prestidigitation (Trait)
- Mage hand (Curse)
- Ghost sound (Curse)
Spells level 1 (4 a day: 3 +1 for Cha):
- Cure Light Wounds*
- Shield of Faith
- Bless
*In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. (Cure spells were chosen for Sabel.)
**At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Mystery: Metal
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
Oracle's Curse: Haunted
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.