About Choot OthulHP = 72
Fortitude 7
Fame 43 Initiative +2 Base Attack – +5 Weapons: Melee – Masterwork Greataxe (Attuned) - +7 – 1d12 x3 Crit. Weapons Ranged – Heavy Crossbow - +4 – 1d10 19-20 x2 Crit [19 Heavy Bolts] Channel Ray - +4 Negative Energy 4d6 Damage 30' Save DC 20. Weapons: Daggers (4) (Melee and Ranged) - +5 – 1d4 CMD 14
Speed 30’ Skills:
Darkvision: Orcs can see in the dark up to 60 feet. Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. Languages: Orc, Common, Giant Channel Negative Energy 7x day - 4d6 – Will Save DC 18
Channel Positive Energy 2d6 3x day Bloodline Arcana - Whenever I cast a spell of the Necromancy school that deals HP damage, I am healed of 1 HP per spell level. Bloodline Powers - Ghoulish Claws - Free action to grow claws. Natural Weapons allowing me to make two claw attacks as a full attack using full base attack bonus. Damage 1d4+Strength. Leather Armor: Cold resistance 5 and a +1 natural armor bonus to AC Feats: Command Undead, Improved Channel, Eschew Materials, Extra Channel, Channel Ray, Toughness Selective Channeling (Phylactery) Traits: Sacred Conduit,
Weapon Proficiency: Simple Weapons, Light and Medium Armor and Shields. Corpse Companion: 1 HD Zombie Domains: (Death Magic) Death – Undead
Cleric Spells: Concentration +7 Orisons:
Spells:
2nd - 2+1 - Cure Moderate Wounds, Silence D: Ghoul Touch Sorcerer Spells: Concentration +7 Cantrips - 5 - Mage Hand, Message, Read Magic, Acid Splash, Open Close Spells Known 1st - 2 - Magic Missile, Chill Touch, Ray of Enfeeblement Interrogation
Spells Per Day 1st - 6/6
Aid OR Death Knell 1x day! Interrogation:
School necromancy [evil, pain]; Level inquisitor 1, sorcerer/wizard 1, witch 1
Casting Time 1 round Components V, S Range touch Target living creature touched Duration 1 minute/level Saving Throw Fortitude negates; Spell Resistance yes You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying. Boneshaker:
CASTING Casting Time 1 standard action
EFFECT Range medium (100 ft. + 10 ft./level)
DESCRIPTION By using a bone fetish like a marionette, you take control of a target creature’s skeleton. This has a variety of effects depending on whether the target is living or undead. A living creature has its skeleton rattle within its flesh, causing it grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster levels you have. In addition, you can move the target 5 feet. This movement doesn’t provoke attacks of opportunity. A successful saving throw halves the damage and negates the movement. An undead creature takes no damage. Instead, you manipulate the undead, forcing it to take an immediate action to either move up to its speed (provoking attacks of opportunity as normal) or make a single attack against a creature of your choice in its reach. Either of these is the most basic version of the action the creature can take (it doesn’t activate any special abilities that it could apply to the movement or attack, such as grab). A successful saving throw negates this effect. A mindless undead creature doesn’t receive a save against this effect. Gear: Silver Holy Symbol, Backpack, Grappling Hook, 50’ Silk Rope, Flint & Steel, Torch (1), Waterskin, Traveler Outfit for self & Companion (including Cloak for both), Pitons, Winterblanket, Belt Pouch GP: 161 – SP 3 – CP 9 Scrolls: cause fear, charm person, comprehend languages,reduce person,
Magic Items: Phylactery of Fate:
1) Functions as Phylactery of Negative Energy channeling. 2) Allows wielder to also channel positive energy of 2d6 3x day. 3) Grants the fear Selective Channeling to the wielder. And 4) 1× day the wielder can cast Aid or Death Knell. Ring of Sustenance Dust of Tracelessness. Bonebreaker Braces:
These thick brass and leather bracers allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the bracers to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the bracers reduce the target’s Strength, Dexterity, or Constitution (wearer’s choice) by –6. This penalty cannot reduce the target’s ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by heal, regenerate, restoration, or any magic that can break a curse. Kin's Face Tattoo -
The bearer then gains the benefits of disguise self, save that the bearer can take only the form of a specific half-orc, human, or orc, and the disguise lasts up to 5 hours per day. This duration need not be continuous, but it must be used in 1-hour increments. The material components for the kin's face tattoo include rare pigments that are mixed with the bearer's blood, then worked into the bearer's skin. To remove this tattoo, the tattooed portions must be erased and the scars healed. Background, Appearance and Personality
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