Half-Orc

Conri Warin's page

105 posts. Alias of Deaths Adorable Apprentice.


Full Name

Conri Warin

Race

HP: 15/15 |AC-14 T-10 FF-14 | F+3 R+1 W+7 |CMB+3 CMD13 | Init+0 | Perc +4 | -2 penalty on att and skill if 10ft from unconscious ally | Active Conditions none

Classes/Levels

Uncanny Dodge (no actions in suprise rnd except flash of insight. if no suprise rnd then staggered 1 rnd) Staggered is only move or standard | retrieve a stored item needs standard acation, dropped item lands 10ft away |

Gender

Male Half-Orc Seer Oracle lvl 2 | Darkvision 60ft, scent, | Spd 30ft

Languages

Common, Orc, Abyssal, Celestial, Varisia

Strength 14
Dexterity 11
Constitution 14
Intelligence 16
Wisdom 10
Charisma 17

About Conri Warin

Conri Warin stands at six and a half feet tall. Green tinted skin, yellow eyes, pointed ears, and small tusks mark him as a half orc. But the clean clothing, easy demeanor, and friendly smile show his loving upbringing by his mother. Tending to favor reds and whites as those are the colors of the Inheritor. His long sword is never far from him though the shield matters more to him, it belonged to his mother and she gave it to him when he left years ago for Vigil. A shield is tattooed on his right palm and Iomedae’s symbol is on his left palm. Both of these are a mark of pride to him.

Conri Warin
Half-Orc Seer Oracle level 2 LG
Init+0; Sensesdarkvision 60ft, scent, Perception +4
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Defense
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AC ac 17, touch 10, flat-footed 17 (+5 ac, +2 shield, +0 dex)
hp d8: 15
Fort+0 class +2 cha. 1= +3
Ref+0 class +0 cha, +1 = +1
Will+3 class +3 cha, +1 = +7
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Offense
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Speed 30 ft.
Melee long sword +4 (1d8+3 19-20/x2), morning star +3 (1d8+2 x2)dagger +3 (1d4+2 18-20x2)
Ranged dagger +3 (1d4+2 18-20x2) 10ft,
Special Attacks
[Class] Spells Known5/2 (CL 2nd; concentration +5)cl + cha
. . 1st (5/day) - Cure Light Wounds, Shield of Faith, unseen servant
. . 0th (5at will) - Create Water, Detect Magic, Guidance, Read Magic, Stabilize
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Statistics
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Str 14, Dex 11, Con 14, Int 16, Wis 10, Cha 17
Base Atk +1; CMB+3; CMD13
Feats: Keen Scent, Combat Stamina

Skills: 4 + 3 int +1 race =+8 per level +2 background skill (after three levels then favored class bonus)
Athletics (Str) +1 rank +2 mod, +3 class = 6 (+1 swim) (-1 armor check)
Craft cooking (Int) +2* rank +3 mod, +3 class = 8
Diplomacy (Cha) +1 rank +3 mod, +3 class = 7
Heal (Wis) +1 rank +0 mod, +3 class = 4
Intimidate+1 rank +3 mod, +2 racial, +1 trait, = 7
Knowledge (Arcana ) (Int)
Knowledge (Dungeoneering ) (Int)
Knowledge (Engineering ) (Int) +1 rank +3 mod, +3 class = 7
Knowledge (Geography ) (Int) +1 rank +3 mod, +3 class = 7
Knowledge (history) (Int) +1* rank +3 mod, +3 class = 7
Knowledge (Local ) (Int) +1 rank +3 mod, +2 racial +3 class = 9
Knowledge (Nature ) (Int)
Knowledge (Nobility ) (Int)+1* rank +3 mod, +3 class = 7
Knowledge (planes) (Int)
Knowledge (religion) (Int) +1 rank +3 mod, +3 class = 7
Linguistics (Int)+1 rank +3 mod, +3 class = 7
Perception (Wis) +1 rank +0 mod, +3 class = 4
Profession soldier (Wis)+1 rank +0 mod, +3 class = 4
Sense Motive (Wis)+2 rank +0 mod, +3 class = 5
Spellcraft (Int) +1 rank +3 mod, +3 class = 7
Survival (wis) +1 rank +0 mod, +1 trait, +3 class = 5
Use Magic Device (Cha)+1 rank +3 mod, +1 trait, +3 class = 8
Traits: Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done.
Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Touched by the Sea: You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Whatever the reason, you’re as comfortable in the water as you are on land.
Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Militia: You have served in one of the militia bands and so have learned valuable skills.
Benefit: Select one of the following skills: Profession (soldier), Ride, or Survival. Picked survival
You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you

Languages: Common, Orc, Abyssal, Celestial, Varisia
SQ
Other Gear: 7gp 9sp
longsword (+1 attunment)15gp
knife 1gp, morning star 8gp
chain shirt 100 +150gp mwk (0 armor check) (+1 attunment)
dark wood hvy wooden shield 57gp (removes two from the armor check penalty, darkwood makes it master work. A very dark wood with numerous scuffs all across it. On the back of it is a well carved symbol of Iomedea. )
Traveler’s any-tool 250gp,
Explorer's outfit (brown leather boots, dark brown leather breeches, pale leather belt, black shirt with a loose red vest, thick gloves, scuffed dyed red leather overtunic, and a thin bright purple and green scarf. )
Soldier’s uniform 1gp (pale leather boots, white crisp pants, a snug red shirt, white gloves, pale leather belt, a white jacket with red trim)
Travlers clothing 1gp (scuffed boots, grey wool breeches, leather belt, white shirt with a red vest. Tattered dark green cloak hooded cloak)
Cooking kit 3gp, This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Oracle's kit 9gp This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord), rope, soap, torches (10), trail rations (5 days), and a waterskin.
Gear maintenance kit 5 gp This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Fishing kit 5 spThis kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).
Grooming kit1gpThis pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Shaving Kit 15 gp A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
mwk backpack 50gp
silver holy symbol of Iomedae (worn as a necklace)25gp
Compass 10 gp Holy text25gp leather bound book, Tent (small) 10 gp, Pouch, spell components 5gp x2 Bag, waterproof1gp,
x2 String or twine (50 ft.) 2 cp, Whetstone 2 cp, x6Chalk 6 cp
jewelry 5gp (six simple ring earrings, three worn on each ear, and a silver ring), poncho 5sp,

Backstory:
Lastwalls port city of Vellumis is where Conri spent most of his youth with his mother watching the ebb and flow of those who plan to battle the horrors the world. Listening to his mother, Selka Warin, tell him where those brave souls were destined. About the glory and honor they each sought. Those who heard the ancient call to battle undead in Ustalav, the eternal remnants of the Whispering Tyrant. The brave souls heading up north to battle the army of the Abyss. Those who, like her in her youth, were to battle the hoards of Orcs at their boarder.
Selka never sheltered Conri to the horror that was his conception but she always made sure that he knew any tragedy can lead to something good, that encounter gave her Conri. Yes it pulled her from the front-lines of battle and she did miss it at times but now she had the gift of motherhood. She no longer took lives but had given one to the world.
Not that everyone else felt the same way. Throughout his life in Vellumis and later Vigil Conri has dealt with those who were indifferent to his mixed heritage, those who could not care less, and those who hated him for the taint in his blood. Clinging to be beliefs that his mother raised him with Conri chose to always rise to the challenge and prove those who thought that he was inferior or tainted due to his lineage. He ignored the lies claiming his mother left the front line in shame, he knew she did so willingly. But there was a part of him that still felt guilty for a crime he knows he did not commit.
This lead him to make the choice to leave Vellumis at fourteen and go to Vigil to learn the ways of war. Originally he wanted to take him mothers place in the constant war with the Orcs of Belkzen but as he learned and matured there would be no place for him there. Among those that hated Orcs. But he could fight the Demons at the Worldwound. For six years Conri resided in Vigil, only occasionally leaving to visit his mother, mostly leaving for field training.
Learning to fight as a unit and on his own. The switch to learning to battling Demons made things a little easier for him. Not being surrounded by those who hated and learning to fight with a unit who he did not fear would attack him in the mist of combat allowed him some mental relief. In the six years of training he earned a the Shield-Mark, a mark of justice upon the right palm in the shape of a Lastwall shield, sealing their oaths of loyalty to support the crusade and its ideals, and swearing to treat citizens and strangers alike with fairness, honesty, and respect. And the Sword-Mark, a second mark of justice upon the left palm in the shape of Iomedae’s symbol, swearing to faithfully serve their commanders, to protect the life of any citizen in danger (even at the risk of their own), and to temper justice with mercy and uphold the best of the crusader ideal. These two marks are what kept Conri bound to Vigil for so long. But he knew from his yearly childhood that he must have them. This would prove that he was worthy.
A few weeks before he was to set out to the Worldwound Conri learned of his mothers passing. Begging leave to give his mother her desired resting place Conri left the only home he had ever known not for the glory of battle but for the love of his mother. Selka was not a local to Lastwall and did not wish to be buried there. Instead she wanted to be buried with her family in Absalom. He would give her the burial she wanted then join his unit up north.

Curses:

Haunted
FAQ
Does the oracle’s Haunted curse affect the items in an oracle’s spell component pouch?
The question here is whether or not the haunted curse makes it so that to cast any spell using a material component, the oracle has to first spend a standard action to find the right material component. Fortunately for oracles everywhere, this is not the case. The items in a spell component pouch are nebulous and not defined (intentionally, so as to prevent casters from having to track the amount of bat guano they are carrying). As a result, this curse has no effect on such components. For ease of play, this extends to all material components, including expensive ones.
[Source]
Does the haunted curse affect how long it takes to draw a weapon?
No. The curse affects the “retrieve a stored item” action. If you are using the “draw a weapon” action (such as to draw a daggerfrom a belt sheath), that is a different kind of action and the haunted curse does not affect it.
If you were attempting to retrieve a daggerfrom your backpack, that would count as a “retrieve a stored item” action and the curse would interfere.

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Powerless Prophecy
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat.

Mysteries: Ancestor & Waves:

Class Skills: An oracle with the ancestor mystery adds Linguistics, and all Knowledge skills to her list of class skills.
Bonus Spells: unseen servant (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
1-Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
1 - Flash of Insight (Su): Once per day as an immediate action, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls of others.
3-Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level
5- Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.
7- Storm of Souls (Su): You can summon the spirits of your ancestors to attack in a ghostly barrage—their fury creates physical wounds on creatures in the area. The storm has a range of 100 feet and is a 20-foot-radius burst. Objects and creatures in the area take 1d8 hit points of damage for every two oracle levels you possess. Undead creatures in the area take 1d8 points of damage for every oracle level you possess. A successful Fortitude save reduces the damage to half. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.
7- Fluid Travel (Su): You can walk on liquid as if it were a solid surface. Walking on the liquid does not harm you; you can walk on acid or even lava (as if walking on a solid temporary crust), though you would still take fire damage from being near the lava. You can move across this surface at your normal land speed. At 7th level, while this ability is in effect, you can instead go underwater, gaining a swim speed of 60 feet and the ability to breathe water. You can use this ability for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
9- Water Form (Su): As a standard action, you can assume the form of a Small water elemental, as elemental body I. At 9th level, you can assume the form of a Medium water elemental, as elemental body II. At 11th level, you can assume the form of a Large water elemental, as elemental body III. At 13th level, you can assume the form of a Huge water elemental, as elemental body IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.
11-. Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects. You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation.
15- Spirit of the Warrior (Su): You can summon the spirit of a great warrior ancestor and allow it to possess you, becoming a mighty warrior yourself. You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, and a +4 natural armor bonus to AC. Your base attack bonus while possessed equals your oracle level (which may give you additional attacks), and you gain the Improved Critical feat with a weapon of your choice. You can use this ability for 1 round for every 2 oracle levels you possess. This duration does not need to be consecutive, but it must be spent in 1-round increments. You must be at least 11th level to select this revelation.
19- Punitive Transformation (Su): You can transform an opponent into a harmless animal as if using baleful polymorph. This transformation lasts 1 round per oracle level. Transforming another creature causes the first to immediately revert to normal. You may use this ability a number of times per day equal to your Charisma modifier. You must be at least 7th level before selecting this revelation.
Upon reaching 20th level you become one with the spirits of your ancestors. You gain a bonus on Will saving throws equal to your Charisma modifier, blindsense out to a range of 60 feet, and a +4 bonus on your caster level for all divination spells. You can cast astral projection as a spell-like ability once per day without requiring material components.

Feats:
1=Keen Scent
3= eschew materials
5= extra revelation Voice of the Grave
7= extra revelation fluid travel
9= Extra Revelation Water form
11= Spell Pen
13=
15=
17=
19=

Seer Archetype:

While all oracles possess some ability at divination, the seer is a true prophet, able to see things as they really are, or will be.
Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
Revelations
A seer must take the following revelations at the listed levels.
Natural Divination (Ex): As the nature mystery revelation. You must take this revelation at 1st level.
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Half Orc:

• Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
• Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
• Base Speed: Half-orcs have a base speed of 30 feet.
• Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Offense Racial Traits
• Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
• City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Senses Racial Traits
• Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits
• Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.