Tsadok Goldtooth

Bossk Sharptooth's page

231 posts. Organized Play character for Buckshot Bob.

Full Name

Bossk Sharptooth


Half Orc


Barbarian / 5 HP 7 /50 Temp HP 10 / 0 AC 20 (21 during a surprise round, 18 in Rage ) ( Touch 12 Flat 19) / Fort +8 | Ref +5 | Will +5 / CMB +8 | CMD 20 / Init +5/ Perception +7 | Rage Rounds 24 / 13 MP 9 / 7








Common, Orc

Strength 19
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 12
Charisma 10

About Bossk Sharptooth


A brute of an Orc. With black hair and black eyes that bore through you. Scars cover most of his body from the many battles that he has fought.


• Str: +2
• TYPE: Humanoid (Half-orc)
• SIZE: Medium
• HUMAN HERITAGE (Strength) : Half-orcs get a +2 bonus on one ability score
of their choice at creation to represent their varied nature.
• DARKVISION 60 FT: Half-orcs can see in the dark up to 60 ft.
• 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.
• INTIMIDATING: Half-orcs receive a +2 racial bonus on Intimidate skill checks due
to their fearsome nature.
• HUMAN BLOOD: Half-orcs count as Human for any effect related to race.
• ORC BLOOD: Half-orcs count as both humans and orcs for any effect related to
• 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.
• Automatic Languages: Common, Orc
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal

• FAVORED CLASS (Barbarian) : You've gain the following bonuses: +4 rnd/day of
• FAST MOVEMENT: Speed +10 ft in less than heavy armor or load. (PFCR 31).
• BARBARIAN WEAPONS AND ARMOR: All simple and martial weapons, light
armor, medium armor, and shields (except tower shields). (PFCR 31).
• RAGE: You can rage for 24 rounds. Rage rounds are renewed after 8 hours rest.
While raging, gain +4 Str, +4 Con, and +2 on Will saves, –2 to AC. The increased Con
grants you +10 temporary hit points. Can't use Cha-, Dex-, or Int-based skills (except
Fly, Intimidate, Ride, and Acrobatics) or any ability that requires patience or
concentration. You can end your rage as a free action and are fatigued for a number
of rounds equal to 2 times the number of rounds spent during the rage. You cannot
enter a new rage while fatigued but can otherwise enter a rage multiple times during a
single encounter or combat. (PFCR 32).
• RAGE POWERS: As you gains experience, you learn to harness your rage in new ways.
You can use your rage powers only while raging. You cannot select an individual
power more than once. Unless otherwise noted, these abilities are free actions that
must be performed on your turn.
You have chosen the following rage powers: Scent, Clear Mind.
- Scent: The barbarian gains the scent ability (PFCR 564) while raging and can
use this ability to locate unseen foes. (PFCR 33).
- Clear Mind: Once per rage, the barbarian may reroll a failed Will save. This
power is used as an immediate action after the save is failed. The barbarian must take
the second result, even if it is worse. (PFCR 32). (PFCR 32-34).
• TRAP SENSE (+1): +1 bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. (PFCR 34).
• UNCANNY DODGE: Retain your Dexterity bonus to AC (if any) even if
caught flat-footed or struck by an invisible attacker. You still loses Dexterity bonus
to AC if immobilized. (PFCR 34).
IMPROVED UNCANNY DODGE (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. (PFCR 34)

• EXTRA RAGE: You can rage for 6 additional rounds per day. (PFCR 124)

• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)
• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6
for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary
natural weapons). Lasts until your next turn. (PFCR 131)
• SHIELD PROFICIENCY: You can use a shield and take only the standard
penalties. (PFCR 133)

-- TRAITS --
• ANATOMIST (Combat): You know where to aim your blows to strike vital organs
and you gain a +1 trait bonus on all rolls made to confirm critical hits. (PFAPG 327)
• INDOMITABLE FAITH (Faith): Your constant struggle to maintain your own
faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.
(PFAPG 328)

• ALCHEMICAL SILVER MELEE DAGGER: You get a +2 bonus on Sleight of Hand
checks made to conceal a dagger on your body (see the Sleight of Hand skill). [Weapon
2 (PFCR)]

• AMULET OF NATURAL ARMOR +1: This amulet, usually crafted from bone or
beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to
his natural armor. [CL: 5th] [Neck (PFCR)]
• CLOAK OF RESISTANCE +1: These garments offer magic protection in the form
of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th]
[Shoulder (PFCR)]

Sage blessed template

You received a gift of extraordinary power from one of the Jeweled Sages. See Player Handout #3 for more information about these abilities.
Rebuild Rules: Type gain the mythic subtype; Initiative gain the amazing initiative ability; HP increase hit points by 15; Defensive Abilities gain the hard to kill and recuperation abilities; Special Attacks gain the mythic power (11/day), surge, and versatile surge abilities; SQ gain the mythic heroics ability.

Heroic Resilience: You gain a +1 bonus on saving throws

Heroic Warrior: You gain a +1 bonus on all weapon attack and damage rolls

Mythic Rules Reference

The following are abilities shared by all characters with three mythic tiers or the sage-blessed simple template.
Amazing Initiative (Ex): You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Recuperation (Ex): You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.


+1 Mithral Falchion +10 Attack, 2d4+7 Damage, 18-20/x2 Crit, Slash, CM+1

Alchemical Silver Dagger +9 melee/ +7 Range, 1d4+3 Damage, 19-20/x2 crit, P/S Type

Cold Iron Dagger +9 melee/ +7 Range, 1d4+4 Damage, 19-20/x2 crit, P/S Type

CMD: 21
CMB: 9

Init +2

Fort: +7
Ref: +4
Will: +4

BAB: +5
Melee: +9
Range: +7


Skills (* w/ -1 Armour check penalty);

+5 Know Nature
+1 Stealth
+6 Survival
+7 Swim*
+8 Perception
+4 Handle Animal
+5 Acrobatics*
-1 Appraise
+0 Bluff
+7 Climb*
-1 Craft
+0 Diplomacy
+0 Disguise
+1 Escape Artist*
+1 Heal
+7 Intimidate
+0 Preform
+1 Ride
+1 Sense Motive


+1 Mithral Falchion in hand
Alchemical Silver Dagger hidden in boot
Cold Iron Dagger on belt
+1 Mithral Breastplate

-Exploriers Outfit
-Waterskins x2
-50' Slik rope
-6 Days Rations
-Grappling Hook
-Winter Blanket
-Cold Weather Gear
-Fish hook
-MW Falchion

Belt Pouch
-Flint & Steel

Special items
2 - Acid Flasks
1 - Bag of Caltrops
3 - Potions of Cure Light Wounds
1 - Anti-toxin
1 - Potion of Cure Mod Wounds .
1 - Potion of Magic Weapon
Wand of Lesser Restorations 7 charges
Wand of Cure Light Wounds 47 Charges
Wand of Endure Elements 45 Charges
Weight lb light Encumbrance

GP 384


Society Number:38898-9
Experance: 12
Fame: 12
Gold: 1134


Pathfinder Society Scenario #6–00 Legacy of the Stonelords:
Foes of the Forge Father (Monument District): You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself

Sight of the Unseeing (Seer’s District):You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result.
Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.