Summoner

Cole Burrns's page

458 posts. Alias of Jeremy Clements.


Full Name

Cole Burrns

Race

Half-Orc

Classes/Levels

(Pyro) Kineticist 2 / VMC Sorcerer (Orc)

Stats:
HP 26/26 (-2NL) |Current Burn: 1 (Limit+1/rd) | AC 18 T 15 FF 16 | Fort +8 Ref +5 Will +1 | CMB +3 / CMD 15 | Init +2 | Perception +6|Sanity: 33/33 | Hero Pts: 2/-0 | Active:

Gender

Male

Size

M

Age

21

Special Abilities

Madness: Mild Pyromaniac / Starting SaNITy scORE: 33/33

Alignment

N

Deity

Pharasma

Languages

Common, Orc, Draconic

Strength 14
Dexterity 15
Constitution 20
Intelligence 12
Wisdom 12
Charisma 9

About Cole Burrns

LEGACY: Hiregaard

+2 Bonus to Constitution.
Diplomacy is a class Skill and you gain a +2 Legacy Bonus to that skill.
+1 to Fortitude Saves vs. Negative Energy Effects.

House Rules for Hero Points:

Hero Points Character Gain 1 Hero Point Per Level each time they level capping at 5 (i.e. at 6th level you gain 5 more). Characters can carry over unused points.

Hero Point Mechanics:
1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Optional rules mostly in the form of New Feats for Hero Points:

Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),

Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),

Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),

Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),

Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),

Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),

Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).

Legacy Weapon: Falcata:

This antique weapon, although slightly rusty, is made of a sturdy Cold Iron material and appears to have a phoenix motif.

Level 1: +1 Weapon
Level 3: ??

Loot!:

4x Alchemist Fire (From Doctor’s Lab).

The Doctor's Ring - Etched with Symbols: Ring of Protection +3 & acts as a Ring of the Grasping Grave.
*The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.

Shortcuts:

[dice=Blast(Burn 0) RTA Range 30ft.]1d20 + 3[/dice]
[dice=Magic(Fire)Damage]1d6 + 2[/dice]

[spoiler=Blast(Burn 1)Fan of Flames Fire Blast (Reflex DC13 for 1/2)]Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. [//spoiler]
[dice=Fan of Flames Magic(Fire)Damage]1d6 + 2[/dice]

NOTE: Any AoE Reflex save is based on Cole’s Dex! 10+Dex+EBL (Effective Blast Level = 1/2 Caster level!)

[dice=+1 Falcata]1d20 + 4[/dice]
[dice=Slashing Damage, Magic, Cold Iron]1d8 + 3[/dice]
~Crit?
[dice=+1 Falcata]1d20 + 4[/dice]
[dice=+Damage w/Killer Trait]2d8 + 6 + 3[/dice]

[dice=50% Incorporeal Strike]1d00[/dice]

[dice=Dagger, Melee]1d20 + 3[/dice]
[dice=Damage]1d4 + 2[/dice]

[dice=Dagger, Thrown]1d20 +3[/dice]
[dice=Damage]1d4 + 2[/dice]

[dice=Stealth]1d20 + [/dice]
[dice=Perception]1d20 + [/dice]
[dice=Acrobatics]1d20 + [/dice]
[dice=Escape Artist]1d20 + [/dice]
[dice=Heal]1d20 + [/dice]

Basic Pyrokinesis!:

Elemental Focus: Fire
Basic Pyrokinesis Spell-Like abilities!
*Element(s) fire; Type utility (Sp); Level 1; Burn 0
You can use your inner flame to reproduce the effects of a flare, light, or spark cantrip, except that the light you create with light produces heat like a normal flame; using any of the three abilities ends any previous light effect from this wild talent.

Cole Burrns:

Race Half-Orc
Gender Male
Alignment N
Age 21
Class (Pyro) Kineticist 2 / VMC Sorcerer (Orc Blooded)
Init +2
Senses Darkvision 30ft.
Perception +6
_____________________________________________
BUFFS AND CONSUMABLES
_____________________________________________
DEFENSE
_____________________________________________
AC 18, touch +15, flat-footed +16
(+3 Armor, + 0 Natural Armor, + 2 Dex, + Dodge, + 3 Deflection)
Temp AC Bonuses:

Hp 26 (2d8HD + 5 Con + 0 Favored Class)
Temp hp { }
Fort +8, Ref +5, Will +1
*+2 bonus on saving throws to remove negative levels
*+4 bonus on Will saving throws to avoid sanity damage caused by encountering monsters, extreme violence, or death.
*+2 trait bonus on saving throws against fear effects.
*Iron Control: Whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.
*Power Hungry(Drawback): You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
_____________________________________________
OFFENSE
_____________________________________________
Speed 30
Melee + 3
Ranged + 3
Special Attacks
*Kinetic Blast(SP): 1d6 + 2 (Fire) (+1d6 at 3, 5, 7, 9, 11 etc..)
Energy blasts deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by +1d6 for every 2 kineticist levels beyond 1st.(+1d6 at 3, 5, 7, 9, 11 etc..)
Form Infusions: DC Saves based on Dex Modifier.
_____________________________________________
STATISTICS
_____________________________________________
Str 14
Dex 15
Con 20 (Includes Legacy bonus)
Int 12
Wis 12
Cha 9
Base Atk +1; CMB +3; CMD +15

Feats
1st Level: Exotic Weapon Proficiency (Falcata)
Half-Orc Trait Bonus: Endurance
@3rd Level: VMC Sorcerer
@5th Level: Point Blank Shot

Traits
*Killer (Combat)
~You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

*Iron Control (Racial: Half-Orc raised by Humans)
You learned the hard way that expressing the rage you inherited from your orc blood exacerbates humans‘ fearful and hostile reactions to you; after years of effort, you’ve mastered self-control and buried your anger deep.
Benefit(s): Whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

*Crusader Tactician (Regional)
Requirement(s) Lastwall
You have studied at Vigil’s Crusader War College, and are skilled in both heraldry and siege tactics. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (nobility) checks, and one of these skills is always a class skill for you. (Know: Engineering)

*Signature Moves(Social)
You’re known for some unique item that has become your trademark. (Masterwork Cold Iron Falcata, with a Phoenix motif)
Benefit(s): Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

DRAWBACKS
*Paranoid
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

*Power-Hungry
You’re addicted to power.
Effect: You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

____________________________________________
SKILLS: 5pts/lvl + 1 Favored Class (6 pts total)
____________________________________
* Acrobatics (Dex): 2+2+3
* Diplomacy (Cha): -1+2+3+2 (Includes Legacy Bonus)
* Escape Artist (Dex): 2+2+3
* Perception (Wis): 2+1+3
* Stealth (Dex): 2+2+3
* Heal (Wis): NSP
* Intimidate (Cha): -1+2+3 (+1 when holding Falcata)
* Knowledge [Nature] (Int): NSP
* Use Magic Device (Cha): NSP

Background Skills (+2/lvl)
* Knowledge [Engineering] (Int): 2+1+3+1 (includes Trait bonus)
* Profession [Arsonist] (Wis): 2+1+3
~You gotta know HOW to burn something down properly in order to do it right!

Languages Known: Common, Orc, Draconic
____________________________________________
SPECIAL QUALITIES
*Elemental Focus (Su)
At 1st level, a kineticist chooses one primary element (FIRE) on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, etc.) as a bonus wild talent.

*Wild Talents
A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist. Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents. In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

*Burn (Ex)
At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

*Kinetic Blast (Sp)
At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. Simple blasts are listed with their corresponding elements.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist’s Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Composite blasts combine elements to form a new blast. When a kineticist gains a new element through expanded element, she gains access to all composite blasts for which she qualifies. All composite blasts are listed after the kineticist elements. Energy composite blasts deal an amount of damage equal to 2d6 + 1/2 the kineticist’s Constitution modifier, increasing by 2d6 for every 2 kineticist levels beyond 1st.

*Gather Power (Su)
If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

*Infusion (Su)
At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies. The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist’s form and substance infusions both alter the kinetic blast’s damage, apply the substance infusion’s alteration first. At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can’t replace an infusion that she used to qualify for another of her wild talents.

*Elemental Overflow (Ex)
At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores. At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

*Elemental Defense (Su)
~@2nd Level: Searing Flesh
Element(s) fire; Type defense (Su); Level —; Burn 0
Your body becomes painfully hot. Whenever a creature hits you with a natural attack or an unarmed strike, that creature takes 1 point of fire damage per 4 kineticist levels you possess (minimum 1 point of fire damage). A creature in a grapple with you takes double this amount of damage at the end of each of its turns.
Weapons that strike you also take this damage, though the damage is unlikely to penetrate the weapon’s hardness. By accepting 1 point of burn, you can increase this damage by 1 point per 4 kineticist levels you possess until the next time your burn is removed. You can increase the damage in this way up to seven times.
Whenever you accept burn while using a fire wild talent, the surging flame causes your searing flesh to deal double its current amount of damage for 1 round (a creature in a grapple with you takes a total of four times as much damage as normal). You can dismiss or restore this effect as an immediate action.

*Fan of Flames Infusion (DC:
Element(s) fire; Type form infusion; Level 1; Burn 1
Associated Blasts blue flame, fire
Saving Throw Reflex half
Your kinetic blast extends in a fan of flames, damaging all creatures and objects in a 15-foot cone. The saving throw DC is Dexterity-based.

*Heat Adaptation (Wild Talent) - @2nd Level
Element(s) fire or water; Type utility (Sp); Level 1; Burn 0
You are constantly protected by endure elements against hot temperatures only. You gain an amount of fire resistance equal to twice your current amount of burn.
____________________________________________
SQ
Half-Orc Traits
*Darkvision: Half-orcs can see in the dark up to 60 feet.
*Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
*Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Half-orcs can take this trait in place of weapon familiarity.
*Inured: Half-orcs raised by orcs often become desensitized to the violence around them. Half-orcs with this trait gain a +4 bonus on Will saving throws to avoid sanity damage caused by encountering monsters, extreme violence, or death. This racial trait replaces orc ferocity.
*Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.
Favored Class Option(Half-Orc)
~Add 1/3 point of fire damage to fire-element blasts that deal fire damage. This damage only applies when elemental overflow applies.
*0of3 points spent so far.
Favored Class Option(Human)
~Add 1/6 point to gain the Extra Wild Talent Feat.
*0of6 points spent so far.
____________________________________________
EQUIPMENT AND GOLD (60gp starting)

9gp 0sp 0cp remaining
____________________________________________
GEAR

+1 Falcata (Legacy Item/Antique/Cold Iron) w/Phoenix Motif
Studded Leather (25 gps)
Crowbar (2 gps)
Tindertwig (x2) (2gps)
Dagger (x2) (4 gps)
Kit, Monk’s (8 gps)
*This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
____________________________________________
APPEARANCE
____________________________________________
Height: 6'2"
Weight: 250lbs
Eye Color: Emerald Green
Hair Color: Black
Skin Color: Greenish
Region of Origin: Belkzen
Deity: Pharasma

Varient Multiclass:

Variant Multiclassing (Sorcerer)

Source Pathfinder Roleplaying Game: Pathfinder Unchained

This optional system allows a character to trade out half her feats in order to gain the benefits of a secondary class. These rules enable characters to gain many of the benefits of multi-classing without sacrificing advancement in their primary classes, and creates opportunities to explore novel character concepts, such as a barbarian whose rage stems from being afflicted by the gods with an oracle’s curse and revelations.

Under the standard rules, multiclassing can lead to a wide disparity in character ability. With this system, each character can choose a secondary class at 1st level that she trains in throughout her career, without giving up levels in her primary class. Once selected, this choice is permanent (though if using the retraining rules, the secondary class can be retrained by paying half the cost of retraining all her class levels). A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from her secondary class as described on Table: Multiclass Character Advancement. It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class she gains from this variant.

NOTE for Bloodline Arcana: https://paizo.com/threads/rzs2tot0?Sorcerer-Bloodlines-and-SpellLike-Abilit ies

VMC Sorcerer

A character who chooses sorcerer as her secondary class gains the following secondary class features.
Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.
Bloodline Power: At 3rd level, she gains her bloodline’s 1st-level bloodline power.
Improved Bloodline Power: At 7th level, she gains her bloodline’s 3rd-level bloodline power.
Blood Feat: At 11th level, she gains one of her bloodline’s feats or Eschew Materials.
Greater Bloodline Power: At 15th level, she gains her bloodline’s 9th-level bloodline power.
True Bloodline Power: At 19th level, she gains her bloodline’s 15th-level bloodline power.

CHOICE: I’m currently looking at the Orc Bloodline.

Orc Bloodline
The rage of your ancestors burns within you, and the taint of savage orc blood flows through your veins. Your anger is never far from the surface, giving you strength and driving you to seek greater power.

Class Skill: Survival.

Bonus Spells: burning hands (3rd), bull’s strength (5th), rage (7th), wall of fire (9th), cloudkill (11th), transformation (13th), delayed blast fireball (15th), iron body (17th), meteor swarm (19th). (These do not matter for me!)

Bonus Feats: Diehard, Endurance, Great Fortitude, Intimidating Prowess, Improved Overrun, Power Attack, Toughness, Widen Spell.

Bloodline Arcana: You gain the orc subtype, including darkvision 60 feet and light sensitivity. If you already have darkvision, its range increases to 90 feet. Whenever you cast a spell that deals damage, that spell deals +1 point of damage per die rolled.

Bloodline Powers: You are heir to the bestial power of the great orc warlords of the past. You feel their rage in your blood, and must take care lest the urge to despoil and destroy consumes you.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Power of Giants (Sp): At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

Warlord Reborn (Su): At 20th level, you become a true orc warlord of legend. You gain immunity to fire and DR 5/—. Once per day, you can cast transformation as a spell-like ability using your sorcerer level as your caster level.

Background:

History: Cole was originally born Viggo Brach-Nog of the Bleak-Fire Skull Clan in Belkzen. Raised among the orcs there as a child, he was often abused for his 'weaker ' half-nature, despite his amazing talent for manifesting fire at an early age. After the tribe’s shaman threatened to eat him in the morning for burning his dinner, Cole decided he had enough and ran for Lastwall with his half-blood cousin while most of the tribe was in a drunken stupor sleeping.

Ending up in Lastwall, Cole’s older cousin left him at an overcrowded orphanage in the besieged land, where he grew up around the crusaders who treated him ten-times better than the orcs ever did, even though they had trouble hiding their contempt for his origins.

Once old enough, he enlisted in the Lastwall militia as soon as possible and started to learn the ways of war. This eventually led him to his first training mission where he killed a zombie on the border of Ustalav near the whispering tyrant’s tomb, but the only other survivor of the group (and the training leader) attempted to claim the amazing sword from the zombie Cole had actually killed himself. An argument ensued and the trainer ended up dead. Cole now had the sword, but he know he could not hide the truth for long among the priests and paladins of Lastwall.

So with little feelings for the matter he turned and headed for Ustalav. The journey taught him much, but he quickly learned that Ustalav was a unique and strange place. Once he reached safety and word spread of his abilities, he was approached by a few ‘strangers’ who wanted to enlist his services as a fire maker and were more than willing to pay him decent sums of money for it. This fed his need for burning things and earned him coin.

After only a few successful months at this work, he was eventually caught by an inquisitor of Phrasma, and she realized he might be taught a path where he could still feed his need and provide a service to the community he was living in, rather than just as a parasite and arsonist for hire. She taught him some basic ways to understand and fight the undead, and even sent him to audit some classes of the famous Dr. Rudolph van Richten of Lepidstadt University, an old friend of hers from her time at the University. This is where Cole’s story now starts: He has been working as a mercenary to Phrasmins as an undead hunter-killer for the last year or so of his life, and has learned to appreciate Pharasma’s concepts on life and death. While he is no priest, he worships the Lady of Souls with studious dedication to the killing of unead, if not religious fervor.

Motto: "Fire renews the world with its destruction. Destruction brings new life...new growth...new possibilities."
Personal Symbol: A Phoenix rising from ashes and flames. (Tattoo)

Possible story hooks:
Hook1: 'Cousin' Helgra (Female 1/2 Orc Ranger from Belkzen who escaped with Cole into Lastwall←unknown whereabouts)

Hook2: Master Sargent Frellitz (Fighter: Sargent in charge of some local Militia in Lastwall)← Cole ‘stole’ his sword (Falcata!) - deceased?

Hook3: Human Noble, Lady Aelia of Ustalav (Needed his 'arson' services and was quite happy with them)

Hook4: Human Inquisitor Teofila Agarici (Pharasma Inquisitor who helped Cole understand and appreciate Pharasma's mysteries) – Introduced him to Dr. Rudolph van Richten of Lepidstadt University (Took some of his classes!)