Half-Orc

Borus Evanklin's page

14 posts. Alias of Reckless.


Full Name

Borus Evanklin

Race

HP: 120/120 | AC: 27 / T: 14 /F:25 | F: +11 R: +8 W: +15; +2 Fear, +4 Grip, +2 specified opp | CMD: 27; 31 disarm,34 sunder | Init: +15 | Perc: +27, darkvision 120 ft., scent

About Borus Evanklin

Borus
Male half-orc fighter (two-handed fighter, myrmidon) 10/incanter 10/gestalt 10 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human, orc)
Init +15; Senses darkvision 120 ft.; Perception +27
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Defense
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AC 27, touch 14, flat-footed 25 (+10 armor, +2 deflection, +2 Dex, +1 natural, +2 shield); +2 vs. attacks by a specific opponent you have designated
hp 120 (10d10+20)
Fort +11, Ref +8, Will +15 (+2 vs fear and compulsion effects), +4 vs. effects that cause you to lose your grip on weapons, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities orc ferocity, unity (1/day)
Weaknesses bodily enhancement, magical signs, painful magic, skilled casting
Borus
Male half-orc fighter (two-handed fighter, myrmidon) 10/incanter 10/gestalt 10 (Pathfinder RPG Advanced Player's Guide 108)
NG Medium humanoid (human, orc)
Init +15; Senses darkvision 120 ft.; Perception +27
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Defense
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AC 27, touch 14, flat-footed 25 (+10 armor, +2 deflection, +2 Dex, +1 natural, +2 shield); +2 vs. attacks by a specific opponent you have designated
hp 120 (10d10+20)
Fort +11, Ref +8, Will +15 (+2 vs fear and compulsion effects); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. attacks by a specific opponent you have designated
Defensive Abilities orc ferocity, unity (1/day)
Weaknesses bodily enhancement, magical signs, painful magic, skilled casting, wild magic
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Offense
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Speed 30 ft.
Melee gauntlet (from armor) +13/+8 (1d3+3) or
. . sharding living steel orc skull ram +19/+14 (1d10+10/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . spear +17/+12 (1d8+8/×3) or
. . unarmed strike +13/+8 (1d3+3) or
. . bite +10 (1d4+3)
Special Attacks 1 galebreaker's stance, 1 running hunter's stance, 2 rising zenith strike, 3 goring strike, 3 primal warrior stance, 3 scarlet eye's perception, 3 strike of defeat, 5 piercing gale, 5 sanguine perfection, backswing, channel positive energy 8/day (DC 16, 7d6), deeds (heroic recovery, man of action, ready for trouble, unbreakable, utility trick, warrior's determination), grit (5), overhand chop, shattering strike, weapon trainings (trained initiative, spears +4)
Domain Spell-Like Abilities (CL 10th; concentration +12)
. . 8/day—acid dart (1d6+5 acid), bit of luck, calming touch (1d6+10)
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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 20, Cha 13
Base Atk +10; CMB +13 (+16 sunder); CMD 27 (31 vs. disarm, 34 vs. sunder)
Feats Advanced Study, Alertness, Ancestral Weapon Mastery, Cleave, Cleaving Finish[UC], Combat Expertise, Combat Reflexes, Combat Stamina, Cut From The Air, Deadly Aim, Deep Sight[APG], Extra Magic Talent, Extra Readied Maneuver, Great Cleave, Greater Weapon Focus (orc skull ram), Improved Initiative, Improved Unarmed Strike, Orc Weapon Expertise[ARG], Power Attack, Smash From The Air, Spellcut, Sphere Focus, Weapon Finesse, Weapon Focus (orc skull ram), Weapon Group Adaptation, Weapon Specialization (orc skull ram)
Traits arcane temper, tusked
Skills Acrobatics +19, Appraise +6, Bluff +10, Climb +6, Craft (weapons) +6, Diplomacy +10, Disable Device +3, Fly +4, Handle Animal +5, Heal +6, Knowledge (arcana) +12, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (martial) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +27, Profession (soldier) +9, Ride +4, Sense Motive +22, Sleight of Hand +13, Spellcraft +12, Stealth +1 (+11 when underground), Survival +9, Swim +5, Use Magic Device +11; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Aboleth, Aklo, Common, Draconic, Giant, Orc, Undercommon
SQ after image (time), casting, charm, cleave, cleaving finish, cleric domains (caves[APG], community, luck), combat expertise, combat reflexes, confusion (charm), confusion (greater), confusion (lesser), confusion (powerful), deadly aim, deep enhancement, easy focus, enthrall (charm), enthrall (greater), enthrall (lesser), enthrall (powerful), expanded charm, gatekeeper (knowledge [planes]), good fortune (1/day), great cleave, greater weapon focus, group charm, group time, haste (time), improved haste, improved initiative, improved unarmed strike, inspiration (charm), inspiration (greater), inspiration (lesser), inspiration (powerful), living steel, mental enhancement (enhance), myrmidon maneuver recovery, orc blood, orc weapon expertise, paralyze (charm), paralyze (greater), paralyze (lesser), paralyze (powerful), physical enhancement (enhance), power attack, powerful charm, ranged mind, ranged time, slow (time), specializations (channel energy, cleric domain, cleric domain, cleric domain), steal senses (enhance), suggestion (charm), suggestion (greater) (charm), suggestion (lesser) (charm), suggestion (powerful) (charm), tunnel runner, weapon finesse, weapon focus, weapon specialization
Combat Gear quick runner's shirt[UE], ring of foe focus[UE], wand of cure light wounds, wand of enlarge person, acid (4), alchemist's fire (3), liquid ice[APG], tanglefoot bag; Other Gear +2 mithral lamellar (steel) armor[UC], sharding living steel orc skull ram, spear, spear, spear, spear, boots of elvenkind, eyes of the eagle, gloves of dueling[APG], handy haversack, muleback cords[APG], phylactery of positive channeling, ring of sustenance, bedroll, belt pouch, blanket[APG], brush, shaving (0.1 lb), canteen[UE], chalk, chalkboard[APG], cup, shaving (0.2 lb), earplugs[APG], flask, flask, flask, flask, flask, flint and steel, folding ladder[UE], folding pole[UE], grappling hook, hammer, hemp rope (150 ft.), masterwork thieves' tools, mess kit[UE], mirror, piton (20), pot, sack, sack, sack, sack, sack, sack, scroll case, shaving powder (one shave) (0.01 lb) (50), shovel, snorkel[UE], soap, spear-thrower, straight razor (0.2 lb), tindertwig (3), torch (10), trail rations (5), twine (50')[APG], waterskin (3), weapon cord[APG], whetstone, winter blanket, wooden holy symbol, 5 gp, 4 sp
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Special Abilities
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1 Galebreaker's Stance (Ex) Ignore weather effects and wind wall (and related spells) while in this stance.
1 Running Hunter's Stance (Ex) Stance - While in this stance, the disciple gains the scent special ability and a +10 ft. enhancement bonus to movement speed.
2 Rising Zenith Strike (Readied, 1/Encounter) (Ex) Strike: Make a Sense Motive check, strike does double damage.
3 Goring Strike (Readied, 1/Encounter) Attack all creatures in a line as long as your reach, with +2d6 dmg and 1d4 bleed (Fort neg.)
3 Primal Warrior Stance (Ex) Stance: The martial disciple and the equipment he is using is considered one size category larger.
3 Scarlet Eye's Perception (Readied, 1/Encounter) (Ex) Boost: Next melee attack is resolved as a touch attack.
3 Strike of Defeat (Readied, 1/Encounter) (Ex) Strike: Make a melee attack against a foe, deals additional damage based on current hit points.
5 Piercing Gale (Readied, 1/Encounter) (Ex) Ranged attack deals 10d6 damage in a line
5 Sanguine Perfection (Readied, 1/Encounter) (Ex) Counter: Temporarily overcome negative condition ailments.
Acid Dart 1d6+5 acid (8/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30 ft.
Advanced Study (Fighter Maneuvers Readied: 6 of 6) You've delved deeper into your martial learning to find new skills.

Prerequisite: Must be a martial disciple of 4th level or higher.

Benefit: You may select two maneuvers or one stance from your class' list of disciplines and add
Armor Specialization +2 (Lamellar [steel] armor) (Ex) Increase armor bonus of chosen armor.
Backswing (Ex) Attacks after the first in a full attack receive 2x STR bonus.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Bodily Enhancement You cannot enhance equipment or objects
Calming Touch (1d6+10 nonlethal damage, 8/day) (Sp) Heal 1d6+10 nonlethal damage and cure conditions by touch.
Casting (CL 10, Wisdom) You can cast sphere effects.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleave [Combat Trick] 4 stamina points to negate AC penalty from Cleave or Great Cleave.
Cleaving Finish Make additional attack if opponent is knocked out
Cleaving Finish [Combat Trick] 5 stamina points to get another Cleaving Finish.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combat Reflexes [Combat Trick] 5 stamina points to make a second attack of opportunity at -5 for the same provoking action after missing.
Cut from the Air AoO: Stop ranged attacks against you or an adjacent target
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Deeds Use Grit to perform special abilities
Easy Focus Maintaining a sphere effect takes a move action instead of a standard action
Enhancement: Deep Enhancement You can make your enhancements last longer
Enhancement: Mental Enhancement +4 Give a creature an enhancement bonus to one mental attribute
Enhancement: Physical Enhancement +4 Give a creature an enhancement bonus to one physical attribute
Enhancement: Steal Senses Rob a creature of one sense
Extra Readied Maneuver (Myrmidon Maneuvers) Ready an additional martial maneuver from your maneuvers known.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Good Fortune (1/day) (Ex) As an immediate action, reroll a die before result is known. Must take 2nd roll.
Great Cleave [Combat Trick] 5 stamina points to make another cleave attack anyway after missed attack.
Greater Weapon Focus [Combat Trick] 2 stamina points to gain Greater Weapon Focus bonus on another weapon until next turn.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Improved Initiative [Combat Trick] 10 stamina points to use 20 as the rolled result.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Incanter Channel Positive Energy 7d6 (8/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Incanter Domain (Caves)
Incanter Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Incanter Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Magical Signs Your use of magic is obvious to all observers
Mind: Charm You may place charms on creatures.
Mind: Confusion You may unravel a creature’s mind and make them behave erratically.
Mind: Confusion (Greater) Confuse target for 1 minute/CL
Mind: Confusion (Lesser) Confuse target for 1 round
Mind: Confusion (Powerful) As Greater Confusion, but target takes mental penalties
Mind: Enthrall You cause a creature to regard you as its friend.
Mind: Enthrall (Greater) Make target friendly for 1 min/CL
Mind: Enthrall (Lesser) Improve target's disposition for 1 min/CL
Mind: Enthrall (Powerful) As Greater Enthrall, but lasts longer
Mind: Expanded Charm Charm creatures not of your type
Mind: Group Charm (5 targets) Charm multiple targets
Mind: Inspiration You inspire competence in the target.
Mind: Inspiration (Greater) +2d4 Target gains bonus to attack roll or skill check they just rolled
Mind: Inspiration (Lesser) +2 Target gains bonus to attack roll or skill check they just rolled
Mind: Inspiration (Powerful) +2d4+5 Target gains bonus to attack roll or skill check they just rolled
Mind: Paralyze You freeze the target in place.
Mind: Paralyze (Greater) Stun target for 1 round per caster level
Mind: Paralyze (Lesser) Daze target for 1 round
Mind: Paralyze (Powerful) Paralyze target for 1 round per caster level
Mind: Powerful Charm You may use powerful charms
Mind: Ranged Mind You can charm targets at longer range
Mind: Suggestion You may plant thoughts into a target’s mind.
Mind: Suggestion (Greater) As lesser Suggestion, but stronger
Mind: Suggestion (Lesser) Plant a suggestion into the target's mind
Mind: Suggestion (Powerful) As lesser Suggestion, but even more powerful
Myrmidon Maneuver Recovery In order for the myrmidon to recover her maneuvers she must perform one of two actions. The myrmidon may recover a single maneuver as a standard action. She may also spend a full round action to recover her initiating modifier in maneuvers (min 2).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Orc Weapon Expertise (Defender) +1 shield bonus to AC (+2 if two-handed weapon).
Orc Weapon Expertise [Combat Trick] 5 stamina points to gain another benefit of this feat for 1 min.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Painful Magic (DC 15) When using magic, you must make a Fort save or be sickened/nauseated
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Shattering Strike +3 (Ex) +3 Sunder and damage vs. objects.
Skilled Casting (Perception, DC 20) You must succeed at a skill check to use magic
Smash from the Air Cut from the Air can be used against massive ranged weapons and ranged attacks from spells
Spellcut (1/round) 1/r: Use your BAB in place of your save bonus for a Ref save or a spell that only targets you
Sphere Focus (Mind) Gain +1 DC with abilities from chosen sphere
Time: After Image (35% miss) Target gains concealment and a miss chance
Time: Group Time (6 extra targets) Affect more targets with your alter time abilities
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Ranged Time Use alter time abilities at range
Time: Slow Target becomes staggered
Trained Initiative (Weapon Training [Spears] +4) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Tunnel Runner (+10 stealth, +5 init, 10 minutes/day) (Su) At 8th level, you can move through tunnels and caves with ease. Activating this ability is a standard action. You can move across any stone surface as if under the effects of spider climb. You can also see very well in darkness, gaining darkvi
Unity (1/day) (Su) As an imm action, allies in 30' may use your save bonus against something that affects you both.
Weapon Finesse [Combat Trick] 2 stamina points to negate shield's armor check penalty on attack rolls.
Weapon Focus [Combat Trick] 2 stamina points to gain Weapon Focus bonus on another weapon for 1 rd.
Weapon Specialization [Combat Trick] 2 stamina points to apply Weapon Specialization to another weapon.
Weapon Training (Spears) +4 (Ex) +4 Attack, Damage, CMB, CMD with Spears
Wild Magic 10% of random effect when you spend a spell point
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Borus Evanklin, the Atheistic Oracle.

Borus was born as a child of two worlds. The son of hated enemies become lovers and then torn apart by war between their peoples, he is a noble bastard born into orphanhood and raised by an entire tribe. Having more family to love and hate, abuse and care for him, than he could handle, he fled his mother’s cave-dwelling mountain orc tribe to try to live among his human ancestors, finding their ways bizarre yet comforting.

Borus studied with the human soldiers, but always found his tribe’s weapons more appropriate, and so he adapted these to the soldiers’ methods, or, more appropriately, adapted the methods to his preferred weaponry.

Borus became a sell-sword, but one of singular discretion: he would only hire out to causes he found worthy and honorable. This led to near starvation, and Borus became frustrated with the status-quo. All around him, he saw the suffering of the good and poor and the profit of the rich and (more often than not) evil. Frustration led to anger, which Borus tried to channel into religious fervor. This attempt ended badly, and Borus bitterly and utterly disavowed the gods.

The very night Borus declared the failure of the gods and swore on his own life to never surrender his own free will to theirs, he dreamt of the Maelstrom-- in its entirety. The dreaming unconscious of his mind surrendered to the overwhelming chaos, and something new within him was born. When he woke, he had no memory of the dream.

Months later he began to develop magical talents. His thesis is that by sublimating his will to the gods he was suppressing his own natural magical talents and now that he had free it, he was finally free to pursue the talents given by his ancestry and upbringing.

Borus does not rely on formulas or gestures to affect the minds and bodies of his enemies and allies, rather he visualizes the energy flowing between them and the effect he wishes, using his freed will to create these effects. When he uses his magics, his eyes glow and he is wracked with the effort it takes to exercise such will. The extreme willpower needed occasionally makes him sick, bleeding from his eyes momentarily, but most of the time now he has enough practice to avoid this unfortunate side-effect. Additionally, he can call on his ancestors for blessings. From the mountain orcs, he has gained the ability to conjured an acidic fungus bolt and the ability to move easier and see better in the deepest depths. From his human ancestors, he gains a soothing touch and a greater ability to defend one another against the depredations of antagonists. From both, he gains a blessing upon his destiny and the ability to bestow such blessings upon his allies. He has learned how to tap his inner life force and connect it to his ancestors, channeling it forth as healing energies without the need to beg from any god such blessings.

Borus now travels with a group of adventurers whose work he admires, continuing to practice his craft and armsmanship, becoming ever more adept at both while deepening his resolve to live a deity-free existence.

Borus is a decent-sized half orc at 6’2”, with olive-green skin, brown eyes and hair, and a pronounced underbite marked with sharpened and elongated canines. He tends to wear utilitarian, loose fitting clothes of deep russet and golden-hued greens. Rarely seen without his specially-commissioned magic orcish skull ram, he has a jovial, care-free disposition, razor-sharp wit, and generous spirit. He strives to find a way to unite his two peoples, the orcs and the humans, and to free the faithful from their bind of servitude to the gods. Anytime he can make peace between struggling factions, he feels he has accomplished good, more so if he can find common ground between those divided for religious reasons.

Borus has been selected as Yidhra’s oracle for reasons only she can fathom. This is, of course, a ridiculous notion. Borus would deny any
Borus has been selected as Yidhra’s oracle for reasons only she can fathom. This is, of course, a ridiculous notion. Borus would deny any such relationship between his powers and the goddess’ portfolio, insist that his magic comes not from any deity, but rather his ancestry and the fact he has freed himself from any such celestial shackles. Yidra would laugh and agree. Fueled by the Maelstrom Dream, Borus's mind conjures and projects images onto others' minds, causing them to become confused, controlled, distorted, enthralled, unable to act, etc., or offering them inspiration to greatness. He can borrow energy from the Maelstrom to enhance himself or his friends’ bodies and alter the flow of time. He does this through a process of visualization, allowing his active imagination to contact that part of his subconscious that lies unseen and eternally connected to the ever-shifting chaos of the Maelstrom. Such powers were not made for mortal frames, and if were not for Yidhra’s hidden purpose and protection, they would surely tear him apart. As it is, the process of utilizing this magic is quite painful for Borus as his consciousness struggles not to recognize the facts known by his subconscious mind. When he fails in this struggle, he bleeds from the eyes and becomes sickened temporarily.

While Borus had lost both his parents by the time he was born, he nonetheless has had several influential figures in his life. The mountain orc chieftain Heracul was the first of these. Heracul was Borus’s mother’s cuckolded husband, and after killing her in a fit of rage at Borus’ mixed heritage, demanded that Borus be raised by the tribe in his mother’s memory. Heracul was cruel and distant, encouraging the torment of the boy, while savagely beating or killing anyone who dared actually harm him.

Secondly, the militia commander Gale Hemswolf taught Borus much of what began his career as a mercenary, short-lived as it was, and the adventuring career that followed it, in terms of martial prowess. Gale was kind, but formal and strictly disciplined. He taught Borus the ways and means of civilization. Gale and Borus parted on good terms with the understanding that Borus was gifted, but not military material.

Honorable mention goes to Almadae Cornasta, priestess to Zadastha, whose initial affections for Borus have turned to red-hot hatred flamed by sexual tension after many heated theological arguments over a glass of wine or two. Since Borus left her at Bard’s Gate without a word to go to the Dungeon of Graves with those creeps he hangs out with, she shouldn’t be relevant, right?