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.
' SPECIAL ABILITIES':
"-- HALF-ORCISH RACIAL TRAITS --
• 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
• Automatic Languages: Common, Orc
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal
-- CLASS ABILITIES --
-- GENERAL FEATS --
-- COMBAT FEATS --
-- TRAITS --
-- WEAPONS --
-- MAGIC ITEMS --
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.
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.
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
Skills (* w/ -1 Armour check penalty);
+5 Know Nature
+1 Mithral Falchion in hand
Alchemical Silver Dagger hidden in boot
Cold Iron Dagger on belt
+1 Mithral Breastplate
SOCIETY LOG SHEET:
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.