Tsadok Goldtooth

Bor'gol Stone-Eater's page

7 posts. Organized Play character for Mantic0re.


Full Name

Bor'gol Stone-Eater

Race

Male Half-Orc (Tiefling) Unchained Zen Archer Monk / Hunter Gestalt | HP 12/12 | Speed 30ft | AC 18 : F +5 : R +5 : W +4 | Init +5 | CMB +4 : CMD 21 | Animal Focus 0/1 | Active Conditions: Bull (+2 Strength)

Size

Medium

Age

19

Alignment

Neutral

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 18
Charisma 6

About Bor'gol Stone-Eater

Personal Data:

Male Half-Orc Hunter 1 / Unchained Zen Archer Monk 1
Neutral Medium Humanoid (Half-Orc)
Languages Common, Orcish
Init +5; Senses Perception +8
Speed 30
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Defense
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AC 18 , Touch 18, Flat-Footed 14
HP 12
Fort +5, Ref +5, Will +4
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Offense
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Melee Unarmed (+4/1d6+3/x2)
Ranged Longbow (+4/1d8/x2/100ft)
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Statistics
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Str 16, Dex 16, Con 14, Int 10, Wis 18, Cha 6
BAB +1; CMB 4; CMD 21
Feats: Point-Blank Shot [1], Dodge [1/C]
Traits: Reactionary (+2 to initiative); Resilient (+1 Fortitude saves)
Skills: Handle Animal +8, Heal +8, Perception +8, Sense Motive +8, Stealth +9, Survival +8
Carrying Load:
Light Load:
Medium Load:
Heavy Load:
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Gear
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Weapons: Dagger, Longbow
Armor: None
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Currency
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Gold: 39
Silver: 7
Copper: 7
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Consumables
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Arrows: 60/60
Torch: 3/3
Trail Rations: 5/5

Equipment:

Weapons
Dagger: (1d4/19-20/x2/10ft/PorS)
Longbow: (1d8/x2/100ft/P)

Equipment
Adventurer's Outfit
Backpack
Bedroll
Belt Pouch
Fish Hook
Flint and Steel
Fur Blanket (Winter)
Hemp Rope (50 ft)
Torch: 3
Trail Rations: 5
Waterskin: 2

Animal Companion
Beast Whistle
Training Harness (+2 Handle Animal)

Spell Components
Spell Component Pouch
Fireflies
Bat Fur
Coal

Animal Companion Data:

Burzum
Velociraptor
Size: Small, Speed: 60ft
HP 22, AC 16, Flat-footed 11, Touch 14
BAB +1, CMB +1, CMD +14
Fort +3, Ref +3, Will +0
Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14
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Offense
Two Talons (+1/1d6/x2)
Bite (+1/1d4/x2)
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Attacks: 2 talons (1d6), bite (1d4)
Special Attacks: N/A
Special Abilities: low-light vision, scent
Skills: Acrobatics +7, Stealth +7
Feats: Light Armor Proficiency [1]; Improved Natural Attack [2]

Tricks
Attack (x2): The animal will attack any humanoid, animal, monster or other creatures.
Come: The animal comes to you, even if it normally wouldn't do so.
Defend: The animal defends you (or is ready to defend you), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Heel: The animal follows you closely, even to places where it normally wouldn't go.
Rattling Strike: The animal can use this trick as a free action before he makes a melee attack. If the attack hits, the target is shaken for 1d4 rounds. (Use 3/day).
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Tangling Attack: The animal can use this trick as a free action when he makes an attack. If the attack hits, the target is entangled for 1 round. (Use 3/day).
Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Animal Companion Equipment
Leather Armor (+2AC/MaxDex+6/15lbs)
Training Harness (+2 Handle Animal/10lbs)

Handle Animal Companion: free action; Push Animal Companion: move action.
Link: +4 to Handle Animal skill checks with companion.
Share Spells: hunter may cast spells on animal companion instead of himself.

7th-Level Advancement
Size: Medium;
AC: +2 natural armor;
Attack: 2 talons (1d8), bite (1d6), 2 claws (1d4)
Ability Scores: Str +4, Dex –2, Con +2; Special Attacks: pounce.

Skills:

Handle Animal: +8
Heal: +8
Perception: +8
Sense Motive: +8
Stealth: +9
Survival: +8

Racial Abilities:

Orc Ferocity: Once per day, when a half-orc is 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.

Darkvision: See in the dark for up to 120 feet.

Weapon Familiarity (Orc): Proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Fiendish Resistance: Cold resistance +5, electricity resistance +5, fire resistance +5.

Skill Bonus: +2 Stealth.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the character's class level.

Darkness:
School: evocation [darkness]
Casting Time: 1 standard action
Components: V, M/DF (bat fur and a piece of coal)
Range: touch
Target: object touched
Duration: 1 min./level (D)
Saving Throw: none; Spell Resistance: no

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Unchained Monk (Zen Archer) Class Abilities:

Weapon and Armor Proficiencies:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.

Monks are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

Unarmed Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk's unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Flurry of Blows:
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what's already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

Flurry of Blows (Zen Archer):
Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Bonus Feats:
A zen archer’s bonus feats must be taken from the following list:

Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, the following feats are added to the list:

Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*.

At 10th level, the following feats are added to the list:

Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.

A monk need not have any of the prerequisites normally required for these feats to select them.

These feats replace the monk’s normal bonus feats.

Perfect Strike:
At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Hunter Class Abilities:

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a o-level druid spell and a 2nd-level ranger spell, making it a o-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook). Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four o-level spells and two lst-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed. In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them. At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells. Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Hunters learn a number of orisons, or o-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Animal Companion: At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter tricks from the skirmisher ranger archetype instead of standard tricks. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus: At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time. The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day-it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action. If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day

Nature Training: A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy: A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. to use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Animal Focus:

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.

Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.

Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.

Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.

Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.

Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.

Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.

Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.

Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.

Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Spells:

Create Water (O):
School: conjuration (creation) [water]; Level: druid 0
Casting Time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 2 gallons of water/level
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Purify Food and Drink (O):
School: transmutation; Level: druid 0
Casting Time: 1 standard action
Components: V, S
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: instantaneous
Saving Throw: Will negates (object); Spell Resistance: yes (object)
This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Guidance (O):
School: divination; Level: cleric 0, druid 0
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless); Spell Resistance: yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Light (O):
School: evocation [light]; Level druid 0
Casting Time: 1 standard action
Components: V, M/DF (a firefly)
Range: touch
Target: object touched
Duration: 10 min./level
Saving Throw: none; Spell Resistance: no
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Acid Maw (1):
School: transmutation [acid]; Level: druid 1
Casting Time: 1 standard action
Components: V, S, DF
Range: close (25 ft. + 2 ft./level)
Target: your animal companion
Duration: 1 minute/level
Saving Throw: Will negates (harmless); Spell Resistance: yes
Your animal companion's bite attack deals an additional 1d4 points of acid damage, and the acid deals another 1d4 points of acid damage to the target on the next round. The acid continues to deal damage for 1 additional round per 4 caster levels (to a maximum of 6 total rounds at caster level 20th). This ongoing acid damage doesn't stack from multiple attacks, but the duration resets if a newer bite would cause the ongoing damage to last longer than the duration remaining from a previous one.

The acid does not harm the animal companion.

Gravity Bow (1):
School: transmutation; Level: ranger 1; Elemental School: metal 1, void 1
Casting Time: 1 standard action
Components: V, S
Range: personal
Targets: you
Duration: 1 minute/level (D)
Gravity bow significantly increases the weight and density of arrows or bolts fired from your bow or crossbow the instant before they strike their target and then return them to normal a few moments later. Any arrow fired from a bow or crossbow you are carrying when the spell is cast deals damage as if one size larger than it actually is. For instance, an arrow fired from a Medium longbow normally deals 1d8 points of damage, but it would instead deal 2d6 points of damage if fired from a gravity bow (see table on this page for associated increase/decrease in damage due to size change). Only you can benefit from this spell. If anyone else uses your bow to make an attack the arrows deal damage as normal for their size.